Standard reference & strategy
Deck archetypes
Deck archetypes

How archetype labels fit together

Compare aggro, tempo, midrange, control, and combo. Learn how deck labels overlap, choose a winning plan, and give each card a useful job.

An archetype is a deck plan you can recognize. It is not one fixed list of cards. Several names can fit the same deck because each name answers a different question.

Compare the main winning plans

Start with what the deck wants to do. Then ask what it needs in its opening hand and what could stop it.

Deck typeHow it tries to winWhat to plan for
AggroMake early attacks and finish before the enemy recoversUseful early threats, damage, and a second wave
TempoKeep a board lead while making the enemy's turns awkwardThreats with cheap answers that protect them
MidrangeDefend against fast decks and attack slower onesStrong plays at several costs and a change of role
ControlAnswer threats, stay alive, then win laterEarly defense, useful answers, and a real finish
ComboPut key cards together for a powerful resultWays to find the pieces and time to use them

These plans can overlap. A deck may use early attacks and a combo finish. Its best play still depends on the current hand, board, and enemy plan. The Who's the Beatdown? lesson explains when to attack and when to defend.

Read the other parts of a deck name

Kind of labelWhat it tells youExamples
Main planHow the deck tries to winAggro, tempo, midrange, control, combo, attrition
Main resourceWhat gives the deck an edgeBurn, ramp, mill, hand size
Board shapeHow many threats it uses and how large they areToken / flood, tall / Voltron
Card groupWhich linked cards make the plan workHerald, Deathrattle, tribal, Miracle chains
Deckbuilding ruleWhich restriction gives a rewardSingleton, class-only, minion-only, spell-only
Class nicknameWhich class and familiar plan people meanA class name paired with a plan or card group

For example, an imaginary deck might be control by its winning plan, tribal by its linked cards, and singleton by its card choices. Those labels do not tell you every card it uses. Two trackers may group the same decks differently.

Turn the label into a deck plan

Write how the deck wins, what it does early, and how it recovers when stopped. The winning-plan guide helps you turn those answers into a first draft. Then give each card a job and check the curve.

Read the class guides for a class's tools and tradeoffs. Read the actual list before deciding whether its cards support your plan.

Understand the plan before the ranking

A familiar deck name does not prove strength. Check the card list, allowed format, and evidence behind the claim. Changing a few cards can make the deck faster or better in long games.

Tracked means a data source saw the deck. It does not mean the deck is strong. Fringe means there was little evidence, not that the idea cannot work. Use the metagame and data lesson to judge results before choosing cards or spending dust.