Date: Sun, 30 Nov 1997 23:05:54 -0500 From: raver efreet To: hahn@bway.net Subject: RE: Control/Aggro and the mid-path. It has been said that parts of Tzu's work can be applied to anything, and once again there is wisdom in his words. I do agree with you that there are extremly good examples of both offensive and defensive decks in current type II. However I do see a trend towards decks that are trying to reach that middle ground. Your 5CB is a good example of this. Decks that are trying to capitalize on cards that have both an offensive and defensive nature. Alot of these cards tend to be removal cards, wich can also work towards defeating your opponent. Burn spells were the original type of spell that fit this catagory. On the one hand the are offensive in nature, as they can be used to damage your opponent and win a game (hence mono-red decks) and yet defensive in nature, as they are among the best types creature removal available, wich can be used from a "citadel" type standpoint (hence u/r control). Basically working along the same principal as burn spells are creatures such as prodigal sorcerer and orcish artillary. Often overlooked by many people, orcish artillery's allowed sligh decks to also have a control side that often helped it make it through the mid-game, an aspect that I felt made the standard sligh that extra edge over deadguy sligh. It also was a good card that allowed you to make the switch in your path to victory, if the need arose. Recently we have seen rise to another group of these types of cards, that of all the "187" cards from the last few sets. Man-o-war, Nekrataal, Uktabi Orangutangs, & Cloudchaser Eagles being the most common. The work well from an offensive standpoint, as all can be used as creature attacks against the opponent. However all of these types of spells have a defensive posture as well, in that they can all serve as removal spells from a defensive standpoint. As all of these cards have come from the last few expansions, and with the most recent rotations, we are now seeing these types of decks come out in more force. While pure control and pure offensive decks still have there strong points, any good perusement of the dojo will show these "mid-ground" decks have gained an immense popularity. Much of the reason is for the extreme flexibility of these decks. Anyone who has ever played mono-blue control knows how bad it is to sit there and watch a player draw one land in his first ten turns and not be able to kill him off. And the 6 land, 1 ironclaw draws are equally distasteful for the burn player. These decks circumvent that by have the majority of there spells be able to fullfill either an offensive or defensive nature. Looking at your 5cb report on the 26th, 23 of the 38 non-land cards could work in either an offensive or defensive deck. And looking at the other 15 cards, 7 are really defensive/contorl oriented (disenchants/edicts). Consider also that of the 6 spells that are offensive in nature, the black knights could double as excellent blockers with both first strike and a protection ability. Of course this deck isnt without its problems, most of these 5 color decks have a weakness in that their defensive posture is focused around permanent removal, and against an opponent with little or no permanents, the strategy can suffer setbacks. Like you pointed out, these decks would suffer in an environment with more "true control" decks. I fell the main reason for this is that the decks lose thier flexibility aspect wich is the strong point for them. As you point out, for these mid-path decks to work, their sideboards need to strongly be able to help them verses these "permanent-light" decks, to allow the flexibility and multiple paths to victory. raver efreet insert sig.txt here