This falls under the category of tempo based decks, but only to an extent. Once this deck has control of the game, there is almost no comeback.įull of cheap creatures and burn spells, sligh looks to win by sheer overwhelming beatdown at an unbearable pace. It kills with a combination of enchantments like Megrim, artifacts like The Rack, and creatures like Hypnotic Specter. Discard control decks are base black, often with blue or green for backup. Discard - They can't play spells they don't haveĭiscard makes sure its opponent never gets to play out their plan, first by emptying the other player's hand and then by making sure it stays that way.Usually red, white, or black based, but green works as well. Answers require mana, and mana usually requires lands. Almost no deck can function without a stable mana base, and by destroying lands and artifact mana, this kind of deck wrecks the opponent's ability to even play spells. Land destruction hits the opponent at its weak point - mana. The rest of the deck is the cover in which the deck utilizes counterspells and card draw to make sure that the opponent's threats never stick and the Duck stays in the game. Nowadays, planeswalkers can now serve as the major threat, as the deck is designed to defeat their major weakness (a strong board of creatures). Usually it is a very large creature often with an evasion ability, such as Leviathan or Dream Trawler that it can use to bash face to end the game. Now, it has truly been transformed from a rogue deck to an archetype.ĭuck and Cover plays one very potent threat (the Duck). The funny thing is, all these decks have the same name, roughly the same strategy, and often some of the same cards. They decide to try the deck out in the format that they play, leading to multiple decks spread over different formats. Next, people in other formats notice that the deck's unusual name and power level have really stirred things up. The deck establishes a name for itself, usually something funky, but it is not an archetype yet. People, seeing the high finish and the wacky deck design, will copy it. The deck places in the top 8, often top 4, and the list is put on the internet. New (sub-)archetypes are first defined when a rogue deck enters a tournament setting such as a PTQ. Both of the two archetypes help you reach the end game and hopefully, your opponent can't answer the threat that you bring. You control the battlefield and attack aggressively to end the game. The most commonly used hybrid archetype is Aggro-Control. Because of this tendency, elements of aggro, combo, and control are used by wise players in order to build the most effective possible deck.Ī hybrid archetype combines two archetypes to help reach the end game. Combo tends to beat aggro because the combo player can finish their combo, killing the aggro player, while the aggro player is still fighting towards victory. Control tends to beat combo because it can disrupt the most important pieces of the card combo, leaving the combo player with weak cards. Aggro tends to beat control because it develops an advantage before control can find its relevant cards. The main archetypes Aggro, Combo, and Control form the rock, paper, and scissors of Magic: The Gathering.
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