There are a few ways to do this: Keep lands tapped ( Stasis), blow lands up ( Fulminator Mage), change what mana land produces ( Blood Moon), increase casting costs ( Thalia, Guardian of Thraben). A denial strategy, by contrast, should attempt to prevent you from casting things at all. They go after your ability to use the stuff you've already casted. Prison decks using cards like Ensnaring Bridge, as you pointed out, don't go after your ability to cast things. My original intent was just to provide some examples of the described strategy at work. I listed Melira Pod as a toolbox deck because of how it uses Birthing Pod, but it also heavily relies on burn ( Murderous Redcap). Storm, for example, has a swarm strategy (casting Empty the Warrens) and a burn strategy (casting Grapeshot) available to it. You're absolutely right - many decks, to be resilient, pack multiple strategies as part of their overall game plan. Claiming as anything else would be misleading-you might as well call it cocoa puffs or some other breakfast cereal.Īgain, I think its important that you remember that all decks use different combinations of these strategies/elements, and these elements are found in the cards that you use in a deck. Twin is a tempo strategy, where storm is just storm. It doesn't matter what you call decks that swarm, but you can't call twin and storm combo "swarm" decks. Swarm is generally referred to as swarming your opponent with creatures.like affinity or merfolk typically does (which you've listed as beat). You also have swarm described incorrectly. Which leads me to the next one you left out: Stomp is called "stompy".and tron doesn't really use a stompy strategy, they just cast fatties. There are a few decks in modern that use this prison strategy like mono-white stax (plays mostly prison effects like magus of the tabernacle, ghostly prison, etc). Ensnaring bridge fits under the Prison strategy, named so after ghostly prison. Obviously, most decks use a combination of these elements.ĭenial should be changed to mana denial.and ensnaring bridge doesn't belong under that category. I'm sure there's some crazy budget deck out there or some Legacy deck I'm unfamiliar with that doesn't fit the mold.ĮDIT 2: Made some changes as a result of suggestions further down in the thread.īy the way, lets try to avoid putting decks under one specific strategy/element. Decks that turn the opponent's deck against them with Vedalken Shackles or Sower of Temptation or other Mind Control effects (not sure this is a viable strategy on its own, though).Decks that rely heavily on resolving and defending Planeswalkers to win (though we could probably fit these decks into the above).So, what did I miss? Or, what did I mis-classify? I can already think of some potential strategies I've missed: Alternate Win-Con (Infect) - Ignore life totals entirely and go after alternate win-conditions like poison counters or milling or instant-win cards (Door to Nothingness, etc).Graveyard (Living End, Reanimator, Dredgevine) - Use your graveyard as an extension of your hand.Toolbox (Melira Pod, Gifts) - Doesn't matter what the opponent plays - there's an answer in this deck somewhere.Permission (American Control) - Counter everything the opponent does and eventually win simply because the opponent no longer can.Prison (decks with Ensnaring Bridge) - Simply prevent your opponent from using anything of theirs on the battlefield.Denial (Hatebears, Blue Moon) - Deny the opponent the opportunity to cast their cards. Disruption (The Rock, Jund) - Win through extreme card advantage as a result of discard and removal.Burn (Burn, Scapeshift, Storm) - Kill your opponent as quickly as possible through direct damage.Stompy (Bogles, Tron) - Have such a huge creature that your opponent can be killed in a single combat step.Swarm (Splinter Twin, Tokens, Zoo, Affinity) - Have way more creatures than your opponent will ever be able to block effectively (win as a result).Here's some examples of strategies I see commonly in Modern: I'm specifically looking to find examples of unique strategies (especially those that aren't tier 1 or 2, but show some promise) that I can play around with. I'd like to focus for a second on what the deck is trying to accomplish. Conversations about decklists frequently focus on a deck's archetype: Aggro, control, tempo, midrange, combo.
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