Well consider the math that goes into dealing 20 by the time the control player lays that 4th land. If you're incredibly aggressive (talking Standard here; Legacy is full of stuff that lowers the fundamental turn significantly) you have to deal, on average, 5 per turn. This assumes you're on the play; on the draw, if we're strictly talking about getting the other player to 0 damages, that's 7 damage per turn (rounded up, because 6.6... is dumb).
I mean the turn 4 WoG is a much bigger stumbling block than it seems, because it pushes *both* players to play the long game, which control is suited for and aggro is typically not. The old adage about not over-extending into Wrath was always a double-edged sword; you're sacrificing board position for the ability to recover successfully from a wipe, but you're doing so to the detriment of your own plan, not to the advancement. I mean yes, we could talk about building against that expectation, but then we're talking about everyone building for the mid-to-long game because the short game is occupied entirely by decks the article doesn't even cover (combo, SnT/Reanimator-style decks, etc). That sucks. It sucks because without a legit, non-combo blitzkrieg strategy in the game there's nothing to keep everything from bowing to control's idea of tempo; every matchup is "the control deck either did, or didn't maintain tempo." Boooooo. That's astoundingly bland. (It's probably also a bit of hyperbole, but I'm trying to avoid the idea of changing all decklists to match a metagame because then the conversation just rabbit holes ad strawmanium, and that's useless.)
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