Play experience Deck categories

Main categories – Social, Casual, Competitive

Decks that fall into the same main category should create a similar and balanced multiplayer experience. Pilots should always announce what main category their deck falls under before joining a game to make sure everyone has the same experience expectations(“rule 0”).

Subcategories – Theme, Battlecruiser, Focused, Optimized, Stax, Combo, Solitaire, Chaos.

Aside from Battlecruiser, Combo and Theme, any subcategory can fall under one of the main categories. Pilots should make the other players aware of any sub categories their deck falls under after joining a game so that each pilot can make in-game decisions accordingly.

Social – Theme: This is where all of the silly MEME decks fall. Cyclops tribal, “ladies looking left”, a Pearl Jam tribute deck, whatever. The goal of these decks is simply to make people laugh or show off creativity. It doesn’t matter how powerful they are or if they can even “win” the game because winning is not the goal. These decks typically don’t require much tuning other than making them more ridiculous or on-theme.

Social – Battlecruiser: This is where most precon decks and budget brews go. These decks usually have some kind of long term plan and many of the cards they use are synergistic in some way although not extremely powerful or efficient. The decks in this category aim to provide a mostly social experience with some powerful interactions that take a long time to develop. Ramp, card draw and removal are scarce or sub-optimal while tutors and infinite loops are nonexistent.

Casual – Focused: These decks are highly synergistic and focused on a particular strategy but they lack many of the format staples that would otherwise make them faster and more powerful. Tuned budget decks and upgraded precons usually fall into this category. These decks can win a game quickly if they draw well and are not disrupted, but they usually need many turns to develop their game plan. Focused decks can compete with optimized decks but they may struggle and feel underpowered at times.

Casual – Optimized:

These decks push the limit of the casual category. They are highly tuned, efficient and dangerous. They include some of the best cards available for implementing their strategy as well as efficient ramp, card draw, removal and interaction. What keeps these decks casual is the lack of “hyper ramp”(Mana Crypt, etc.) and the absence of infinite loops. They may use a few tutors to increase consistency but not for assembling combos. This category is all about having fun doing powerful things without trying to end the game as soon as possible. These decks usually start implementing an effective game plan in 4-5 turns. 

Competitive – Focused:

Competitive decks try to win the game as soon as possible. They are highly efficient and have access to infinite loops that can quickly win the game. They use several tutors and typically use them for specific cards every game.  Focused competitive decks have high card quality but may be missing a few pieces that keep them from being fully optimized(usually due to budget restrictions). These decks may focus more on board position and combat to win games instead of infinite loops or combos. Focused decks can usually win a game in 7-8 turns by creating an infinite combo or an overwhelming board position. 

Competitive – Optimized:

Optimized decks include the best cards available for implementing their competitive strategy. What sets them apart from focused decks is the higher efficiency and potency of their win conditions as well as their interaction. They don’t have budget restrictions and seek out every advantage possible. These decks can usually win a game as early as turn 5-6. 

Decks that create unique game states: Some deck strategies are difficult to interact with if players are not prepared for them. This can lead to negative experiences if expectations are not set beforehand.  Anyone piloting one of these decks should notify the other players before the game starts since many players are often unprepared for or do not desire the multiplayer experience they create.

Stax: Stax decks use a variety of tools to slow other players down and prevent them from employing an effective strategy. Stax decks typically make opponents’ spells more expensive to cast(taxes) and use cards that shut down certain abilities or interactions. Stax players should expect to be targeted until they are eliminated since the tactics they employ often prevent other players from enjoying the game. *Removal and counterspells are not “stax” pieces. They are forms of interaction and can create fun game experiences*

Combo:

Combo decks don’t care what their opponents are doing. It’s all about how fast they can assemble the right combination of cards to end the game immediately. They should always have multiple tutors and effects that help them assemble the pieces of their combo(s). Combo decks add the “win out of nowhere” element to games so combo pilots should make other players aware of that possibility before the game starts.

Solitaire: Solitaire decks don’t have a specific strategy necessarily, it’s basically a catch-all category for decks that play the same every game, regardless of board state. Interacting with opponents isn’t part of their main strategy. Solitaire decks typically don’t participate in combat and can take very long turns.

Chaos: Chaos decks aim to create random effects and chaotic board states instead of employing any kind of specific strategy to win the game in a timely manner. In doing so, they usually prevent any other players from employing a game-winning strategy. Chaos decks are not necessarily anti-social in nature, however they do tend to prolong games and prevent players from progressing towards any kind of winning position.