![]() ![]() Remember that each deck has only 40 cards, and each card you would put to delay the opponent's game, you would be taking out of your possible combo, therefore even if the deck has a certain control it is usually not enough to stop the aggression.Īs it is common to have a more "closed" combo, it is not possible to spend many resources unfavorably in order not to lose your win condition, but aggro decks force many unfavorable exchanges to the opponent, seeking to deal as much damage as possible. The aggro deck needs to win quickly, while the combo needs the game to last until you have all the cards you need to win, but on the other hand it doesn't have many tricks to delay the game. With this, the control deck has a great ease in ending the board advantage that aggro would have.Īnd since control usually has healing spells and units, it also slows the game down considerably, ignoring the damage the opponent has already dealt, making it increasingly difficult to win by aggressive means. But it's an example of what usually happensĪs said before, because of control aiming to delay the game as much as possible to win, it has damage spells that are very effective on units with low health.Īnd as Aggro wants cheap units, consequently such units have little health, and as it does not have many defensive responses, it's vulnerable to such damage spells. It all varies with each game, based on how your hand and the opponent's came, as well as the decisions made during the game. Keep in mind that this table is not a rule that ALWAYS works. The regions that have the most resources to combo are Ionia and Shurima. So, there must be a great management of resources to make sure you won't waste cards that in other situations would lead you to victory in vain. It is often a very “closed” deck between itself, not allowing for many variations of the combos that really lead you to victory. Usually have games of "medium duration" to be able to have all the necessary resources to make the desired sequence of cards. The region that is most commonly used in this archetype is Demacia.Īs the name says, this deck intends to make a combo (combination of cards) to take you to victory. This deck is a “middle ground” between aggro and control, normally when playing against aggro it will take a more controlling stance, and when placed against control it tends to take a more aggressive stance. It usually has responsive spells, and because of that, there must be a more "strict" mana management to get the advantage. ![]() This archetype is very flexible and seeks the greatest resource efficiency to make the most advantageous exchanges possible, be it with spells or units. The region that has the most resources to create a control deck is Freljord. This archetype usually has a well-defined win-condition, and since such conditions have a high mana cost, the goal is to stay alive until that condition can be put on the board. Thus maintaining the necessary control, dictating how many units are left on the board and how much damage the opponent will deal. It tends to have many spells that deal damage in the area to be able to clean the enemy board efficiently, and sometimes healing resources, in order to stay alive until it reaches the late-game. The most common combination of regions in aggro is Noxus and Piltover/Zaun.Ĭontrol decks aim to control the board and the game as much as possible, that is, using resources to delay the opponent's deck, to establish an advantage. One consequence of this deck is that because it's cheap, in general, its development has to be fast, and the longer the game, the smaller chance an aggro deck will have to win. A phrase that sums up this archetype well is “the best defense is the offense”. Furthermore, it doesn't have many defensive spells either, and most of the spells are aimed at the enemy Nexus. It is common to use life (Nexus) as a resource, that is, when playing aggro you will rarely defend just to keep yourself with more health, the exchanges will only be made if they are favorable and guarantee a better attack. It takes many units and cheap spells to finish the game as quickly as possible, before the opponent has time to develop their game, so it doesn't care often about saving its mana for future turns. This archetype defines an aggressive deck.
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