mammonmachine

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I wrote and directed WE KNOW THE DEVIL and HEAVEN WILL BE MINE. I also wrote for NEON WHITE and I currently work at game company doing game things.


Back in MY day (playing magic as a child) the term "midrange deck" didn't exist; it was generally called tempo or aggro/control (as in a little of both) and was a very rare deck type that only could exist under very particular circumstances. If terminology changed, that'd be one thing, but I see tempo still in use to describe a distinct kind of deck, and I'm curious what differentiates it, and why this new term now describes a lot more decks in the average meta?

From what I can tell:

  1. Tempo is very fragile. Aggro starts going on turn 1, but tempo tries to impede the opponent for the first few turns, gain card advantage, and then quickly finish the game. The "tempo" name is meaningful because if you aren't exactly on the beat, you're either too slow or will run out of resources too quickly, so you have a small window in which you're ahead and you must win in that time period.

  2. Midrange also spends its early game disrupting and removing threats, but it keeps on going as the game goes on. A traditional or more pure control deck wants to fundamentally lock down the game in way that is unrecoverable, but a midrange deck will play more and more powerful cards starting at the midpoint of the game and building from there until the opponent runs out of answers.

Specifically for Magic, my theory is that midrange has become a distinct category because threat cards that exist on the board and actually do things (rather than shutting down everything, like pure control) simply did not exist in early magic and have snowballed in strength and prevalence in recent years. Playing aggro/control used to be fragile because the threats were not very good and did not scale well into the end game. While there still seem to be occasional 'true' tempo decks hanging out, they're rare. Back in the day they were rare because good creatures that could win in the mid to late game simply did not exist, now they are rare because they are common and strong enough to carry a player well into the late game and so most decks don't need to walk that precarious line.

There's a meaningful distinction between hybrid decks that focus on aggro and those that focus on control, but to me it also looks like the terminology changing actually represents a big shift in redesigning the core gameplay to make cards that look big, flashy, and exciting into cards that actually are big, flashy, and exciting.

I don't really have much to add here unless anyone disagrees on this, but when I think about other competitive games (namely fighting games, which are always on my mind) there's a similar way in which some of the archetypes that were defining in one era of design don't really function the same way in another.


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in reply to @mammonmachine's post:

I got into card games relatively recently (10 years ago), and the way I had it explained to me was that midrange was the beatdown vs. control and played control vs. aggro. Your nuance between tempo and midrange is on point with my understanding.

“… midrange has become a distinct category because threat cards that exist on the board and actually do things… simply did not exist in early magic and have snowballed in strength and prevalence in recent years.”

this is basically it i think. when there are cards that define formats like Siege Rhino or Questing Beast that are able to stabilize, defend, and turn to be aggressive (sometimes all in the same turn), that’s what more defines the Midrange-y cards, rather than a control deck placing all its weight on haymakers like Kiora Bests the Sea God or Hullbreaker Horror with counterspell backup to close games

Back in the day they were rare because good creatures that could win in the mid to late game simply did not exist

Well, I don't think that's quite true. Stuff wasn't as powerful in the beginning, largely, and there weren't as many ways to just bypass enemy defenses, but there were still powerful creatures that could win in the mid to late game, especially if you had lots of mana or a way to continually pump out creature tokens to feed the hungry powerful creatures. They were more easily defeated, and not as powerful or easy to cast, but they existed and you could definitely use them to win - I saw it happen. But there were also things you could do, and which I commonly did, like just power up keldon warlords (whose strength and toughness were equal to your total number of non-wall creatures, and only cost 2 red mana and 2 colorless mana to cast) by spamming other creatures.

For context, I personally started playing M:TG during Antiquities (the second expansion), I have cards from Arabian Nights through Ice Age and from Mirage (there were two expansion in between Ice Age and Mirage), after which I quit because I couldn't afford to keep up with the power creep and said power creep was pretty obvious. I tried playing again a year later or so and got immediately demolished by the first person I tried playing against, who had a deck of what were effectively completely unblockable creatures - they all had shadow and could only be blocked by other creatures with shadow, of which I had none, since they were only in Tempest. I haven't bought any cards since, but I have played some MTGA (I always end up uninstalling it after a few days when I realize installing it was a mistake).

I see the difference between the archetypes as this:

Tempo: a flavor of aggro deck. They typically trade threat density for protection. Pure aggro plays another threat, Tempo instead delays. When I think of tempo, I think of cards like Remand (1-for-1, let's each just skip our turn) or Thalia, Guardian of Thraben (a little dorky as a threat, but puts the opponent a turn behind casting their answers). Mostly, they don't play card advantage games. Vapor Snag (Unsummon + deal 1 damage) loses you a card, but if it means the opponent can't block this turn and wastes their next turn replaying? That's tempo, baby!

