Aggro-control deck: Difference between revisions
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Revision as of 11:31, 25 April 2007
Aggro-Control deck is the aply-named deck archetype for a hybrid between an Aggro deck and a Control deck. Aggro-Control's gameplan is to play enough creatures to kill the opponent in a reasonable number of turns (e.g. a "five-turn clock"), then protect those creatures through disruption for that many turns to win the game.
Famous examples of Aggro-Control decks include U/G Madness and Counter-Sliver.
Aggro-Control history
Aggro-Control has two essential parts: an Aggro element and a Control element. Decks can lean more heavily on their aggro or control component, depending on the build. A strong aggro element means less work for the control element, while a weak aggro element requires a stronger control package for protection.
Traditionally, blue supplies the control aspect for the archetype via counterspells and card drawing. Alternative control strategies include black for discard or even red for land destruction, all with the purpose of keeping your creatures safe from the opponent for enough turns to win.
The aggro aspect, however, can be very complex. Every color has merit, and each has had at least seen some success in Aggro-Control. Aggro-Control creatures typically are extremely efficient, difficult to remove, and/or disruptive to the opponent.
A staple kind of creature for Aggro-Control decks are those that start weak but become more powerful the longer they stay in play. A good example is the cycle of Slith creatures from Mirrodin (set or the threshhold creatures from Odyssey. These creatures are cheap and can be played early, then protected by control elements long enough for them to become unstoppable.
Aggro-Control myths
Aggro-Control decks are also known as Tempo decks, though these terms are not interchangeable. Aggro-Control is a gameplan for an archetype while tempo is a theoretical concept the addresses the pace of executing a strategy. If you have tempo over your opponent, you are further ahead in developing your strategy. Many Aggro-Control decks rely heavily on generating tempo.
Many Aggro decks contain control elements, such as removal and burn spells, yet this does not make them specifically Aggro-Control. Many times, these control cards are simply to remove blockers or to provide a source of midgame card advantage. Alternatively, Control decks may contain aggressive elements as well yet not be considered Aggro-Control. For example, a Control deck may sideboard in cheap, aggressive creatures to exploit a Control opponent's early game weakness, especially if the opponent has inevitability. In this sense, the Control deck has simply "gone aggro" or "become the beatdown".
Notable Aggro-Control cards
- Meddling Mage - An efficient creature with a disruptive ability, Meddling Mage is close to a perfect embodiment of an Aggro-Control creature.
- Force of Will - An essentially free counterspell, Force of Will allows an Aggro-Control deck to summon creatures and draw cards while disrupting the opponent.
- Quirion Dryad - This innocuous creature made a huge impression on the Extended tournament scene when Alan Comer invented Miracle Grow, a deck that abused Quirion Dryad's growth capabilities with free card drawing and countermagic. Miracle Grow is notable for bringing Quirion Dryad to the attention of professional players and by annihilating the dominanting combo deck at the time - Trix. Quirion Dryad's power level proved impressive even in Vintage, becoming the premiere creature in Grow-A-Tog, which prompted the restriction of Gush.
- Ninja of the Deep Hours - A surprise attacker that also draws cards.
- Mystic Snake - An elegant example of a tempo card, Mystic Snake not only protects your creatures, it also increases your clock.
Aggro-Control Decks
UGw Threshold
A deck notably powerful deck in the Legacy enviroment. It capitalizes on cheap and effiecient draw spells such as Brainstorm and Serum Visions. It aggresively gains threshold and capitalizes on this by using aggresive weenie creatures like Nimble Mongoose for and early threat, and for late game, powerful finishers like Mystic Enforcer. The deck maintains steady pressure as well as staying on top by using various control elements like free counters; most notably Force of Will, and creature removal, such as Swords to Plowshares.