facebook

CoolStuffInc.com

Preorder CSI Limited Edition shirts by May 13th!
   Sign In
Create Account

What Have We Learned - Magic 2010 Edition

Reddit

LeafSince the dawn of Time Walk, there have been a nearly infinite number of Magic the Gathering decks created and played.  All of these decks fall under one of the three super-types of deck builds.  These super-types are rush/aggro, control, and combo.  Every deck ever made falls into one of these types and each rises and falls in popularity depending on the cards available and their legality.  After Mirrodin was released affinity decks, certainly a rush/aggro build, dominated games from the Pro-Tour to the coffee table.  Around the era of Seething Song, Rite of Flame, and Dragonstorm combo builds that focused on the storm ability dominated.  And so on and so forth.  Magic 2010 appears to be taking the game in a new direction, both stylistically and functionally.  The question is, how are the three super-types changing along with it.  To answer that we take a look at where they are now and where they will be after M10 is released later this month.

- - - Rush/Aggro - - -

[caption id="attachment_3508" align="alignright" width="249" caption="look out, aggro/rush decks will be all the rage"]creaturerush2[/caption]

Currently this is the most popular deck build archetype out there.  Basically the premise is to empty your hand  as quickly as possible and do 20 damage to your opponent before they have a chance to breathe.  There is little thought in defense, just in making sure that every card counts and you win as quickly as possible (usually turn five).  Token decks have dominated the tournament scene for much of the past year, and Bloodbraid Elf seems to ensure that rush will remain viable for at least a while longer.  Without sounding like too much of an elitist, rush is surely the easiest build to understand and to master.  The developers of Magic 2010 not only understand this point, they embrace it.  Cards like Ball Lightning and Elite Vanguard are perfect examples of cards meant to be played at  one distinct time: as soon as possible.  The pros of a Rush/Aggro dominated future?  Decks are easier to build, games are quicker and often more fun to play.  Even if these games tend to turn into proverbial contests of chicken with each player running full speed at the other hoping the other gets out of the way.  And therein lies the con of a shift towards aggro.  The big, fat con:  in-game strategy is pushed to the way-side in an environment where the only concern is playing your cards as fast as possible.  That is the environment M10 is endorsing.

- - - Control - - -

[caption id="attachment_3520" align="alignleft" width="267" caption="the essence of control"]the essence of control[/caption]

Control decks are the opposite of aggro/rush.  Every move is measured, and every play is made with the goal of eventually running your foe out of options.  Control decks represent the pinnacle of in-game strategy.  Unlike aggro/rush, the idea is defend and react, to have an answer for everything until your opponent runs out of bullets or you gain the advantage.  Lorwyn/Shadowmoor ushered in a new golden age of control that is only now beginning to crumble.  Amazing lands allowed duelists to build with any control elements they saw fit, and cards such as Cryptic Command, Cloudthresher, and Thoughtseize fit easily together.  Suddenly, dueling with control builds meant using any or maybe even all of the colors.  Blue no longer owned the lion's share of control spells.  They were spread across white, black, green and sometimes even red.  Magic 2010 certainly keeps this theme with even less control for blue.  White now appears to be the dominant control color while blue and black wrestle for second place.  That being said, the exclusions of Wrath of God, Cryptic Command and Reflecting Pool from M10 mean fewer control builds in the near future.  What do we gain?  Games will move much quicker and be easier for new-comers to understand and play.  Deck building will also become more important as in-game strategy loses emphasis.  Drawbacks with this shift in styles are numerous.  Everything from blue being nerfed, to a simple lack of strategy in a strategy-based game.

- - - Combo - - -

[caption id="attachment_3509" align="alignright" width="238" caption="great combos are always memorable"]great combos are always memorable[/caption]

As a sort of hybrid between the first two super-types exists the combo deck.  Combo builds work on the idea of using two or more cards to create a win condition as quickly and efficiently as possible.  The aforementioned Dragonstorm deck is a perfect example.  A build made up of cards that on the surface aren't great (many not even playable), but combine to form some sort of Voltronesque avalanche of beatdown.  Isochron Scepter/ Counterspell is a combo deck.  So are all the variations of Seismic Assault/ Swans of Bryn Argoll.  Many combo decks are set up to run themselves (particularly with abilities like storm and cascade), requiring little attention after the initial shuffle.  Part of the lure of a good combo deck is predictability and the complete control the player has over their cards.  All of the skill here is in the initial building of the deck.  These decks always make a noisy burst onto the tournament scene and exploit the element of surprise.  Then disappear almost as quickly, relegated to casual games until time immemorial.  The best combinations are ones that WotC did not realize when the cards were printed.  Making it very tough to judge if the seemingly stark lack of combo pieces in M10 is intentional.  (Admittedly the Cascade mechanic is the best combo assist produced since Storm, but that was Alara.)  There are reasons to smile at this trend towards fewer true combo builds.  Most importantly, the games in which these decks are played could not be more boring.  Sorry, they just are, even if you win.  Second, in-game strategy being almost entirely removed sucks and sucks hard.  Building a good deck should always be part of MTG skill, but not the only part.  Especially with net decking and build jacking at their highest levels ever.  However, there is also a big reason to frown.  Many players love combo decks!  Each new combo carries with it a wave of copy cats and look-a-like builds that sweeps over casual games and competitive duels.  Because hey, sometimes all it takes to have a good time is to win.

- - - - - - - - - - - - - - - - - -

What have we learned?  Creature rush and aggro burn will be all the rage within the M10 set and WotC likes it that way.  We also can see control fading back to the realm of the supremely skilled player and out of the mainstream.  And combos?  There don't seem to be any pieces readily apparent in Magic 2010.  How do you see M10 changing the popularity of these super-types?  And how will they play in the brave new world that is WotC's vision?  That is up to you to decide.

Sell your cards and minis 25% credit bonus