Magic: the Gathering
Aggro. The simplest way to explain to a person how a Magic game works and how to win the game is to say that each player has 20 life points, and the first player to bring the opponent's life to zero wins the game. Thus, the most efficient way to teach a player is usually using Aggro or Midrange decks, where the player needs to initially focus on mana costs and attacking. It does not mean, however, that Aggro decks are the simplest decks to play, as Magic is a complex game and there is a real chain of decisions in each game and each turn that can (and should) be considered to complete Your only goal: to win the game. In the case of Aggro decks, knowing how to maximize the efficiency of your cards and the damage or presence on the board generated by them is essential for the Aggro player, as otherwise it is possible for the deck to run out of gas when it shouldn't and lack enough damage to close the game while the opponent fails to establish their plan. However, before we study the archetype, it is important to know how we arrived at the modern Aggro deck composition.
Sleight of Mindin his deck with no way to play it, as he forgot to add 4
Adarkar Wastesin his decklist, so he was forced to add Plains in the slot that would normally be from the painland. Since then, Aggro decks have always been present in some way in the competitive scenario of virtually every format: In 1997, Svend Geertsen was semifinalist in the Worlds with a list that would then be the first variant of Stompy, using creatures of high-power and low cost, along with spells to increase their power and
Winter Orbto punish opponents who spent too much mana with their resources, as he could use
Quirion Rangerto untap both lands and creatures.
Lin-Sivvi, Defiant Herobeing banned from the Mercadian Masques block constructed.
Wild Nacatl, a card that would be released a few years later, in Modern. In 2008, with the release of Lorwyn, several tribal decks emerged and hung between Aggro, Tempo and Midrange, but the list that screamed the most Aggro at the time was not even tribal: The Mono Red list used by Michael Jacob had everything that still defines a good Mono-Red deck today!
Doran, the Siege Toweras a low-cost threat with a multicolored manabase that even splashed blue or red occasionally. As the deck was mostly made up of creatures, with the release of Conflux, Brian Robinson made it Top 8 on the Pro Tour Kyoto playing a blue-splash version of the deck, which was more accessible with
Ancient Zigguratto use some powerful creatures like
Rhox War Monkand
Rafiq of the Many, which allowed the archetype to attack with a Doran on turn 3 for a total of 12 damage.
Stoneforge Mysticpackage, and it was no different for Boros Stoneblade.
Champion of the Parishalong with other humans, and
Falkenrath Aristocratbeing the top of the curve as a 4/1 Haste and Flying that was practically indestructible on that list.
Gideon, Ally of Zendikaror
Chandra, Torch of Defiance.
Goblin Chainwhirlerdue to the limiting and overwhelming factor of this card created for certain decks and effectively dictating what was playable or not. The deck was piloted by Javier Dominguez and consecrated him as world champion that year, which would make him be eternalized in Throne of Eldraine in the form of the
Anax, Hardened by the Forgeand had a "free-win button" in combinations involving Anax and
Embercleaveor numerous creatures and [[Torbran, Thane of the Red Fell].
Omnath, Locus of Creationwas Gruul Adventures: an aggressive, low-cost threat deck,
Embercleave, and a powerful card advantage engine with
Edgewall Innkeeperand Adventure cards like
Skyclave Apparitionwhile still presenting a fast clock with
Maul of the Skyclaves.
Honor of the Purebenefit to create a rapidly multiplying pressure against the opponent. Weenie decks don't typically use damage spells, mostly focusing on putting pressure with an increasing number of creatures and winning the game with an army. Weenie decks may or may not be tribal, and not every tribal deck is necessarily a weenie deck or even an aggro deck, it all depends on how the list is constructed. Likewise, not every payoff for a Weenie deck is necessarily a tribal support and can be a mass buff effect like
Honor of the Pureor
Carnophagewere legal in Standard. The logic behind this archetype is that it doesn't matter if you're going to lose permanents, cards in hand or life during the game, as they are disposable resources as long as the cards you play are rewarding enough and finish the game in a few turns.