Smmenen
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« Reply #5 on: October 04, 2013, 09:03:54 pm » |
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I've never been a fan of "pillars." I've hated that since it was first used, even if i may have inadvertently contributed to it in my writing.
In my old Metagame breakdown articles I would organize the format by "engine," and then again by "archetype."
I think the best way, but the hardest understand is by "School." This is what I do in my History of Vintage series, where I breakdown the six Schools of Vintage: Weissman/Control, O'Brien/Prison, Restricted List Combo, Aggro-Control, Zoo, and Reanimator School. The vast majority of strategies exist in those schools, and those that don't are either very simple to describe (i.e. simple Aggro) or reliant on single card strategies (i.e. Oath, Flash, etc).
For outside or new audiences, I prefer the way I did in this article since these are all just heuristics anyway. The six category of Dredge, Workshop, Combo-Control, Slow Control, Aggro-Control, and Combo are pretty comprehensible to anyone, even if there is some conflation, say, between Workshop Aggro and Workshop Control in this model. (But not from the perspective of the O'Brien School, by which both tempo and control modes are inherent).
I was hoping that this article would be useful for people new to the format, but also useful to those of you who didn't want to do the basic research of pulling out these decks for your testing gauntlet.
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