An aggro deck is designed to win quickly by applying relentless early pressure. It aims to reduce the opponent’s life total to zero before they can stabilize or enact their own game plan. Aggro decks favor cheap, efficient creatures, direct damage, and aggressive tempo over long-term card advantage or board control.
🔍 Core Identity
Feature
Description
Win Condition
Fast, efficient damage from low-cost creatures and burn spells
Game Plan
Overwhelm opponents before they can build defenses
Pacing
Early-game oriented; aims to win by turns 4–5
Interactivity
Low to moderate – focus is on offense, not reacting
🧩 Deck Components
Card Type
Role in Aggro
Low-Cost Creatures
Fast board presence, pressure from turn 1 (Monastery Swiftspear, Goblin Guide)
Burn Spells
Finish damage or remove blockers (Lightning Bolt, Shock, Skewer the Critics)
Combat Tricks
Temporary boosts to force lethal swings (Infuriate, Giant Growth)
Haste Creatures
Immediate damage without giving the opponent time to react (Fervent Champion, Phoenix Chick)
Mana Base
Streamlined and efficient (18–22 lands max) to ensure aggressive tempo
🧪 Famous Variants
Sub-Archetype
Description
Example Cards
Mono-Red Aggro
Burn and fast creatures; often wins by turn 4
Lightning Strike, Eidolon of the Great Revel
White Weenie
Swarm of low-cost white creatures, often with lifegain or buffs
Thalia, Adanto Vanguard, Raise the Alarm
Gruul Aggro
Red-Green for haste and beaters
Questing Beast, Burning-Tree Emissary
Rakdos Aggro
Red-Black for aggression with discard or sacrifice synergies
Bloodsoaked Champion, Thoughtseize, Claim the Firstborn
Boros Aggro
Red-White for fast creatures with buffs and tokens
Heroic Reinforcements, Swiftblade Vindicator
🆚 VS Other Archetypes
Matchup Type
Aggro Approach
Control
Race before they stabilize or start countering threats
Midrange
Outpace before they drop bigger creatures or sweepers
Combo
Kill fast before combo pieces assemble
Other Aggro
Win the race or use tempo tricks (first-strike, haste, burn to finish)
⚠️ Weaknesses
Poor late-game scaling: Loses to card advantage or top-end bombs
Vulnerable to board wipes: 1 card can reset the game
Countered by lifegain/stabilizers: Can’t maintain pressure past turn 5–6
Predictable game plan: Easy to play around or sideboard against
Dies to cheap removal: High risk of 1-for-1 trades
🛑 Control
All about patience, resource management, and overwhelming inevitability. Rather than racing to win, you deny your opponent’s plan until your win condition is virtually incontestable. If you enjoy chess-like strategy, reactive play, and long games where every decision matters—control might be your archetype.
🔍 Core Identity
Feature
Description
Win Condition
Often slow and inevitable (e.g., planeswalkers, finishers like Teferi, Hero of Dominaria or Shark Typhoon)
Game Plan
Survive early aggression, exhaust opponent’s resources, and win with a single resilient threat
Pacing
Late-game oriented (you prefer longer games where your more powerful top-decked cards shine)
Interactivity
Very high – you react to your opponent’s moves rather than proactively playing threats
🧩 Deck Components
Card Type
Role in Control
Counterspells
Prevent threats from ever resolving (Counterspell, Mana Leak, Dovin’s Veto)
Removal
Destroy or exile creatures or permanents (Doom Blade, Wrath of God, March of Otherworldly Light)
Card Draw
Refuel your hand to out-value the opponent (Fact or Fiction, Memory Deluge)
Board Wipes
Reset the board when overwhelmed (Supreme Verdict, Depopulate)
Win Conditions
Often hard-to-remove threats or value engines (Planeswalkers, control finishers)
Lands
Control decks typically run more lands (26–28) to hit land drops consistently
🧪 Famous Variants
Sub-Archetype
Description
Example Cards
Blue-White (Azorius) Control
Focus on counterspells, sweepers, planeswalkers
Teferi, Supreme Verdict, Absorb
Esper Control
Adds black for discard/removal
Kaya’s Guile, Thoughtseize, The Wandering Emperor
Grixis Control
Blue-Black-Red for removal and disruption
Kolaghan’s Command, Nicol Bolas, Fatal Push
Jeskai Control
Blue-White-Red for versatility
Lightning Helix, Narset, Supreme Verdict
Dimir Control
Blue-Black, often a mix of mill, discard, and counterplay
Drown in the Loch, Ashiok
🆚 VS Other Archetypes
Matchup Type
Control Approach
Aggro
Use removal and sweepers to stabilize, then turn the corner
Midrange
Outlast their threats, out-draw them
Combo
Disrupt key pieces with counterspells and discard
Other Control
Win counter-wars, generate more value over time
⚠️ Weaknesses
Slow starts: Vulnerable to fast aggression
Situational answers: Hands can be mismatched to threats
Vulnerable to card draw denial: Loses value engine if disrupted
Complex sequencing: Misplays are punishing and easy to make
Slow clock: Opponent may recover before you close the game
Weak to recursion: Can be out-grinded by resilient midrange/graveyard decks
⚖️ Midrange
A Midrange deck is a flexible, reactive strategy that aims to survive the early game, then dominate the battlefield with efficient threats and value-generating plays in the mid-to-late game. It sits between aggro and control, adapting its role based on the opponent: playing defensively against aggro, aggressively against control.
