A · Fundamentals · §5
Six different decks depending on who sits down: combo-control, disruptive combo, blink midrange, instant-speed threat, tempo-combo, and a stack-and-information deck in the mirror.
You are a combo-control deck. Avoid falling irrecoverably behind, trade with , , and post-board , preserve life, reanimate rather than whenever possible, and turn Atraxa or into a stable blocker. You are not obliged to race a deck that cannot beat a stabilized Atraxa.
You are a disruptive combo deck. , , , and buy one or two turns. Spend those turns presenting Goryo, not trying to become a control deck. Your interaction is there to make a window, not to establish inevitability.
You become a blink-midrange deck that still carries combo equity. The common overreaction is boarding out too much of the reanimation package, which validates every piece of hate they brought.
You are an instant-speed threat deck. The game is not a turn-three sorcery-speed setup chain into their open mana. It is forcing them to choose between , an end-step Goryo, a warped , , , a hard-cast threat, and a Consign or exchange. They cannot hold up answers to all of it.
You are a tempo-combo deck. Do not try to match their late-game threat quality. Use , , Force, Consign, Clarion and Goryo to establish or before their land engine and cast triggers take over.
You are a stack-and-information deck. It is about graveyard timing, Surgical windows, on Goryo or Frog, , exchanges, Consign on an entry or delayed trigger, and whether the fair Riddler plan beats exposing a target to their graveyard hate.