whats the worst way to win in mtg
A control deck is ane that avoids racing and attempts to slow the game downward by executing an attrition plan. Once it does, information technology capitalizes off its slower, but more powerful, cards.
Playing against control decks can be frustrating; you may exist spending the majority of the game playing on your opponent'southward terms. This is particularly true if you brand plays co-ordinate to your opponent'due south exact preparations. Certain strategic approaches are improve than others to vanquish control decks, especially considering that games go long plenty to allow a few unlike maneuvers.
For reference, in his introduction to edifice for this classic, Ben Rubin gives us this sample list:
Blue-White Nearly Classic Command, Have 1
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General Anti-Control Strategies
There are two means to consider playing against control. The kickoff is in-game; doing the best with what y'all've got. The 2nd is pre-game; either designing your deck or sideboard to be robust confronting control strategies. Both are of import.
In-Game
Use Their End Footstep: The best time to option a fight (play a contentious spell) with a control deck is ordinarily during their terminate step. Due to control decks' tendencies to rely on instants, their end step is a weak spot. This is because if they spend mana to respond here, then they will be left open once you untap.
Example: Y'all have a Fact or Fiction and a Shivan Dragon in hand. Your opponent has four Islands in play. You play Shivan Dragon. He Cancels it. Next turn, you lot untap and play Fact or Fiction. He Cancels it. Instead: You laissez passer the plow. During your opponent's terminate stride, yous play Fact or Fiction. He Cancels it. You untap and play Shivan Dragon. It resolves.
Overload Their Mana: A variation on this theme is applicable when considering how to play when you must decide between trying a card now (against a potential or certain counter) or waiting until a later turn. If you have more land than your opponent, or if your spells are cheaper than their counterspells, or if (equally higher up) you have instants to pb with during their finish pace, it can pay to relieve threats in hand until they exceed the number of solutions your opponent can pay for, regardless of if they have them.
Example: Your opponent's at 2 simply has six Islands in play and a full mitt. You describe 3 Volcanic Hammers in a row, and play them as y'all draw them. Each one gets Canceled. Instead: you hold each one in hand. Finally, the showtime ii get Canceled, but the third 1 resolves, as your opponent is tapped out.
Avoid Their Traps: Play smart. Many control decks make employ of mass removal cards like Wrath of God to stabilize the lath. Don't overextend if you suspect your opponent might be playing such a carte du jour.
Example: You have two Kird Apes in play. On your fourth turn, yous can either play a Rumbling Slum or a Lightning Blast. If you know your opponent isn't playing mass removal, the Slum's probably the all-time play. If yous suspect he is, best to wait.
Consider Specific Cards: Control'south long games mean more time to glean information, and more opportunities to use this information. If you know cards your opponent is playing, or has in manus, consider this information, and play accordingly.
Example: Your opponent played a Mana Leak on plough 2. Now, y'all draw a Shivan Dragon, with 8 Mountains in play and one more in paw (already played one this turn). Your opponent has 2 cards in hand (one of which you recall could be a potential Mana Leak). Best to wait on the Shivan until next plow.
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Take Impairment to Proceeds Reward: Since a Control deck has express ability to race with you if you lot get low on life, y'all have increased license to trade damage to yourself for advantage.
Example: Against aggro, you would be wary virtually using Urban center of Brass, even to play a valuable spell at a favorable time. Against command, you lot will tend to utilize it whenever is virtually convenient, more often than not disregarding the damage aspect.
Pre-Game (Deck Design):
Utilize Disruption: Disruption is especially effective against control. Not only is it good in the early game (to capitalize while they're weakest, and to extend the early game), it's also cheap and fine in the belatedly game (when you can store it upward to overload their defenses). Disruption includes: land devastation spells (Stone Pelting), discard spells, peculiarly focused discard (Coercion), and countermagic of your own (Mana Leak).
When people include disruption in their deck, it is for control and combo matchups.
Example: You play two Kird Apes and attack your opponent downwards to 12. He plays Wrath of God. You play Mana Leak.
Use Difficult Threats: Control decks avoid racing in favor of playing an compunction game. Use threats that resist compunction; that are unprofitable or awkward to remove. Depending on the specific answers control decks are using, this tin mean unlike things. Typical choices include: untargetable or uncounterable creatures, creatures that benefit from beingness destroyed, and cards that can recur themselves or otherwise provide carte du jour advantage even from the graveyard.