🔍 Core Identity
Feature
Description
Win Condition
Efficient creatures and planeswalkers that generate value over time
Game Plan
Stabilize in the early game, then out-value the opponent with high-impact plays
Pacing
Medium – wins usually occur between turns 5–9
Interactivity
High – plays both disruption and threats
🧩 Deck Components
Card Type
Role in Midrange
Efficient Creatures
Flexible and hard-to-answer threats (Tarmogoyf, Graveyard Trespasser, Sheoldred)
Removal
Early and midgame control of board (Fatal Push, Abrupt Decay, Lightning Helix)
Persistent value engines (Liliana of the Veil, Wrenn and Six)
Card Advantage
Two-for-ones, draw, or recursion (Seasoned Pyromancer, Fable of the Mirror-Breaker)
🧪 Famous Variants
Variant
Description
Key Cards
Jund Midrange
Classic 3-color pile of efficient threats and removal
Tarmogoyf, Liliana, Thoughtseize
Abzan Midrange
Green-White-Black with graveyard recursion and lifegain
Siege Rhino, Kaya, Scavenging Ooze
Rakdos Midrange
Red-Black tempo/control hybrid
Fable of the Mirror-Breaker, Sheoldred, Bloodtithe Harvester
Sultai Midrange
More control-oriented, with blue card draw
Uro, Hydroid Krasis, Assassin’s Trophy
Mono-Green Stompy
Creature-heavy midrange deck with ramp and pressure
Steel Leaf Champion, Old-Growth Troll
🆚 VS Other Archetypes
Matchup Type
Midrange Approach
Aggro
Use removal and blockers to stabilize, then outclass with bigger threats
Control
Pressure early and apply constant threats to exhaust counterspells
Combo
Disrupt the combo via discard and removal while applying a fast clock
Other Midrange
Win through card quality, better curve, or more resilient threats
⚠️ Weaknesses
Unfair Combos: Can struggle if the opponent executes a combo before you can disrupt it
Board Wipes: Leaning too hard into creature-based value can make you vulnerable to sweepers
Mana Consistency: Multi-color builds may suffer from awkward draws or color screw
Lack of Focus: Being a jack-of-all-trades means you may be outpaced by hyper-focused decks
🧩 Combo
A combo deck seeks to win the game by assembling a specific combination of cards that, when played together, produce a game-ending effect—often instantly. Rather than relying on traditional combat, combo decks bypass normal gameplay rules by creating loops, infinite interactions, or massive effects that win on the spot.
🔍 Core Identity
Feature
Description
Win Condition
A specific interaction or series of cards that leads to a win (e.g., infinite damage, mill, or storm)
Game Plan
Stall, draw, and tutor until you assemble your combo
Pacing
Varies — can be fast (glass cannon) or slow (control-combo hybrid)
Interactivity
Low to moderate — some disruption, but often linear until the combo goes off
🧩 Deck Components
Card Type
Role in Combo
Combo Pieces
Cards that interact to win the game (Helm of Obedience + Rest in Peace)
Tutors
Help find missing pieces (Demonic Tutor, Enlightened Tutor, Finale of Devastation)
Ramp
Speed up the game plan (Dark Ritual, Lotus Petal, Cabal Ritual)
Protection
Shield the combo from disruption (Silence, Pact of Negation, Veil of Summer)
Card Draw
Help dig through your deck quickly (Brainstorm, Ad Nauseam, Wheel of Fortune)
🧪 Famous Variants
Variant Type
Example Cards / Combo
Format
Notes
Storm
Grapeshot, Tendrils of Agony
Modern/Legacy
Spells chain into each other for massive storm count
Not a loop, but a combo win by cheating creatures early
Polymorph/Cheat
Indomitable Creativity, Winota
Standard/Modern
Turn support cards into massive threats with one spell
🆚 VS Other Archetypes
Matchup Type
Combo Approach
Control
Race to combo before being disrupted — requires protection or baiting counters
Aggro
Survive early damage, then combo off before lethal
Midrange
Avoid disruption while assembling combo
Other Combo
Be faster, or run more redundancy/protection
⚠️ Weaknesses
Disruption: Counterspells, discard (Thoughtseize, Force of Will) can stop you cold
Graveyard Hate: Nullifies Reanimator or recursion combos (Rest in Peace, Leyline of the Void)
Timing: If you can’t go off fast enough, you risk losing to simpler strategies
Reliance on Few Cards: Losing a single piece may be unrecoverable unless redundancy is built in
💀 Reanimator
A Reanimator deck aims to cheat huge, game-ending creatures into play from the graveyard, often within the first few turns. Rather than casting high-mana threats fairly, Reanimator decks use discard outlets and reanimation spells to shortcut the mana curve and gain a massive board advantage early. It’s a combo-adjacent strategy that blends explosive starts with graveyard synergy.