Aggro-control: A deck that is both an aggressive deck and a control deck at the same time. You're right in saying this deck can only exist under certain conditions. You need a collection of cheap, card-efficient threats and cheap, card-efficient answers, in the same colors. And when it's good, it's busted. Faeries and Caw-blade are probably the most notorious modern examples of this strategy. It tends to lack a natural predator because it really can just do it all. Whereas true control will try to win with one big threat, aggro-control wins through disruptive threats. The core of Faeries - bitterblossom for a recurrant threat, Spellstutter Sprite (counter your spell + a body), Vendilion Clique (take your best spell + a mean body), and Mistbind Clique (tap all your lands on upkeep + a mean body) meant it didn't really care who it played against. It played threats every turn and those threats also stopped you from doing anything. There were true control decks during that time that could go over the top (check out 5cc decks if you want to see a manabase that routinely cast both GGGG spells and also a UUBBBRR), but it had to go pretty big. Caw blade was so powerful it basically crowded out true control decks during its reign. Typically tempo is PART of an aggro-control strategy, but I don't usually call a deck aggro-control unless it can truly play the control role, which many tempo decks can't.

Midrange: Midrange, like aggro-control, tends to have game against both control and aggro, but it takes a completely different tack; Aggro-control is both archetypes in one; Midrange is neither. It's more controlling than aggro, but less so than control, and vice-versa. The name of the game for mid-range is the 2-for-1.

Against control, it relies on those 2-1s to punish spot removal and keep the threats coming against sweepers. Corpse appraiser is a perfect midrange card. You killed it? That's fine, it got a card. It loses to control when it can't get consistently get its threats down; what's a few 2-1s when your opponent draws 6 off a Sphinx's Revelation? Against aggro, the fact that all its removal is a 2-1 means it gets harder and harder to stick threats as a game goes long as the midrange deck slowly accumulates cards. But its spot removal tends to be more costly (Kolaghan's command is a 2-for-1 and costs 3) than control's (Path to Exile is a 1-2 that costs 1). It tends to avoid sweepers except in the sideboard / or something that its own threats can avoid. Because its got one foot in each camp, it has more game against everyone, but can sometimes just draw the wrong side of the deck. Aggro-control tends not to have that issue as much. In formats that have combo, midrange is usually very reliant on discord.

I think you're largely right about the emergence of midrange as a strategy. Wizards at some point realized that people (especially beginners) like playing with their cards and get frustrated if it dies right away. So, cards tend to have an effect as soon as they hit the board, and that's midrange's whole deal. Planeswalkers are all about cards that hit the board, immediately have an effect, and accumulate more incremental value over time. End-game creatures used to exist (The Deck famously played a single Serra Angel). The first (to my knowledge) midrange deck was The Rock (which was a go now), but 2-for-1 style threats took a while for them to start printing in any quantity. These days a much higher percentage of cards in a set get printed with the words "draw a card" on it. Because of this, a pretty high percentage of Standard decks are some flavor of midrange these days.

This is a good question. I'll give an answer from the perspective of an ex-Hearthstone-player.

Here's a deck called "Tempo Paladin" from 2017: https://www.youtube.com/watch?v=wZb8bR77ImM

It's playing three types of cards.

  1. Sticky creatures: creatures with Divine Shield (negates the first instance of damage taken), or creatures with on-death-summon-another-thing triggers. [Argent Squire, Righteous Protector, Devilsaur Egg, Skelemancer]
  2. Board payoffs: stuff that's bad to play on an empty board, and good to play if you have surviving creatures from the previous turn. [Argent Protector, Dire Wolf Alpha, Dark Iron Dwarf, Defender of Argus, Spikeridged Steed, Bonemare]
  3. Value creatures: bad bodies that create some kind of value on an empty board. [Hydrologist, Loot Hoarder, Howling Commander, Stonehill Defender] There's also the weapon card Truesilver Champion, which is just a good card played in every paladin deck. It gives card advantage or burn damage.

The gameplan is simple: play sticky things, they survive, buff them, win. Refill your hand with the value creatures as needed. If your opponent is able to keep your board clear, you're almost certainly going to lose.

This deck will try to fight control decks by going under them (doing enough damage before the control player reaches critical stabilization points). If the game goes too long, you get outvalued and die because you run out of cards.

This deck will try to fight aggro decks by meeting them head on. There will be a fierce fight for board control. The aggro player is forced to make creature trades more often than they would desire to. You expect the aggro player to take over the board early, since they run a lower curve. If you get early board control, you're very favored to win, since aggro decks won't have any comeback mechanisms. Your value creatures ensure that you still have cards in your hand when your opponent runs out. On the other hand, if your opponent gets board control, you're playing to survive long enough to resolve large taunt creatures, which will keep you alive through most burn damage. This is the purpose of Spikeridged Steed and Bonemare, both of which are expensive cards that turn an existing creature-on-the-board into a large taunt.

I wouldn't call this an aggro deck. An aggro deck would never play the greedier value creatures (Howling Commander, Stonehill Defender). An aggro deck would also run a lower curve, replacing the more expensive cards with burn damage or efficient creatures.

I wouldn't call this a midrange deck because it's too inflexible. In every matchup, you're gonna commit as much to the board as you can afford to.

