Dominant Strategy
On Limited Resources' last episode, something was said, and I'm paraphrasing here, "[aggressive decks don't work]". While I've had the vast majority of my success with controlling decks, I've also had good experiences with a bunch of aggressive decks as well. While I definitely agree with the general sentiment expressed; that aggression is tough in this format, I've found aggressive mono-colored decks to feel very effective.What makes it so tough to be aggressive? My best guess is how strong defensive options are, combined with how easy strong card advantage spells are to come by. If you're in Blue for example, you can almost take for granted you'll get 1-2 Unexplained Visions without having to spend high picks on them. As a 5 mana card even other Blue drafters won't be looking to pick up every copy they see, meaning that it's likely each player that wants it will have easy access. Combined with extremely cheap defensive cards like Merfolk Secret Keeper, Reave Soul, and So Tiny, it's both easy to live long enough to pull ahead with a powerful draw spell, and allows you to overpower aggressive opponents after it has resolved.
It's not that the aggressive cards are slouches, as Green has access to an Isamaru, Hound of Konda allegory at common, and combined with cards like Gingerbrute and Rosethorn Halberd it's not unrealistic to run control decks over before they can set up. These decks can even resist a few pieces of cheap interaction along the way. With Garenbrig Carver, Silverflame Squire, and Rimrock Knight all at common, it can be dangerous to block with 0/4s and 1/4s, as they will often just die for nothing against "free" tricks.
The issue here stems from turns 3 and beyond, as once you're running these combat trick adventure creatures into your opponent's defenses, you risk getting incredibly blown out by Run Away Together, So Tiny, and cards like Bake into a Pie later on. Attacking into open mana with the intention of casting a trick is always risky, but in Throne of Eldraine you're often down more mana, more cards, or sometimes both when things don't work out. It's not that the tools to defeat defensive strategies aren't there, it's that there's a lot of associated risk and a lack of real scaling to compensate.
Aggressive Blueprints
The common denominator for me has been a few things: be mono-colored, play lots of cheap cards, have a way to win in a stalled out game. The above deck, which managed a trophy, has all of these things in spades. While ideally I'd have a couple more Weaselback Redcaps, and I'd leave Elite Headhunter and a Hengewalker in the sideboard, this deck was awesome and I was lucky to be able to draft it. Fling gives us the most reach, but with Searing Barrage and Slaying Fire it's not unrealistic to win with opponents at normally healthy lifetotals.
Ideally there's something about your aggressive decks that goes above and beyond, and here we have Torbran, which is incredible on its own, but in concert with Dwarven Mine we can effectively create free 3/1s rather than draw useless lands. While not every aggressive deck will have such a synergy, having something powerful to do that can turn even games into winning ones brings good decks across the finish line.
The above R/B deck was much more on the midrange end of the spectrum, but here we have a lot of powerful cards, along with Sundering Stroke as our way to finish games out of nowhere. Brimstone Trebuchet can be incredibly impressive against defensive decks, as it stops them from chipping you out with small fliers while dealing 1-2 unblockable damage a turn. This deck shares none of the tenants of success of the previous deck, but relies instead on general high card quality and a strong gameplan involving pinging opponents to death.
As this is much less repeatable I'd lean toward the direction shown in the first deck rather than this one, although keep in mind that it's possible to lean on the combat step as long as you've got some effective non-combat ways of closing.
Quick Tips
- Cheap cards give you an axis to fight on, mana efficiency. Starting games with 1 mana creatures and 2 mana creatures consistently will ensure you can play to one of your main strengths, punishing slow draws.
- Have an effective plan for the format. Here that means having a lot of reach to win through clogged boards, or having cards your opponent has a tough time nullifying. Cards like Brimstone Trebuchet that can't be blocked are a good way to beat opponents trying to play long games and block with 0/4s.
- Slower aggressive decks must have much higher card quality to be aggressive. Decks full of good uncommons and rares will have the raw power required to beat more controlling decks, even though the format skews slow it doesn't mean a pile of good uncommons/rares can't buck the trend.
- Avoid midrange decks. Decks that plan to win by attacking but don't involve lots of cheap cards or rares are easy prey for decks with Counterspells, card draw, and a mill plan. Try to pick the most aggressive end of the spectrum, or the most controlling, save the space in between for post sideboard games.
Defense, Stomp Stomp
As an aggressive deck, this is what the enemy looks like. You need to be able to beat decks like this, which means having cards that line up well vs. Didn't Say Please, So Tiny, and 0/4s. Brimstone Trebuchet often must be dealt with or raced, but it's cards like Weaselback Redcap, Wildwood Tracker, and Gingerbrute that really allow you to keep pace with controlling decks looking to go long. So Tiny is a lot less impressive when it's not generating a mana advantage.
I'd rather end up in places like this; decks full of ways to draw extra cards that typically win through milling. I expect a deck like this to win more on average than a comparable aggressive deck. Control isn't without its drawbacks, as there's a lot of requirements. Cheap defensive creatures, draw spells, and removal/effective removal, although each one has enough redundancy that if a deck like this is open to you whatsoever you should be able to draft a strong version.
A quick note on this deck; I used Witching Well instead of Unexplained Vision, as it combined with Animating Faerie but also facilitated my plan of never tapping out. While I only splashed for Wild Preserver in my main deck, Fell the Pheasant felt great whenever I brought it in, and in similar decks I've loved having access to Return to Nature, especially when I can buy it back with Mystic Sanctuary.
Simply put, there aren't enough associated cards in a draft to allow everyone to draft aggressive decks or control decks, so it's important to learn how both sides work to maximize equity in your seat.
Closing Thoughts
Keep in mind what decks might look like in this format, as most often your decks should beat an aggressive deck and a slow, controlling deck. Have a plan to win "mirrors" and to beat whatever the opposite type of deck is to yours. This might mean putting Trail of Crumbs in your aggressive Green deck, or picking up an extra Reaper of Night for a control mirror post sideboard. Going overboard will sacrifice what your deck actually does, so remember that when trying to give yourself help winning mirrors.
As I write this, I'm 64-19 in Throne of Eldraine with 9 3-0's. My win percentage is 77%, and I'm sitting at 1912 after falling from 1913 earlier in the night. I wish I had more time to play, but I couldn't be happier with how my approach is going. I'll be posting my stats here every week, at the end of every Friday's article.
Until next time,
Kevin
@sealedawaymtg
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