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MTG Deck Archetypes

MTG Deck Archetypes

Oct 04, 202513 min read

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⚔️ Aggro

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

FeatureDescription
Win ConditionFast, efficient damage from low-cost creatures and burn spells
Game PlanOverwhelm opponents before they can build defenses
PacingEarly-game oriented; aims to win by turns 4–5
InteractivityLow to moderate – focus is on offense, not reacting

🧩 Deck Components

Card TypeRole in Aggro
Low-Cost CreaturesFast board presence, pressure from turn 1 (Monastery Swiftspear, Goblin Guide)
Burn SpellsFinish damage or remove blockers (Lightning Bolt, Shock, Skewer the Critics)
Combat TricksTemporary boosts to force lethal swings (Infuriate, Giant Growth)
Haste CreaturesImmediate damage without giving the opponent time to react (Fervent Champion, Phoenix Chick)
Mana BaseStreamlined and efficient (18–22 lands max) to ensure aggressive tempo

🧪 Famous Variants

Sub-ArchetypeDescriptionExample Cards
Mono-Red AggroBurn and fast creatures; often wins by turn 4Lightning Strike, Eidolon of the Great Revel
White WeenieSwarm of low-cost white creatures, often with lifegain or buffsThalia, Adanto Vanguard, Raise the Alarm
Gruul AggroRed-Green for haste and beatersQuesting Beast, Burning-Tree Emissary
Rakdos AggroRed-Black for aggression with discard or sacrifice synergiesBloodsoaked Champion, Thoughtseize, Claim the Firstborn
Boros AggroRed-White for fast creatures with buffs and tokensHeroic Reinforcements, Swiftblade Vindicator

🆚 VS Other Archetypes

Matchup TypeAggro Approach
ControlRace before they stabilize or start countering threats
MidrangeOutpace before they drop bigger creatures or sweepers
ComboKill fast before combo pieces assemble
Other AggroWin 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
  • Low card advantage: Topdecking weak cards late
  • 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

FeatureDescription
Win ConditionOften slow and inevitable (e.g., planeswalkers, finishers like Teferi, Hero of Dominaria or Shark Typhoon)
Game PlanSurvive early aggression, exhaust opponent’s resources, and win with a single resilient threat
PacingLate-game oriented (you prefer longer games where your more powerful top-decked cards shine)
InteractivityVery high – you react to your opponent’s moves rather than proactively playing threats

🧩 Deck Components

Card TypeRole in Control
CounterspellsPrevent threats from ever resolving (Counterspell, Mana Leak, Dovin’s Veto)
RemovalDestroy or exile creatures or permanents (Doom Blade, Wrath of God, March of Otherworldly Light)
Card DrawRefuel your hand to out-value the opponent (Fact or Fiction, Memory Deluge)
Board WipesReset the board when overwhelmed (Supreme Verdict, Depopulate)
Win ConditionsOften hard-to-remove threats or value engines (Planeswalkers, control finishers)
LandsControl decks typically run more lands (26–28) to hit land drops consistently

🧪 Famous Variants

Sub-ArchetypeDescriptionExample Cards
Blue-White (Azorius) ControlFocus on counterspells, sweepers, planeswalkersTeferi, Supreme Verdict, Absorb
Esper ControlAdds black for discard/removalKaya’s Guile, Thoughtseize, The Wandering Emperor
Grixis ControlBlue-Black-Red for removal and disruptionKolaghan’s Command, Nicol Bolas, Fatal Push
Jeskai ControlBlue-White-Red for versatilityLightning Helix, Narset, Supreme Verdict
Dimir ControlBlue-Black, often a mix of mill, discard, and counterplayDrown in the Loch, Ashiok

🆚 VS Other Archetypes

Matchup TypeControl Approach
AggroUse removal and sweepers to stabilize, then turn the corner
MidrangeOutlast their threats, out-draw them
ComboDisrupt key pieces with counterspells and discard
Other ControlWin 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

FeatureDescription
Win ConditionEfficient creatures and planeswalkers that generate value over time
Game PlanStabilize in the early game, then out-value the opponent with high-impact plays
PacingMedium – wins usually occur between turns 5–9
InteractivityHigh – plays both disruption and threats

🧩 Deck Components

Card TypeRole in Midrange
Efficient CreaturesFlexible and hard-to-answer threats (Tarmogoyf, Graveyard Trespasser, Sheoldred)
RemovalEarly and midgame control of board (Fatal Push, Abrupt Decay, Lightning Helix)
Hand DisruptionStrip away combo/control tools (Thoughtseize, Duress)
PlaneswalkersPersistent value engines (Liliana of the Veil, Wrenn and Six)
Card AdvantageTwo-for-ones, draw, or recursion (Seasoned Pyromancer, Fable of the Mirror-Breaker)