Again, cards' drawbacks that involve inflicting damage to you are diminished when playing against non-aggressive control.
Case: Academy Ruins used in conjunction with Triskelavus challenges a control deck with the difficult job of having to deal with big creatures non only equally their opponent draws them, only every single turn.
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Avoid Dead Cards: Ben Rubin notes that one of the key means a control deck devalues the other deck's cards is by making certain cards in that deck useless. Since control decks tend to play so few creature spells, cards like Terror oftentimes might equally well be bare against them! You can diminish their advantage here by avoiding including cards that are weak or outright useless against them.
Instance: Terror is good confronting aggro. Mortify is non as good against aggro, just also has application against control.
Attack Pressure Points: The nature of a control deck is to respond an opponent's threats over a prolonged catamenia of fourth dimension. This nature allows the possibility for opposing decks to enact long term strategies (perhaps involving multiple cards) that capitalize off the control deck'due south blind spots. This is especially possible if you know beforehand the specifics of control deck you will likely be playing against.
Sometimes a control deck will take obvious weaknesses. Does an early Defense Grid render all of their countermagic useless?
Example: At this year's Earth Championships, Makihito Mihara had plenty of time to prepare-upwardly massively stored Dreadship Reefs and Gigadrowses confronting his Control opponent. This proved to be an unbeatable combination in the specific matchup, despite his opponent's versatile array of reactive spells.
Decktype-Specific Strategies
Aggro against Control: An aggro deck intends to end the game, or severely wound their opponent, before having to worry about engaging in an attrition battle.
Tactics here should more often than not be focused on making the racing strategy more robust rather than trying to compete with the control deck on its terms (unless the aggro deck happens to have access to very powerful attrition cards).
Anti-control disruption suits aggro's natural approach perfectly.
Sometimes aggro will damage a command opponent only not be able to end them off as they brainstorm to takeover. Because control takes and then long to kill even after it takes over the game, just a few uncounterable damage cards (Urza's Rage) tin can provide a very important contingency plan.
Control decks ofttimes have to tap out aggressively in gild to stem aggro decks' offense (say, with Wrath of God) in the early game. This will provide an opportunity to play powerful hoser or finisher cards (say, Citadel of Pain).
Combo against Command: Unless a combo deck has a fast enough describe to crush the command deck before it has a sufficient defense (fairly rare), the battle is likely to revolve around inevitability. If, given a long game, the combo player has a dominant strategy, the control thespian is put in the awkward position of having to defeat the philharmonic thespian prematurely. If the command player has the dominant long-term strategy, the combo player faces the uphill battle of trying to forcefulness a few significant spells through often-heavy disruption.
Not all control decks have countermagic; some control decks rely primarily on black removal and disruption instead, for example. Bill of fare-drawing spells are good in philharmonic confronting well-nigh any type of control.
Another very typical anti-control tactic used by combo decks takes reward of cards such equally Mana Short that can be initiated during the Control player'southward end step and that will render them defenseless if they resolve.
Control against Control: Command mirrors are notoriously wearisome and meticulous processes.
Because games go and then long, and players' cards are so reactive (tin glue upwards the hand), mana sources are a very valuable commodity. Country-heavy draws and mana-building spells are typically adept in the control mirror.
Information technology's of import to avoid being wrecked by certain devastating spells. Borer out for a Tidings may effect in existence hit by a total-force Persecute! Play carefully, take only calculated risks, or aim to safely farther your position during your opponent'due south finish footstep.
Inevitability (including library size) is always a consideration in the control mirror. Aim to have a dominant long-term strategy. Information technology's likewise important to carefully ration your threats. Oft both decks will accept more than answers than threats.
One common sideboarding strategy for the mirror is to board into aggro. An unprepared opponent, stuck with dedicated and slow anti-command cards, will find themselves rapidly bowled over.
That's information technology for this week. Join me next time when nosotros'll consider how to attack aggro!
Jeff
Source: https://magic.wizards.com/en/articles/archive/magic-academy/playing-against-control-2007-06-02
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