Soft control is based on blue cards, that is, try to make the opponent's cards and spells unusable (manual control), or move the opponent's permanent objects to other areas outside the cemetery (field control), or use the opponent's cards in turn to win slowly. Because it can't kill creatures, it belongs to soft field control. Blue control sounds perfect, but it actually tests the player's grasp of the timing of spell use, because controlling cards requires magical power, and when to reserve control land and when to use it becomes a difficult decision. One bad one is likely to get out of control and lose the whole game.
Hard control is mainly black and white cards. Black can destroy the opponent's hand (manual manipulation), make the opponent have no cards to use, or kill creatures (field control). White chess can kill creatures, or stop and counter an opponent's attack (field control).
Red cards are destructive cards and artifacts, leaving opponents with a pile of cards but no magic. More extreme is called lock control, which means that the opponent can't do anything at all. But from the original version to the present, red seems to have no way to directly kill the enchantment.
Green can mainly kill artifacts, enchantments and dungeons, but its control is a little weak, because the control part is not mainly biological. At present, the popular control deck is a combination of soft control and hard control, such as blue and white double-color deck, blue (manual control) and white (field control) to control opponents, gradually realize their own deck, and win by using key cards. It generally takes time to control the deck, which is a slow card. If it can be successfully controlled, the combination method of winning by advantage in the middle and late stage mainly focuses on some key cards (even reaching infinite cycle), and the peripheral cards cooperate with the cards (mainly blue) that accelerate, search and prevent the opponent from interfering, so as to successfully use the combination method to defeat the opponent in every battle. Some combinations can even achieve the effect of 1 round to beat opponents.
But if an indispensable card is destroyed, there is nothing to be done. This deck is the most common wine, heritage and extended architectural competition. What is criticized is that the interaction of players may be lost, making the game a unilateral massacre (whether it forms a combo or not), leading to official or prohibited restrictions on the use of certain cards. In fact, the assembly technology is slow, and it takes time to assemble the assembly parts in many cases. With the increase of the number of cards, the boundaries of the above three types will gradually blur (especially control), so it is not suitable now, but it is still used as a standard for distinguishing. Because the player's mastery of the deck is easily constrained by a single type of deck, most players use mixed types of decks.
For example:
Most of the mixed blue card groups are controlled, and blue itself has advantages in combination skills.
Stemming cards is sometimes accompanied by a quick attack, and it is also a control (burning creatures)
The blue-green madman is a fast break in itself, but it is controlled in itself. The nature of the fast break belongs to a combination skill (as can be seen from the card that is threaded, only locking two key cards will cause the old blue-green madman to be almost paralyzed)
Star deep deck is a combination skill based on control. Here are some basic conceptual resources of the deck for magic parties-the basis of deck operation. In magic collection, resources are divided into the following categories: life, hand, cards in the library, cards in the graveyard and permanent objects on the field (further divided into creatures, artifacts, lands and enchantments). In regular competitions, time is also counted as a resource. In the magic party, I think we only need to calculate three resources-life, cards and magic power. The most powerful deck is about cards and magic.
Card speed is actually a very complicated concept. To sum up briefly, it can be divided into four categories: resource speed, attack speed, defense speed and strategy implementation speed. Attack-this is how you win. There are usually two kinds-hitting your opponent's health to zero or polishing his opponent's library.
Defense-although it sounds straightforward, it is actually a vague concept, and it is more appropriate to use "interference" to describe it. Obviously, the successful survival under the fierce offensive of the opponent is itself an interference to the opponent's deck thinking. Of course, it is itself, such as the spell of discarding cards, killing cards or blasting the ground with key colors, and so on. , are means of interference, so all belong to the category of defense. It should be noted that defense is usually combined with attack.
Efficiency:
Single card-A concept of magic cost of single card and its influence and utility ratio. So lightning stroke is more efficient than incineration.
A deck of cards-whether each card in a deck can be used immediately after being caught. A small creature/burning card is very efficient, because it can quickly knock down every card caught, and it is difficult for the blue counter-attack suit to achieve such high efficiency.
Strategy-the comparison between the main purpose of this deck and the time and resources he needs to complete this goal.
Flexibility:
Card-the ability of a card to be used in many situations. For example, eliminating evil influences is more flexible than revealing secrets, because it can also kill artifacts.
Deck-The ability of a deck to handle many different types of decks. For me, I think this is the concept of defense. Whether a deck can defend against different types of attacks (small creatures, burning cards, big creatures, offensive discard cards, etc.). ).) and interfere with their games, but also insist on implementing their own offensive strategies to deal with different types of defensive opponents.
Strategy-because the flexibility of a deck of cards is related to its ability to deal with different types of opponents, I associate the concept of strategic flexibility with various means of dealing with opponents by a deck of cards. That is to say, in defense, a pure healthy card is very flexible, and he can try to counter every spell of his opponent. However, after mixing white with blue/white, this deck of cards has both the counterattack and the evil influence/wrath of God to deal with the undead forever, so this deck of cards may be more flexible. There are also creatures that can be added after mixing, so that there are more offensive means and there is no need to rely too much on key combination skills, and so on.
Initiative/reactivity-this concept includes the idea of how the deck works. Active cards try to get out of control from the beginning, while reactive cards control the field by responding to the threat of opponents and wait for the right time to break out. Finally, now the new series of Secret Roddy Scar provides a new way of thinking, impregnation and golden branches, but it seems not ideal at present because the series is still incomplete. You can refer to official website News. At present, the most popular deck is blue and black control, and five of the top eight in the World Championships are blue and black control. Other blue and white, green brother, Varaku, pure red fast break, pure green goblin and so on are also mainstream decks.