🧪 Famous Variants

VariantDescriptionKey Cards
Jund MidrangeClassic 3-color pile of efficient threats and removalTarmogoyf, Liliana, Thoughtseize
Abzan MidrangeGreen-White-Black with graveyard recursion and lifegainSiege Rhino, Kaya, Scavenging Ooze
Rakdos MidrangeRed-Black tempo/control hybridFable of the Mirror-Breaker, Sheoldred, Bloodtithe Harvester
Sultai MidrangeMore control-oriented, with blue card drawUro, Hydroid Krasis, Assassin’s Trophy
Mono-Green StompyCreature-heavy midrange deck with ramp and pressureSteel Leaf Champion, Old-Growth Troll

🆚 VS Other Archetypes

Matchup TypeMidrange Approach
AggroUse removal and blockers to stabilize, then outclass with bigger threats
ControlPressure early and apply constant threats to exhaust counterspells
ComboDisrupt the combo via discard and removal while applying a fast clock
Other MidrangeWin 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

FeatureDescription
Win ConditionA specific interaction or series of cards that leads to a win (e.g., infinite damage, mill, or storm)
Game PlanStall, draw, and tutor until you assemble your combo
PacingVaries — can be fast (glass cannon) or slow (control-combo hybrid)
InteractivityLow to moderate — some disruption, but often linear until the combo goes off

🧩 Deck Components

Card TypeRole in Combo
Combo PiecesCards that interact to win the game (Helm of Obedience + Rest in Peace)
TutorsHelp find missing pieces (Demonic Tutor, Enlightened Tutor, Finale of Devastation)
RampSpeed up the game plan (Dark Ritual, Lotus Petal, Cabal Ritual)
ProtectionShield the combo from disruption (Silence, Pact of Negation, Veil of Summer)
Card DrawHelp dig through your deck quickly (Brainstorm, Ad Nauseam, Wheel of Fortune)

🧪 Famous Variants

Variant TypeExample Cards / ComboFormatNotes
StormGrapeshot, Tendrils of AgonyModern/LegacySpells chain into each other for massive storm count
Two-Card ComboHelm of Obedience + Rest in PeaceLegacy/EDHSimple combos with two synergistic pieces
Infinite ComboDeadeye Navigator + Peregrine Drake, Kiki-Jiki + Splinter TwinEDH/ModernCreate infinite mana, damage, or creatures
Life Gain ComboSanguine Bond + Exquisite BloodEDHInfinite life loss loop
ReanimatorEntomb + Reanimate + GriselbrandLegacyNot a loop, but a combo win by cheating creatures early
Polymorph/CheatIndomitable Creativity, WinotaStandard/ModernTurn support cards into massive threats with one spell

🆚 VS Other Archetypes

Matchup TypeCombo Approach
ControlRace to combo before being disrupted — requires protection or baiting counters
AggroSurvive early damage, then combo off before lethal
MidrangeAvoid disruption while assembling combo
Other ComboBe 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

FeatureDescription
Win ConditionMassive creatures cheated into play (e.g., Griselbrand, Archon of Cruelty)
Game PlanGet a big creature into the graveyard → reanimate it ASAP
PacingFast to medium — often aims to win or stabilize by turn 3–5
InteractivityLow to moderate — some disruption, but focused on executing its own plan quickly

🧩 Deck Components

Card TypeRole in Reanimator
Massive CreaturesWin conditions you never intend to hard-cast (Iona, Jin-Gitaxias, Atraxa)
Discard OutletsPut threats into the graveyard (Faithless Looting, Entomb, Liliana of the Veil)
Reanimation SpellsBring them back for cheap (Reanimate, Exhume, Unburial Rites)
ProtectionPrevent removal (Silence, Thoughtseize, Veil of Summer)
Backup PlanSecondary threats or slower recursion (Persist, Animate Dead, Mulch)

🧪 Famous Variants

VariantDescriptionKey Cards
Legacy ReanimatorFast combo deck with turn 1–2 kill potentialEntomb, Reanimate, Griselbrand
Modern ReanimatorSlower, toolbox-style buildsUnmarked Grave, Persist, Archon of Cruelty
Rakdos ReanimatorRed-black mix with looting and burn backupFaithless Looting, Animate Dead, Fable of the Mirror-Breaker
Sultai Self-MillFocus on dumping cards into graveyard naturallySatyr Wayfinder, Mulch, The Scarab God
Esper ReanimatorBlue for counter backup and reanimate targetsUnburial Rites, Teferi, Gifts Ungiven
Reanimator EDHCommanders like Chainer, Muldrotha, KaradorLong game value engine using recursion

🆚 VS Other Archetypes

Matchup TypeReanimator Approach
AggroGet a blocker/lifelinker out early to stabilize
ControlRace their interaction — bait counters or duress first
ComboOften faster, but needs to win before they combo off
MidrangeGo 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

FeatureDescription
Win ConditionSlow, methodical — typically a token engine, planeswalker, or indestructible creature
Game PlanEstablish a lock, exhaust opponent resources, win with incremental advantage
PacingSlow — control the game entirely before pushing for a win
InteractivityVery high — you control how much the opponent can interact at all

