The Planeswalker’s Apprentice – Deck Types

In frustration after his defeat, the Apprentice retreated back to the workshop and haphazardly scattered the contents of his satchel out on the long oak table. Across the surface of the hardwood tumbled sixty orbs, glowing at various brightness and strength. Frustrated, he tossed two of them, a green and blue mana orb to the side and tapped his chin, deep in thought.

“What shall I replace these with?”


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Welcome back to The Planeswalker’s Apprentice, a weekly blog focused on giving newer players the ammo they need to learn the game of Magic: the Gathering. This week’s installment will focus on initial deck creation.

Hopefully by now, you have played a few hands of Magic and have seen how simple card interactions work. What you may not fully understand is how these cards work together like a well oiled machine to achieve the decks goal. To begin, we must first learn about the five major deck types for beginners.

Before any of you say, “Hey! Hold up! Don’t players need to know what each color’s strength and weakness are first?” I agree that color identity is important but choosing what play style and deck type are more important in my opinion. The colors of your deck will fall into place once you realize how you want to win and play. Let’s take a look…

Aggro

Aggro is a term used for decks that focus on only one thing, attack. The goal of this deck is to get a horde of small creatures and overwhelm your opponent with too many creatures to block. Aggro decks rarely block or defend themselves and attempt to win as fast as possible. The longer the game, the more likely they are to lose.

Tempo

Tempo decks are like Aggro decks but with one difference. Instead of playing a slew of small and fast creatures they play additional mana sources and playing larger creatures faster then your opponent and beat them down. These decks also have creatures that get larger when certain conditions are met or over time.

Control

Control decks win by controlling the battlefield with creature destruction spells, counterspells or other forms of lockdown. To win with this deck, card advantage must be gained over the opponent through the entire match. The deck grinds the opponent into a standstill only to play an unanswerable threat. Winning the war of attrition is key with this deck type.

Midrange

Midrange decks are versatile Swiss Army Knives of the game of Magic. They have answers to most deck types and can overcome and adapt to most opponents. This deck type will often sit back early, assess the opponent’s deck, respond to threats and force a counterattack. They often play direct damage, counterspells or creature removal to gain the advantage.

Combo

Combo decks are just that, a combination of cards that cause some sort of win condition, whether it be infinite amounts of damage or a winning board state. Many Combo decks sit back and then unsuspectingly pounce, playing the cards they need to instantly win.

Understanding the strengths and weaknesses of each deck type will not only help you understand how your deck plays, it also helps you understand your opponent’s goals. For instance, knowing you are against a Combo deck will help your Control deck to hold onto counterspells or creature kill to make sure that their combo never goes off. A Midrange deck will block early against a Aggro deck, then eventually survive the initial onslaught with well timed removal or key blocks.

Let’s take a look at our Apprentice’s Deck found here. http://tappedout.net/mtg-decks/the-planeswalkers-apprentice-week-one/ Look at all the spells and creatures. Do you notice any deck type this deck would fall into? With the higher casting cost of the creatures and the abundance of spells this is definitely not an Aggro deck. There is also no game winning combo prevalent. With cards like Frost Lynx and Cancel this deck could initially be considered Control or even a Midrange deck with the larger creatures being present. It also has some framework for a Tempo deck.

Take a look at your current deck or current card collection. Out of the four common deck types, how would you feel that you would enjoy playing most? What cards are in your deck that achieves your deck type’s goals? What cards in your current deck do not help to achieve your goals? With these answers in mind it becomes more clear what spells you will need duplicates of and which spells need to be eliminated.

Let’s look back to the Apprentice’s deck. With it in mind that he will not be playing Aggro or Combo, let’s begin removing cards that will not help him. I think it would be great to add more counterspells to the deck, allowing for a touch more control. Removing a Forest and an Island to replace then with a Negate and a Cancel is a good start in the right direction.

In the original deck there is two artifacts, Staff of the Mind Magus and Staff of the Wild Magus. One misconception of early players is that gaining life is good. Repeat after me: It is easier, more efficient and more productive to deal 20 damage to an opponent than get to 40 life. There are advanced decks out there that gain huge amounts of life and are successful but those decks are very focused in what they do and your deck is not one of them. Keeping these two Staffs would not help me control my opponent’s play, eliminate threats or increase my own so they must go. With the deck’s larger casting cost creatures, I like the idea of additional mana sources and replaced the Staffs with two Elvish Mystics.

I always recommend that after changing four cards in a deck, players should playtest and get a feel for the changes they made. Every card you change alters the flow and feel of a deck.  Beginners should make changes to their decks in increments instead of all in one large change. Large changes will create chaos in what you are trying to achieve as a beginner. Make a minor change, play ten games, assess, make more minor changes and repeat. Our Apprentice’s new decklist can be found here http://tappedout.net/mtg-decks/the-planeswalkers-apprentice-week-two/

I have a special treat for all of you Christmas Day. For those of you who may get a fresh new 2015 Deckbuilder’s Toolkit for the holidays, don’t rip into it just yet. I’ll be opening one up and building a deck or two from it and we will learn more about what you can find inside to work with to create some fun decks. Stop in tomorrow for that.