🔍 Core Identity
Feature
Description
Win Condition
Massive creatures cheated into play (e.g., Griselbrand, Archon of Cruelty)
Game Plan
Get a big creature into the graveyard → reanimate it ASAP
Pacing
Fast to medium — often aims to win or stabilize by turn 3–5
Interactivity
Low to moderate — some disruption, but focused on executing its own plan quickly
🧩 Deck Components
Card Type
Role in Reanimator
Massive Creatures
Win conditions you never intend to hard-cast (Iona, Jin-Gitaxias, Atraxa)
Discard Outlets
Put threats into the graveyard (Faithless Looting, Entomb, Liliana of the Veil)
Reanimation Spells
Bring them back for cheap (Reanimate, Exhume, Unburial Rites)
Protection
Prevent removal (Silence, Thoughtseize, Veil of Summer)
Backup Plan
Secondary threats or slower recursion (Persist, Animate Dead, Mulch)
🧪 Famous Variants
Variant
Description
Key Cards
Legacy Reanimator
Fast combo deck with turn 1–2 kill potential
Entomb, Reanimate, Griselbrand
Modern Reanimator
Slower, toolbox-style builds
Unmarked Grave, Persist, Archon of Cruelty
Rakdos Reanimator
Red-black mix with looting and burn backup
Faithless Looting, Animate Dead, Fable of the Mirror-Breaker
Sultai Self-Mill
Focus on dumping cards into graveyard naturally
Satyr Wayfinder, Mulch, The Scarab God
Esper Reanimator
Blue for counter backup and reanimate targets
Unburial Rites, Teferi, Gifts Ungiven
Reanimator EDH
Commanders like Chainer, Muldrotha, Karador
Long game value engine using recursion
🆚 VS Other Archetypes
Matchup Type
Reanimator Approach
Aggro
Get a blocker/lifelinker out early to stabilize
Control
Race their interaction — bait counters or duress first
Combo
Often faster, but needs to win before they combo off
Midrange
Go over the top with bigger threats and recursion
⚠️ Weaknesses
Graveyard Hate: Cards like Rest in Peace, Leyline of the Void, or Tormod’s Crypt can stop the deck cold
Counterspells: Losing your one reanimation spell to a Counterspell or Dovin’s Veto can be devastating
Topdeck Reliance: If you draw reanimates without targets, or fatties without discard, hands can stall
One Threat at a Time: Focused removal or bounce (Swords to Plowshares, Teferi) can undo a full turn of setup
🔒 Prison/Stax
Prison and Stax are archetypes that seek to lock the opponent out of playing the game by restricting access to cards, mana, creatures, or key phases. These decks don’t win quickly — instead, they aim to deny resources, tax actions, and slowly grind out a win through inevitability, often without ever letting the opponent really play.
“Prison” generally refers to hard lock pieces and resource denial.
“Stax” (short for Smokestack, a key card) emphasizes symmetrical effects — everyone sacrifices, everyone gets taxed — but the deck is built to break the symmetry.
