What type of magic decks are there
For example, you might take out some counterspells in favour of some powerful creatures. This is a great way to keep your opponents on their toes, though it can be hard to do without a particularly good idea of when to do so. Aggro decks have a high-density of low-cost cards and a single-minded approach to each game: deal damage quickly. If you need reminding: what do the different Magic: The Gathering mana colours mean?
Then again, sometimes you just need to throw as much damage at your opponent as you can. A lot of Aggro decks are focused on Red rather than any other colour. They tend to lose to Midrange decks but have solid matchups against Control decks. Midrange decks are for those who like to be a little more flexible. Each and every card should be feared in a Midrange deck, and if even a single threat stays alive, it can usually end a game.
The aim is to simply have better cards than your opponent, and ideally ones that continuously generate value of some sort. The goal is to simply keep playing obnoxiously strong cards until your opponent can no longer answer them, and then you can simply ride to victory.
Most Midrange decks have multiple colours, but due to the sheer power of Green and its creatures, will tend to have a strong foundation there. The best example of a Midrange deck is probably Jund in Modern, which is packed full of rares and mythics that either a generate value every turn or b are low mana cost with a large effect. Traditionally, the three essential types of Magic decks are control , aggro and combo. Aggro tends to beat control because it develops an advantage before control can find its relevant cards.
Control tends to beat combo because it can disrupt the most important pieces of the card combo, leaving the combo player with weak cards. 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. Because of this tendency, elements of aggro, combo, and control are used by wise players in order to build the most effective possible deck. A hybrid archetype combines two archetypes to help reach the end game.
The most commonly used hybrid archetype is Aggro-Control, combining the controlling fact of control and then Aggro for aggressive.
You control the battlefield and attack aggressively to end the game. Both of the two archetypes help you reach the end game and hopefully, your opponent can't answer the threat that you bring. New sub- archetypes are first defined when a rogue deck enters a tournament setting such as a PTQ.
The deck places in the top 8, often top 4, and the list is put on the internet. People, seeing the high finish and the wacky deck design, will copy it. This is called netdecking. The deck establishes a name for itself, usually something funky, but it is not an archetype yet. Next, people in other formats notice that the deck's unusual name and power level have really stirred things up.
They decide to try the deck out in the format that they play, leading to multiple decks spread over different formats.
The funny thing is, all these decks have the same name, roughly the same strategy, and often some of the same cards. Now, it has truly been transformed from a rogue deck to an archetype. Duck and Cover plays one very potent threat the Duck. 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.
Nowadays, planeswalkers can now serve as the major threat, as the deck is designed to defeat their major weakness a strong board of creatures. 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. Land destruction hits the opponent at its weak point — mana. 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.
Encouraging players to play their favorite cards across the game's history, when it comes to deck construction in Commander, the sky is the limit. Few other formats possess the massive breadth of decks being played in the format, adding to its appeal.
So today we're going to examine the most popular and iconic deck archetypes you can expect to see when playing Commander. Through sets like Jumpstart, Strixhaven, and Modern Horizons II, established archetypes are constantly growing stronger. We've updated this list to reflect these changes.
While not keyworded, the act of blinking or flickering a permanent in Magic means to exile a card and then return it to the battlefield. Most often found in white, commanders such as Brag, King Eternal, Emiel the Blessed, and Roon of the Hidden Realm each are capable of providing repeatable flickering effects. As the name would entail, spellslinger decks are those that aim to cast and sling as many spells as possible over the course of a game of commander.
Many of these decks may include win conditions in the form of cards with storm, an ability that copies a given spell for each other spell cast before it in a turn.
Some of the most popular commanders for spell slinging decks are Mizzix of the Izmagnus, a card that can greatly reduce the costs of instants and sorceries, and Veyran, Voice of Duality, a card that doubles any abilities that trigger from casting an instant or sorcery.
One of the major card types in Magic, Enchantments most often come in the form of those that provide a static effect, or auras, those that augment another permanent. The archetype notably became much stronger with the recent printing of Sythis, Harvest's Hand, a two-mana enchantress that can be your commander. Pod decks get their name from the card, Birthing Pod, an artifact that allows creatures to be sacrificed in order to tutor for any creature with a mana value one higher than the sacrificed card.
As there are several cards in magic that offer a similar effect with commanders such as Oswald Fiddlebender and Prime Speaker Vannifar having such effects in the Command Zone, Pod decks can reliably tutor up key cards and combos. This makes them some of the most consistent decks in the entire Commander Format. While most decks are based around the spells within them, there are also decks that revolve around synergies with lands.
Whether these decks utilize heavy amounts of mana ramp, landfall effects, or even land-based graveyard synergies, these decks put their lands in the forefront of their game plan. Massively popular in the format, Wheel decks derive their name from the card Wheel of Fortune, as they seek to benefit from the use of spells that feature abilities similar to this card.
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