Additional Archetypes: Gimmick: Threats, Tempo, Essential-A Gimmick Deck Burns All of Its Resources
Additional Archetypes: Gimmick: Threats, Tempo, Essential-A Gimmick Deck Burns All of Its Resources
Additional Archetypes: Gimmick: Threats, Tempo, Essential-A Gimmick Deck Burns All of Its Resources
•Threats vs Answers - A Threat is a card that can win the game if left unchecked, sometimes
it includes the idea of smaller threats that combine to form a bigger threat. An Answer is a
card that deals with or removes a threat. There are no wrong threats, only wrong answers.
•Tempo vs Inevitability - Does your deck have to win fast, or does it have to survive the
game long enough to stabilize and close out?
•Redundant vs Essential - Does your deck have a lot of cards that basically do the same
thing, or does it rely on a few important key pieces to function?
Aggro: Threats, Tempo, Redundant- Every card is a threat, and every threat does the
same thing: deal damage. Aggro decks try to beat out the opponent before they can fight
back, and generally have very little lategame if the opponent is able to stabilize.
Control: Answers, Inevitable, Redundant- Control tries to have a lot of cards that take
away opposing threats in the form of Bounces, Spot Removal, Board Wipes, and
Counterspells. Control tries to survive the early game until it can establish its own threat,
which is used to close out the late game.
Combo: Threats, Inevitable, Essential- Each combo piece is not a threat in and of itself,
but there is a high degree of inevitability to a deck that can flat-out win the game if it gets all
the pieces together. Not as much redundancy as an aggro deck due to each combo piece
being essential with few-to-no possible replacements.
Aggro-Control: Answers, Tempo, Redundant- The flip side of Aggro that trades threats
for answers. Tempo decks try to answer as much as they can but are only able to hold off the
opponent for juuust long enough to finish them off.
Midrange: Threats, Inevitable, Redundant- The flip side of Control deck that trades
answers for threats. Each threat in a midrange deck is usually a big bomby problematic card.
Eventually you'll draw into enough of them to overwhelm the opponent.
Prison: Answers, Inevitable, Essential- The flip side to Combo that trades threats for
answers. Instead of establishing an "instant win" condition, Prison decks establish an
"inevitable never lose" condition by preventing attacks, or damage, or resource generation.
Additional Archetypes
Gimmick: Threats, Tempo, Essential- A gimmick deck burns all of its resources
trying to force a specific interaction, but the interaction is not one that guarantees
a win. A gimmick deck is a lot like a combo deck; capable of extremely strong and
explosive plays when all the gears mesh, but either the window for capitalizing on
these kinds of plays is extremely small, or the interaction is so vulnerable to
disruption that the deck completely falls apart without it.
Meta: Answers, Tempo, Essential- A meta deck is designed to shut down
whatever dominant deck is ruling at the moment, at the cost of all other
matchups. Usually this is what your deck turns into when you're desperately
sideboarding against an otherwise un-winnable matchup.