🔍 Core Identity
Feature
Description
Win Condition
Slow, methodical — typically a token engine, planeswalker, or indestructible creature
Game Plan
Establish a lock, exhaust opponent resources, win with incremental advantage
Pacing
Slow — control the game entirely before pushing for a win
Interactivity
Very high — you control how much the opponent can interact at all
Make actions cost more (Sphere of Resistance, Thalia, Guardian of Thraben)
Resource Denial
Destroy or prevent mana (Armageddon, Winter Orb, Blood Moon)
Symmetrical Effects
Everyone sacrifices or skips phases (Smokestack, Tangle Wire, The Tabernacle at Pendrell Vale)
Break Symmetry
Cards that ignore your own locks (Crucible of Worlds, mana rocks, indestructible creatures)
Incremental Wincons
Tokens, emblems, drain effects (Elspeth, Ugin, The One Ring)
🧪 Famous Variants
Variant
Description
Key Cards
Mono-White Stax (EDH)
Classic commander tax and resource denial
Smothering Tithe, Rule of Law, Elspeth
Colorless Eldrazi Prison
Legacy/Modern prison with lands + taxes
Chalice of the Void, Thought-Knot Seer, Karn
RW Prison (Modern)
Lockdown with Blood Moon, Chalice, and planeswalkers
Blood Moon, Chalice, Nahiri
Smokestack Stax (Legacy)
True symmetrical sacrifice lock deck
Smokestack, Crucible of Worlds, Mox Diamond
Heliod Stax (EDH)
Lock pieces + combo win via infinite life or damage
Heliod, Rule of Law, Walking Ballista
Enchantress Prison
Builds lock from enchantments
Ghostly Prison, Solitary Confinement, Sphere of Safety
🆚 VS Other Archetypes
Matchup Type
Prison/Stax Approach
Aggro
Stop combat and flood with taxes (Ghostly Prison, Moat)
Control
Prevent spell casting with tax or denial (Trinisphere, Sphere of Resistance)
Combo
Lock critical pieces or phases (Rule of Law, Damping Sphere)
Midrange
Starve them of mana or card advantage and outlast
⚠️ Weaknesses
Slow Starts: A weak opening hand can mean you never lock down the game
Card Draw Deficiency: Many lock pieces are reactive — you can stall but not win without engines
Asymmetry Requires Setup: If you can’t break your own lock, you suffer too
Multiplayer Hate: In EDH, being the “fun killer” often makes you a table-wide target
🛡️ Voltron
A Voltron deck is a strategy—most common in Commander/EDH—that focuses on building up a single, powerful creature, often your commander, using auras, equipment, and pump spells to deliver lethal damage quickly and repeatedly. The name “Voltron” comes from the anime robot composed of many smaller parts forming one powerful entity—just like the strategy of suiting up one creature with multiple enhancements.
🔍 Core Identity
Feature
Description
Win Condition
Deal commander damage (21 in EDH) or massive combat damage via a single creature
Game Plan
Cast your key creature early and suit it up fast with buffs and protection
Pacing
Medium to fast — often goes for the kill by turns 5–7 in EDH
Interactivity
Moderate — some disruption, but mostly focused on protecting and enhancing your one threat
🧩 Deck Components
Card Type
Role in Voltron
Commander/Key Creature
Central to your strategy (e.g., Sram, Sigarda, Uril)
Auras/Equipment
Buffs that enhance stats, grant evasion, or protection (Rancor, Sword of Fire and Ice, Ethereal Armor)
Protective Spells
Keep your threat alive (Swiftfoot Boots, Teferi’s Protection, Counterspell)
Card Draw
Synergistic draw with enchantments or equipment (Puresteel Paladin, Kor Spiritdancer)
Ramp/Mana Fixing
Accelerates the commander and equips early (Sol Ring, Arcane Signet, Sword of the Animist)
🧪 Famous Variants
Variant Type
Example Commanders
Color Identity
Notes
Aura-Focused
Uril, the Miststalker
Naya (R/G/W)
Hard to target, scales with enchantments
Equipment-Focused
Sram, Senior Edificer, Wyleth, Soul of Steel
Mono-White, Boros
Equipment triggers card draw
Hexproof/Evasion-Based
Sigarda, Host of Herons, Skithiryx, the Blight Dragon
G/W, Mono-Black
Hard to remove or infect-based
Hybrid
Rafiq of the Many, Volrath the Fallen
Bant, Grixis
Combine pump, keywords, and surprise
🆚 VS Other Archetypes
Matchup Type
Voltron Approach
Control
Hit fast before they can remove your threat—protect it at all costs
Aggro
Outclass individual creatures with a massive single threat
Combo
Kill before they go off—use disruption or fast clocks
Stax/Prison
Struggles against sacrifice, tax, and mass removal unless properly teched
⚠️ Weaknesses
Overreliance on one creature: Easy to disrupt with spot removal or exile
Low redundancy: Few backup win conditions
Weak to edict/bounce/exile effects: Circumvents hexproof/indestructible
High tempo and mana investment: Risky if disrupted mid-setup
Risk of card disadvantage: Auras and equipment can be dead cards post-wipe
Minimal interaction: Struggles against combo, token, or control decks
🎲 Other Strategies/Archetypes
Land Destruction: Destroys lands or a deck with the main goal of destroying its opponent’s lands. Primarily centered in red, with green and black getting tertiary.[1][2] White used to have Armageddon as a mass land destruction spell, but this ability has been moved to red in a rearrangement of the Color pie.
Aggro-Control: A hybrid between an aggro deck and a control deck. An aggro-control deck’s game plan 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.
Pillowfort: Pillowfort is a strategy for certain multiplayer formats, particularly the Commander format. The strategy is political in nature, attempting to make being attacked by an opponent undesirable or futile, thus making the rest of the opponents attack each other. This is achieved through cards that prevent damage or punish players for attacking so-called Pillows. This also allows players enough time to assemble a combo or series of plays which lets them win the game.