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Smashing four combos
Smashing four combos








Combo decks try to set up a combined ability between multiple cards that, while requires time and some setup, is difficult (or some cases impossible) to stop once it gets going. Control decks are slower, and try to stop their opponent from killing them, and then win the game at their own pace. Aggro (or aggressive decks) try to aim to beat the opponent down – their goal is smash their opponents face in before they can kill them. There are three basic archetypes: aggro, control and combo. What are deck archetypes? They are a categorization of different strategies that decks are built around to determine how it intends to win. There’s a lot to talk about when it comes to metagaming, but this article’ll focus on a core concept in the realm of deckbuilding: basic deck archetypes. In the case of a TCG like we’re playing, this can take multiple shapes: Deck win percentages, variables, how matchups work, and so on. Metagaming is understanding concepts about a game that are inherent to doing well, that have nothing to do with the basic rules, and thinking about strength in-game on a level beyond “this got first, so it’s clearly the best deck here”. But just what are they talking about when they are referring to these types of things? Well, what they are talking about is basic metagaming.

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People will sometimes hear words thrown around at your local events, like “This an aggro deck that tries to pressure the opponent” “that something uses this, this and that for a combo”, and so on.










Smashing four combos