Kenny_C.002
Welcome to Rokkenjima
- 1,849
- Posts
- 21
- Years
- Rokkenjima
- Seen Jun 16, 2013
Hey they did one for YGO, why not MtG? Okay probably because deck types change rapidly, at least in Standard anyway. Also, nobody cares about block. XD
I'll start as early as I can remember, and work on type 2 from there on. Extended is too hard to categorize, as well as legacy. Vintage is just vintage and nobody cares about it other than them rich ppl.
Odyssey/Onslaught Standard
The Odyssey Onsalught Standard (several years ago) consisted of 4 main deck types:
Tog
Blue/Black control deck that finishes using psychatog and upheaval. Stalls the early game with bounce and creature disruption and churn through the deck using cards like compulsion, and countering big threats with counterspell and cicular logic.
UG Madness
Blue/Green cards that uses the discard and madness mechanic for a lightning-fast aggressive deck that sometimes splashes for the 4 logics as a light permission. Other forms just go straight aggro. Interestingly, this deck is almost entirely of commons and uncommons.
Slide
Ranges from White/Red to White/Red/Green creature-based variants. Both types of decks uses mainstay astral slide and lightning rift to stall the early game and to use the lightning rift to slam them for the 20 damage, or slide out an exalted angel so she's a 3 mana 4/5 flyer with spirit link. Creature-based variants have more staying power in terms of getting the cycling cards coming back, but generally are less reactive. The common variant is the WR one.
Goblins
Lightning fast with turn 2 warchief chaining to turn 3 pile drivers with haste. Capable of turn 3 kills. Mono-red variants play an early aggressive style using sharpshooters for a quicker kill, while black/red variants also have the game-ending patriarch's bidding, which brings all of their goblins back from the grave for a second round of hasted kills.
Monoblack Control
Semi-rogue deck that uses heavy creature destruction and sometimes even discard to kill off early threats. Coincidentally, this also helps power a game-ending haunting echoes, as all of a sudden the opponent will be without threats, and monoblack can just sit back and stall the game to win by deck out (or drop a shade ftw). Usually a resolved haunting echoes would generate a concession.
Wake
Dominant decktype after counterspell rotated out of standard. The first big-mana deck it is, and it is Blue/White/Green control. Green is to accelerate and play moment's peace to stall the early game. White has board control with WoG. Blue draws and counters. When the time is right, wake drops its namesake Mirari's Wake, which doubles their mana base, allowing them to draw more, counter more, and do everything else more. An EoT decree of justice seals the deal.
RB Reanimator
Reanimator using red and black. Goal is to dump big guys into the grave using entomb and buried alive, then reanimate them using stitch together and zombify. Buried alive always takes anger as one of the 3 to be dumped in, and generally they pick either Visara (creature destruction), Arcanis (draw cards), or Akroma (Own target red deck) for the remainder.
I'll start as early as I can remember, and work on type 2 from there on. Extended is too hard to categorize, as well as legacy. Vintage is just vintage and nobody cares about it other than them rich ppl.
Odyssey/Onslaught Standard
The Odyssey Onsalught Standard (several years ago) consisted of 4 main deck types:
Tog
Blue/Black control deck that finishes using psychatog and upheaval. Stalls the early game with bounce and creature disruption and churn through the deck using cards like compulsion, and countering big threats with counterspell and cicular logic.
UG Madness
Blue/Green cards that uses the discard and madness mechanic for a lightning-fast aggressive deck that sometimes splashes for the 4 logics as a light permission. Other forms just go straight aggro. Interestingly, this deck is almost entirely of commons and uncommons.
Slide
Ranges from White/Red to White/Red/Green creature-based variants. Both types of decks uses mainstay astral slide and lightning rift to stall the early game and to use the lightning rift to slam them for the 20 damage, or slide out an exalted angel so she's a 3 mana 4/5 flyer with spirit link. Creature-based variants have more staying power in terms of getting the cycling cards coming back, but generally are less reactive. The common variant is the WR one.
Goblins
Lightning fast with turn 2 warchief chaining to turn 3 pile drivers with haste. Capable of turn 3 kills. Mono-red variants play an early aggressive style using sharpshooters for a quicker kill, while black/red variants also have the game-ending patriarch's bidding, which brings all of their goblins back from the grave for a second round of hasted kills.
Monoblack Control
Semi-rogue deck that uses heavy creature destruction and sometimes even discard to kill off early threats. Coincidentally, this also helps power a game-ending haunting echoes, as all of a sudden the opponent will be without threats, and monoblack can just sit back and stall the game to win by deck out (or drop a shade ftw). Usually a resolved haunting echoes would generate a concession.
Wake
Dominant decktype after counterspell rotated out of standard. The first big-mana deck it is, and it is Blue/White/Green control. Green is to accelerate and play moment's peace to stall the early game. White has board control with WoG. Blue draws and counters. When the time is right, wake drops its namesake Mirari's Wake, which doubles their mana base, allowing them to draw more, counter more, and do everything else more. An EoT decree of justice seals the deal.
RB Reanimator
Reanimator using red and black. Goal is to dump big guys into the grave using entomb and buried alive, then reanimate them using stitch together and zombify. Buried alive always takes anger as one of the 3 to be dumped in, and generally they pick either Visara (creature destruction), Arcanis (draw cards), or Akroma (Own target red deck) for the remainder.