![]() ![]() Many perspectives have been written on this topic however, for the purposes of this article, we will use the following definitions:įair – A fair deck looks to operate under the base rules of Magic. For the purposes of this article, I'll be focusing on diametrically opposed terms fair and unfair. Now that we’ve gotten our purpose defined, what categories can we use to characterize decks? Fortunately, we don’t need to lay the groundwork from scratch – many terms used to describe how a deck operates are already part of the Magic players’ lexicon. These sorts of decisions can make a real difference in how useful a deck's pilot finds their flex spots to be in any given tournament. In general, it behooves Eldrazi Tron to zig when the metagame is zagging this means leaning harder on its unfair plan when fair decks are ascendant, and doing the opposite when unfair decks are the order of the day. As will be discussed later on in the article, this deck is composed of a mix of fair and unfair elements. Making these sorts of calls can make the difference between showing up at an event or placing at an event.Ī practical example in which tuning your deck to be more fair or unfair can be to one's benefit is when preparing a deck like Eldrazi Tron for an event. The natural counter to that sort of deck is to go over the top and play cards that are individually too powerful for midrange to handle, such as with a big-mana deck like Gx Tron. Take an expected field full of midrange and control decks that care about accruing card advantage. Second, one of the best ways to attack a given metagame is to figure out whether the decks in it share a common thread, and play cards (or sometimes an entire deck) dedicated to a strategy that they can’t handle. ![]() A glance at the ranks of professional Magic players will show this is true – many among them (notably the likes of Frank Karsten and Paulo Vitor Damo da Rosa) understand Magic at a high level, and that aids them in their play. The first is that improving one’s theoretical understanding of the game is a way to improve at the game itself. I believe that this type of assessment has two major plusses on its ledger. ![]() I will also touch upon the utility of categorizing decks in this manner. ![]() This article will define the terms fair and unfair in the context of Magic gameplay, and introduce a comparison scale using some of the more common decks in Modern as references. However, after discussing these categories in some more detail, it occurred to me that the terms I used in these articles are somewhat clumsy, leading me to think on Magic terminology generally. In these articles, I differentiated between proactive and interactive decks for the purposes of determining what strategies should be employed by the decks that fell within these categories. This week, I’d like to expand upon some of the ways to categorize and define decks that I initially touched upon in my articles on how to tune a deck’s mainboard flex spots and sideboard to an open meta. Here's the limited and constructed review of every black card in Aether Revolt.Fair and unfair can prove contentious terms when it comes to deck discussion, perhaps especially in Modern. Here are examples of cards that have been scored on each level from Kaladesh:ġ0 - First Pick, Monster Bomb - Angel of Invention, Saheeli's Artistryĩ - Excellent, Cream of the Crop - Aetherstorm Roc, Skyship StalkerĨ - Powerful but Specific Cards - Marionette Master, Cultivator of Bladesħ - Great but Not Worth Switching Colors For - Insidious Will, Architect of the UntamedĦ - Strong Cards on Curve for the Backbone of your Deck -Thriving Rhino, Thriving Grubsĥ - Always Playable Cards to Fill Out - Aether Theorist, Riparian TigerĤ - Decent Cards that Might Serve a Purpose - Wayward Giant, Sage of Shalia's Claimģ - Unexciting Picks You Don't Want to Play - Nimble Innovator, Ghirapur GuideĢ - Bad Cards You Want to Avoid - Terror of the Fairgrounds, Curio Vendorġ - Stone Cold Unplayable - Demolition Stomper, Perpetual Timepiece.ġ0 - Multi-Format Staple, Instant Classic - Smuggler's Copterĩ - Extremely Powerful, Create Standard Archetype - Aetherworks MarvelĨ - Will See Play in Multiple Decks and Archetypes - Harnessed Lightningħ - Strong Roleplayer in Certain Decks - Nissa, Vital ForceĦ - Decent Chance to See Play - Noxious Gearhulkĥ - Might See Play, Likely Sideboard - CloudblazerĤ - Probably Not But Just Might Squeak In - Filigree Familiarģ - Almost Certainly Not Going to Make It - Aethersquall Ancientġ - So Bad That People Will Challenge Themselves to Make a Deck Where it Works - Madcap ExperimentĬlick here for other Aether Revolt Reviews: Blue, Red, White, Green, Multi, Artifacts I will be reviewing each card on it's applications in both limited and constructed with a score out of ten. ![]()
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