(1/2)

Here's another deck from the same expansion. This is a "Midrange Hunter" list: https://www.youtube.com/watch?v=hK9j6U9O0A8

Hunter has a powerful hero power: spend 2 mana, deal 2 damage. This is once-per-turn ability that's a big part of the class identity. Hunter decks generally fall somewhere on the spectrum from aggro to midrange. An aggro deck will maximize burn and simply try to kill you. A midrange deck will play a slightly higher curve with more interactive cards (silence effects and removal). Many of the cards will overlap.

Most of the cards in this list are part of a curve of efficient creatures. There's some tribal synergy with beasts: Crackling Razormaw and Houndmaster both have ETB triggers that buff a pre-existing beast on the board. I'll just go over the cards that aren't part of this creature curve:

  • Tracking: a weaker Brainstorm. Autoincluded in every Hunter deck in this era.
  • Eaglehorn Bow: best available weapon for Hunter. Autoinclude.
  • Kill Command: burn spell that gets stronger if you control a beast. Autoinclude.
  • Deadly Shot: undercosted single-target removal, with the downside that it's not targeted: "destroy a random enemy creature".
  • Golakka Crawler: tech card against Pirate tribe meta. Adequate beast body with ETB: destroy a pirate and gain stats if you did.
  • Stitched Tracker: value creature. "Discover a copy of a creature in your library." That is, you will be given a choice of 3 random creatures that remain in your library. You pick one and gain an exact copy of that physical card in your hand.
  • Spellbreaker: colorless removal. ETB "Silence a creature", where Silence removes all card text and buffs, turning the target into a vanilla creature.
  • Deathstalker Rexxar: unique card type introduced in this expansion, "Hero Card". When played, does 2 damage to all of your opponent's creatures and gains 5 life. Permanently changes your hero power from "deal 2 damage" to "Build-A-Beast". The mechanics of this are a little weird: you choose 1 of 3 random beasts, choose again with 3 different random beasts. These two beasts are combined into a single card, which is added to your hand. The costs are combined, the stats are combined, and the new card gets the text of both base cards. Similar to "Mutate" from Ikoria.

This deck is cool. You put stuff on the board and fight for board control. If you win the board early, you get a bunch of free damage and you're probably able to win by some combination of your 2 damage hero power, Kill Command to the face, Eaglehorn Bow to the face, and efficient creatures. If they play taunts to block your creature damage, you have Deadly Shot and Spellbreaker to cut through. If you get this game, you never play Deathstalker Rexxar, since you don't want to lose your 2 damage hero power.

If you lose the board to another strong early deck, you can try to stabilize by playing efficient creatures (eg Kindly Grandmother, Bearshark, Savannah Highmane), playing Kill Command as creature removal, and Eaglehorn Bow as creature removal. You have the 2 damage AoE from Deathstalker Rexxar at your disposal, so you might be able to wipe an aggro board with that. You spend a lot of life doing this, but can stabilize by creating taunts through Houndmaster, healing 5 from playing Deathstalker Rexxar, and creating taunts (or lifesteal creatures) from the Build-A-Beast power.

If you're fighting another midrange deck or a control deck, you still try to win early on the board. Get enough damage and win through burn that ignores taunts. If this fails, you fall back to the value-based backup plan of Build-A-Beast.

I think this is the poster child of midrange decks. You can win at multiple timings and you need to choose the appropriate timing given the matchup, the cards you draw, and whatever other pieces of game state.

Tempo decks can be midrange decks, but aren't necessarily. A tempo deck is designed to play good stuff and exploit snowballing mechanics to get more good stuff, then win at an early-to-middlegame timing. A midrange deck is designed to have a choice of multiple timings (often a "Plan A" and some fallback plans). Sometimes that Plan A is tempo-based, and you can reasonably call a deck both tempo and midrange.

As far as "what is tempo", here's how I think about it (across all card games). "Good tempo" describes the situation where you spend all your mana on things that are locally impactful in your game.

Imagine you're playing any card game and your first 3 turns feel great. You're spending all your mana on development or efficient trades. Your 1-cost removal spell kills their 2-cost creature, you develop a good 2-cost thing of your own, etc. This is good tempo: all of your mana resources are spent on development or inhibiting your opponent's development. It doesn't matter what you're developing, as long as it affects the board state in a meaningful way. What matters is that you're denying your opponent the chance to snowball, while setting up your own chances to snowball. You are playing your cards in a way that maximizes the strength of your current position.

This concept is mostly useful as a contrast to playing for value (which is very similar to card advantage).

The Hunter deck in the post above plays a 4-mana 4/3 Houndmaster with ETB: give a friendly beast +2/2 and Taunt. This card isn't a beast, and it works best if you can buff something without summoning sickness. Playing for tempo is to play this 4/3 on an empty board on turn 4, ignoring its text. Playing for value is to save it: attempting to play each card in its strongest scenario.

I'd love to know what fighting game archetypes you had in mind! Were you thinking of something from the OLD old days like street fighter 2 and snk's golden age, more like the birth of airdashers and anime fighters, or something else?