This post is intended to serve as a guidepost of sorts, by giving a broad overview of the major deck types. There are five major archetypes in Magic. They’ll probably be familiar to anyone who’s played another CCG, or any of a number of other strategy based games. We’ll talk about what they look like in the game of Magic, and which colors are most generally associated with them.
The five deck archetypes are Aggro, Control, Midrange, Tempo, and Combo. For the most part, the names are pretty self-explanatory. But let’s go over them, and talk about how they function.
Aggro is, obviously, aggressive. The primary color for Aggro is Red - in fact there's a long tradition of mono-Red Aggro throughout Magic's history. White and Green can also be paired with Red, and sometimes Black. The original Sligh deck (precursor to Burn and RDW - Red Deck Wins) was basically built on the theory of efficient mana use, and also the idea I had heard of called the “Rule of 7” (although I can’t find a reference for that now). The idea being that you only had to resolve 7 spells like Lightning Bolt to win the game (3x7= Yer Dead!)
With this type of deck, your one and only goal is to end the game as quickly as possible. This typically involves some combination of aggressively costed creatures, and direct damage spells - hence the predilection for Red, because that's the color of Direct Damage. Aggro tends to have the weakest individual cards, so it relies on doing as much damage as possible in the fewest turns, and for the least amount of mana.
Aggro's biggest weakness is stalling out near the end. There are times where you've gotten your opponent down to their last few life points, but can't quite close out the game. Your creatures are now out-matched on the Battlefield, and your hand is empty. Red and White especially, don't have good ways to draw more cards. Additionally, it's important that each of your cards is focused on doing damage quickly, so draw spells can actually prevent you from getting enough damage done in a timely fashion.
Aggro is also probably the highest variance archetype. There are times where you're just going to mise wins and there's nothing your opponent can do about it - You're going to feel totally unstoppable. (mise is basically an unexpected event - MiseTings (so named for the expression) defined a mise as "something unusually great or unexpected" or the act of obtaining such.). There's other times where you're going to run up against something that gives a player Hexproof, or a Life Gain deck, and you're going to feel like there's nothing you can do to win, even if you were to draw your entire deck.
The one constant with Aggro is that you're definitely going to have time to go grab food between rounds, because your matches will be over before most people have finished shuffling.
Control is the next archetype we'll talk about. Again, the name is pretty self-explanatory. Your goal it to completely control the pace of the game, keeping it slow until you can resolve one or two threats which are so dominating and hard to remove that your opponent has no chance to win. Control is primarily a Blue strategy, but is very often paired with White and Black, because both of those colors are the most capable at dealing with permanents after they've hit the Battlefield.
The keyword for Control is patience. There's a reason control strategies often are nicknamed “Draw-Go”. Control decks are highly reactive, as a rule. The only pro-active components tend to be hand disruption (like Duress) and card draw/filtering. Card advantage is a major component of Control decks, so taking a peek at my post about Card Advantage might be helpful.
Control’s major weakness is Aggro. You only have so many counterspells, and they tend to be less mana-efficient than direct damage spells, and cheap creatures, so it's not unusual to find yourself overwhelmed. Although there are “catch up” cards like Settle the Wreckage and Fumigate.
Of the major archetypes, Control is probably the most skill-intensive. Facing down a Control deck, it's easy to feel like they're able to effortlessly answer every threat you produce. In truth, knowing what to counter, and when, takes a lot of learning and experience, and a solid comprehension of not only the meta-format, but what your opponent is trying to do. You need to not only understand how your deck works, but how each of your opponent's decks work.
Midrange is, quite obviously, somewhere in between Control and Aggro. It has elements of each. Midrange is most typically Black and Green at its core, and is often paired with one of the other colors. BUG (Sultai), BGR (Jund), and WBG (Junk or Abzan) are a trio of decks that share a common core, and have been staples of the non-rotating formats for decades.
In Midrange, you're not as fast as Aggro, although you can have some very quick starts, and you're not as slow as Control. Midrange revolves around a combination of hand disruption (like Duress) and permanent removal (like Assassin's Trophy) to try and disrupt your opponent's strategies, and get to a mid game point - often around turns 4-6, where you can stick a very resilient, and hopefully evasive threat, like Carnage Tyrant.
Midrange's biggest weakness is itself. You're trying to be a Jack of all Trades, doing a little bit of everything well, but not excelling in any one area the way that Control and Aggro do. It's a balancing act, and, again, demands a thorough understanding of what your opponent is trying to accomplish.
These are the most common deck types you'll encounter, and the Standard format, which is what we have in Arena, can often become a rock/paper/scissors situation between these three deck types. With Control beating Mirage, Midrange beating Aggro, and Aggro beating Control.
The next deck I'm going to talk about is Tempo. Honestly, it took me a while to understand the difference between Tempo and Midrange, or Tempo and Aggro. Tempo is most typically a Blue/Red type of deck. It can be paired with Green and Black, and can also be Blue/White.
The idea is to manage the pace of the game, keeping your opponent off balance just enough to allow you to complete your game plan in a pace that suits you. Sometimes this involves sticking a solid threat early in the game, and then just protecting it while it closes out the game. U/R, Temur (URG) and Sultai (UGB) Delver operate this way in Legacy. The current Izzet Drakes decks are a type of tempo deck, pairing counterspells early, with powerful threats later on.
Tempo decks will take full advantage of temporary removal effects, like bouncing creatures (returning them to their owner's hand) and “frost” effects (tapping them and having them not untap right away) - whereas Control decks look to permanently answer threats. Remand is a classic Tempo card. It counters a spell, but puts the countered spell back in its owner's hand. So you're taking your opponent off their desired pace, and gaining card advantage, but you haven't permanently answered the threat of the card which you countered.
And finally we come to Combo. The whakiest archetype of them all. They do exactly what the name implies, look to combine the effects of various cards - typically not printed in the same Standard environment - to do utterly broken things like gaining infinite life, or creating infinite hasty creatures. Combo decks can be literally any color in Magic.
Combo decks are uncommon in Standard formats, although in 2017 Felidar Guardian was banned in Standard because it created a combo of infinite hasty creatures with the Planeswalker Saheeli Rai. A combo which was missed in R&D’s play testing, and would have easily been fixed with a small wording change to the Guardian.
Combo decks are often the least interactive of any deck type. Often they don’t give a crap about what their opponent is doing, and just try to get to their combo pieces as fast as possible. Playing combo is all about knowing what your deck is doing, and maybe about what bits are worth fighting for through counterspells - depending on the format.
Thanks for popping by my little blog. Hopefully you found this interesting, and maybe informative. As always, constructive comments are welcome, and you can often find me hanging out over in the MTG Arena Players Facebook group.