Thanks for all the great feedback and comments about this blog. Keep it coming! Tweet me https://twitter.com/TheAiokii or follow conversation about budget Magic on Reddit at http://www.reddit.com/r/budgetdecks/


The Apprentice sat transfixed on his fresh, open journal, his hands clenched on it’s cover. His eyes darted across the exposed pages, his mouth muttering an incantation. Without warning, green wisps appeared from all corners of the room and slowly meandered towards the table closest to him. They were dim at first but began to glow with intensity as they neared each other at the table’s surface. They quickly began to wrap around themselves and centrifuged into a glowing green orb that throbbed with intensity as if it enclosed the heartbeat of nature itself. The Apprentice smiled.

“This Mystic will serve me well.” the Apprentice spoke as he picked up the orb, looked at it and then placed it carefully into his satchel.

4 responses to “The Planeswalker’s Apprentice – Deck Types

  1. Hey there Aiokii,

    I really enjoyed this article on understanding the various Deck Archetypes, as I think it is something many newer players need to learn about.

    I really liked the following quote from this post: “I agree that color identity is important but choosing what play style and deck type are more important in my opinion. The colors of your deck will fall into place once you realize how you want to win and play.” That said, many newer players like one or two colors over the others, and thus choose (at least implicitly) a deck archetype based on the fact that they play those colors. I think, however, you’re right to point out that a better approach to deckbuilding would be to figure out how you want to win (whether through an aggro, control, combo, or midrange strategy), and from there figure out what color best fits what you’re trying to do.

    One thing I want point out though: in the article you mention that there are four deck types (or rather deck archetypes), and I agree with you that there are four, but you then list aggro, tempo, control, midrange, and combo, which is five deck types. I think tempo is more a play style than a deck archetype, and would list the four archetypes as Combo, control, aggro, and midrange.

    I would distinguish the two (deck archetypes vs play styles) in the following way: Deck archetypes are over-arching strategies for the various ways one attempts to win a game of magic, and play styles being the various ways each of the archetypes can be crafted.

    For example, under the archetype Aggro, you would have multiple play styles; Burn decks (where you try to reduce your opponent’s life total to zero by slinging damage spells and hasty creatures at your opponents face), Weenie/White-Weenie (where you flood the board with lots of little dudes in an attempt to overwhelm your opponents forces and bring them to zero), etc.

    I think tempo is more of a playstyle than a particular archetype. It can be an aggro deck (where you play lots of dudes early, and then bounce, kill, or otherwise interfere with your progression of the board state so you can secure victory), or it can be a midrange style (where you’re simply playing bigger threats than they are on the same turns, like dropping a Savage Knuckleblade on your turn three after their turn three centaur courser, and bouncing/killing other things to mess with their tempo).

    I don’t know how much of these distinctions you want to parse out in a blog for beginners, but I think at the very least you should correct the numerical dissonance.

    In any case, enjoyed the post, and will be reblogging this on http://www.gathering4magic.wordpress.com/

    Thanks again

    Gathering4Magic

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    • Thanks for your comments and I believe, despite how handsome and smart my editor is he has a tendency to overlook things on occasion.

      You are absolutely right about my posting “four” instead of “five” deck types and I’ll be changing this immediately.

      You are also right about there being four major deck types and looking back I probably should had explained the reason behind my choice of Tempo being a fifth deck type.

      Aggro is more quick to play creatures such as the Modern burn deck all-star Goblin Guide, immediate threats with no additional build up needed. Also involved with Aggro is the Mono-colored blitz type decks that will send a swarm of small creatures every turn. This deck type traditionally ignores any interactions with it’s opponent’s deck or creatures in favor of immediate damage with reckless abandon and if is caught blocking, it’s losing. Another traditional Aggro creature that comes to mind is Raging Goblin.

      A Tempo deck is built strictly to gain it’s player’s advantage gradually. This deck is not in as much of a hurry as the Aggro deck as it needs to build with time. This deck type wins with small incremental effects either that build itself up such as mana elves or creatures that get bigger with time. A great example of a Tempo creature is Scavenging Ooze. It comes out as a tame 2/2 but if not answered by your opponent soon it will eventually gain +1/+1 counters and additional life for it’s controller’s advantage. Each small incremental power or toughness boost. mana gain or turn that goes by will cause the duel to slip out of the out of the opponent’s grasp.

      You would be 100% right in saying that most Aggro decks play with some Tempo creatures as in most Green Stompy decks but it would be rare to find Aggro creatures in a true Tempo deck as the Tempo deck does not swing with everything every turn, carelessly losing creatures in exchanges just to push damage through.

      The reason I mentioned Tempo to be a deck type is because I have seen decks created solely for tempo. I myself have even created purely casual themed decks based around the Simic Evolve mechanic. Granted, this strategy and deck type is not necessarily tournament worthy but is very viable at most kitchen tables and a great type to play for beginner players to learn and train themselves in the importance of tempo in Magic. Looking back at the post, I don’t think I made myself clear about that and I’ll do better in the future.

      I hope that clears things up a bit. Great comments as usual. I’ll look in the mirror and tell my editor to snap out of it.

      Liked by 1 person

      • no worries mate, when you’re your own editor (which we both are), it can be very easy to overlook things like that. Also, that definitely makes sense what you said about why you included tempo as an archetype. If you look back over the years even midrange wasn’t a “known” archetype, so you may well be on to something! Besides, newer players aren’t going to get hung up on little details like that, and I think your article does a great job of introducing newer players to thinking about these things, which they normally would not be aware of, let alone think about, so don’t be too hard on your editor. 😉 Thanks again for this post!

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