What Makes Standard Great? By Sam Black Simply the number of different decks that exist doesn't tell you everything you need to know about how diverse a format really is. It's also important that decks play out differently from each other. Again, there's some debate here: is a format better if a non-interactive combo deck exists, or if it doesn't? For me, it depends on just how non-interactive. If removal is bad against it but there are other tools that are effective, it's probably fine. If it also has countermeasures to some of those other tools such that it isn't just a question of whether the opponent bothered to build a sideboard to beat you but that the play of sideboard games is actually interesting, even better. In general, we expect a good format to have aggressive decks, midrange decks, control decks, possibly combo decks, and ideally a few hard-to-classify, exotic format-specific decks; Metalwork Colossus, for example, might not fall into any of those categories (it's probably best described as a proactive linear deck). Some players gravitate strongly toward certain macro archetypes and have a lot more fun when they can play that kind of deck, and again, diversity of experience is also best served when matches play out more differently from each other, and when different macro archetypes exist, more different things are likely to matter in games. |
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