🧩 Deck Components

Card TypeRole in Prison/Stax
Lock PiecesPrevent actions (Ensnaring Bridge, Ghostly Prison, Trinisphere)
Tax EffectsMake actions cost more (Sphere of Resistance, Thalia, Guardian of Thraben)
Resource DenialDestroy or prevent mana (Armageddon, Winter Orb, Blood Moon)
Symmetrical EffectsEveryone sacrifices or skips phases (Smokestack, Tangle Wire, The Tabernacle at Pendrell Vale)
Break SymmetryCards that ignore your own locks (Crucible of Worlds, mana rocks, indestructible creatures)
Incremental WinconsTokens, emblems, drain effects (Elspeth, Ugin, The One Ring)

🧪 Famous Variants

VariantDescriptionKey Cards
Mono-White Stax (EDH)Classic commander tax and resource denialSmothering Tithe, Rule of Law, Elspeth
Colorless Eldrazi PrisonLegacy/Modern prison with lands + taxesChalice of the Void, Thought-Knot Seer, Karn
RW Prison (Modern)Lockdown with Blood Moon, Chalice, and planeswalkersBlood Moon, Chalice, Nahiri
Smokestack Stax (Legacy)True symmetrical sacrifice lock deckSmokestack, Crucible of Worlds, Mox Diamond
Heliod Stax (EDH)Lock pieces + combo win via infinite life or damageHeliod, Rule of Law, Walking Ballista
Enchantress PrisonBuilds lock from enchantmentsGhostly Prison, Solitary Confinement, Sphere of Safety

🆚 VS Other Archetypes

Matchup TypePrison/Stax Approach
AggroStop combat and flood with taxes (Ghostly Prison, Moat)
ControlPrevent spell casting with tax or denial (Trinisphere, Sphere of Resistance)
ComboLock critical pieces or phases (Rule of Law, Damping Sphere)
MidrangeStarve 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

FeatureDescription
Win ConditionDeal commander damage (21 in EDH) or massive combat damage via a single creature
Game PlanCast your key creature early and suit it up fast with buffs and protection
PacingMedium to fast — often goes for the kill by turns 5–7 in EDH
InteractivityModerate — some disruption, but mostly focused on protecting and enhancing your one threat

🧩 Deck Components

Card TypeRole in Voltron
Commander/Key CreatureCentral to your strategy (e.g., Sram, Sigarda, Uril)
Auras/EquipmentBuffs that enhance stats, grant evasion, or protection (Rancor, Sword of Fire and Ice, Ethereal Armor)
Protective SpellsKeep your threat alive (Swiftfoot Boots, Teferi’s Protection, Counterspell)
Card DrawSynergistic draw with enchantments or equipment (Puresteel Paladin, Kor Spiritdancer)
Ramp/Mana FixingAccelerates the commander and equips early (Sol Ring, Arcane Signet, Sword of the Animist)

🧪 Famous Variants

Variant TypeExample CommandersColor IdentityNotes
Aura-FocusedUril, the MiststalkerNaya (R/G/W)Hard to target, scales with enchantments
Equipment-FocusedSram, Senior Edificer, Wyleth, Soul of SteelMono-White, BorosEquipment triggers card draw
Hexproof/Evasion-BasedSigarda, Host of Herons, Skithiryx, the Blight DragonG/W, Mono-BlackHard to remove or infect-based
HybridRafiq of the Many, Volrath the FallenBant, GrixisCombine pump, keywords, and surprise

🆚 VS Other Archetypes

Matchup TypeVoltron Approach
ControlHit fast before they can remove your threat—protect it at all costs
AggroOutclass individual creatures with a massive single threat
ComboKill before they go off—use disruption or fast clocks
Stax/PrisonStruggles 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.

Graph View

  • ⚔️ Aggro
  • 🔍 Core Identity
  • 🧩 Deck Components
  • 🧪 Famous Variants
  • 🆚 VS Other Archetypes
  • ⚠️ Weaknesses
  • 🛑 Control
  • 🔍 Core Identity
  • 🧩 Deck Components
  • 🧪 Famous Variants
  • 🆚 VS Other Archetypes
  • ⚠️ Weaknesses
  • ⚖️ Midrange
  • 🔍 Core Identity
  • 🧩 Deck Components
  • 🧪 Famous Variants
  • 🆚 VS Other Archetypes
  • ⚠️ Weaknesses
  • 🧩 Combo
  • 🔍 Core Identity
  • 🧩 Deck Components
  • 🧪 Famous Variants
  • 🆚 VS Other Archetypes
  • ⚠️ Weaknesses
  • 💀 Reanimator
  • 🔍 Core Identity
  • 🧩 Deck Components
  • 🧪 Famous Variants
  • 🆚 VS Other Archetypes
  • ⚠️ Weaknesses
  • 🔒 Prison/Stax
  • 🔍 Core Identity
  • 🧩 Deck Components
  • 🧪 Famous Variants
  • 🆚 VS Other Archetypes
  • ⚠️ Weaknesses
  • 🛡️ Voltron
  • 🔍 Core Identity
  • 🧩 Deck Components
  • 🧪 Famous Variants
  • 🆚 VS Other Archetypes
  • ⚠️ Weaknesses
  • 🎲 Other Strategies/Archetypes

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