This concept clicked for me when I realized that having a spell countered is like two creatures trading on the battlefield. I’m usually happy with the latter so that made the former less of a bummer, and made me feel less hesitant to play into a counter
The moment that helped me was when I started watching blue/white control players play matches. Whenever I played them, if they had 3 cards, I always assumed they had the best 3 cards. After watching them I saw that sometimes it is just a spell pierce and 2 lands.
Absolutely this. For me personally, when I was a new player I didn’t know any better so I just played things. As you improve you tend to play around things more and sometimes you’re playing around them so much that they are getting benefits of having a counterspell that they don’t actually have.
One "combat trick" to soft clear removal is to go "moving to attackers" then declare your attackers. Then say "moving to blockers" then letting them block. Now if they don't block or have any blocks just say "do you have anything before we calculate damage?" usually this is where the removal like fatal push comes in. Control players treat instant speed removal or combat tricks as blocks so that phrase will often close the window in their mind as the last chance to have removal or combat tricks. Then you can cast your combat tricks or burn or pump spells.A control player tried this on me before but in reverse, ironically that's where I learned what was going on. Another trick I have is for keeping 1 land hands. If you have a way to scry or generate card advantage, one landers aren't too bad. For example, 1 mountain, 1 phoenix chick and 1 light up the stage make the 1 land hand keepable. swing on t2 with the chick and cast light up for spectacle. 2 play with fires make the 1 land hand keepable because you can cast it at upkeep before draw to scry your next card.
This! Perfect example of another way to get the removal out of their hand and apply that pressure by making them wait until the last possible moment and put the heat on. Thanks for sharing.
This video is very well presented. I don't have anything informative to add, so I'll just try to summarize you: If you're playing aggro, don't act as if you're playing control. Your goal in any game except maybe mirrors is to win as fast as possible, because while you are capable of winning sooner than your opponent, you _will_ lose if the turn count gets large. Put pressure on your opponent. Force them to make poor trades with you or lose, remembering that a spent counterspell for them is equivalent to a lost creature for you - it's a lost resource of the basic kind that deck works with, only they start with less resources than you because they think they'll have a lot of mana someday. Don't give them any space, make them spend their initially limited resources early and quickly, and close the game the moment they run out.
Happy New Year, brother! Very impressive video. Loved the tempo & the information. As a control player, I'm hoping for an apprehensive & passive aggro player. Give me time & I win. Apply pressure & you're screwing with my gameplan. Awesome presentation & explanation! Slam dunk of information! Hope you're doing great! ✌️
Happy New Year brother! I appreciate the feedback and the support always. All is well here. I know from personal experience if you hesitate against your Esper Concede machine or it gets nasty 😅😅 take care dude.
Every deck has a weakness. Find it. Anything that has humankind involved is bound to be flawed. If a deck has good drawing power and counters in it - then what _can't_ it do? If it's a reactive deck and your's is proactive, then screw them over by playing something that's hard to respond to 👍
As a Yugioh Player, this lesson is taught early on. You should not be afraid of playing cards just to lose them. For the one card you are losing, they have to lose one negate that could be used later on and the trade is usually worth it. To fight control decks, you have to bait their negates early on with less important cards before using your important cards to strike at the opponent.
Nice video! Always good to get some perspective. I learned this lesson through playing against tempo decks, all blue in particular Gotta make them have it and run them out of spells. Sneak in a creature or 2 early and hit ‘em where it hurts haha
I appreciate it! Sounds right to me! I like to try and go as wide as possible against mono blue since they don’t have spells that can sweep or target the board like white/black.
"still trying to keep the pressure" is such an obvious yet also elusive tip evn though, a control deck tends to draw more than the aggro guy, so not sure how is actually sustainable to keep baiting the counters
Optimally, the Aggro deck has enough pressure on the board that the control deck has to continually respond and won’t have mana/an entire turn to spend to cast their draw spell or if they do cast it, the Aggro deck can punish them by in turn playing some haste threats while they’re tapped out. A lot of the time the first few creatures can continue to push damage while other targets soak up removal and counterspells.
Also one perspective is building an aggro deck which is manageable to sweepers (ie haste, graveyard utilization, burn etc. ) aggro cards like squee, underdog, and manlands are best to come back from Sweep effects.
Good advice. Now, I do have a question. What do you suggest when going up against Decks that are very heavy on milling? It just feels so infuriatingly cheap and unfair, I could really use a strategy on how to beat such a deck.
Right, but the issue is that the mono red aggro player has less consistent card draw compared to the mono blue control deck. As a result, they can out draw us, and kill us. (Which is what I think you might have meant when you said "the player stabilizes")
All the more reason to play into a counter. If you force them to use a counter spell turn 2, then they aren't play a 2 cost instant draw spell at the end of your turn.
That's where you need to pressure them. Forcing the control player to use counterspells or single target removal means they don't have the time to use their other cards to draw more cards. And it's highly unlikely they have as many answers in hand to start as you do threats because control decks have more lands than aggro decks and more cards with high mana values that simply cannot be played in the first few turns. Remember, the control player actively wants their opponent to do nothing. Their counterspells just buy them time until they can go bigger than you. Force them to actually use that resource.
lets go thats what I'm talking about great video buddy i was wondering why i lose using meta aggro decks that my rougue deck aggro looks simple but its not coz im not used to playing aggro i make a lot of mistakes unlike playing my midrange deck
Thanks my friend. You are absolutely right. There are a lot of players that turn their nose up at Aggro like it’s always simple and it’s not. It takes some getting used to. Have a great week ahead.
I think i've been making many mistakes. Lately, i lost 5 matches in a row whith my azorius soldiers deck. So sad , giving that everybody else is achieving 60%+ victories. I think i'm afraid playing again and lose. :'( Anyway, thanks for the tips, Kaero.
That’s rough Bruno. It’s tough to go through the times when you can’t seem to win but I’m pretty sure it happens to all of us. Hope you’re having a good week
Counter spells are pretty bad against aggro, if you're blue/white or blue/black and have a bunch of counterspells in your opening hand you definitely don't want to be playing against Aggro (ESPECIALLY if you're on the draw). The real threat for Aggro is sweepers. I think learning how to play against sweepers is the bigger lesson (I'm not great at it myself, the only advice I have is to make an evaluation each turn of "if I play this card and they sweep the board this turn is this game winnable?" And "if I don't play this card, what am I using my mana for this turn?" and try to determine which of those scenarios is more likely and which has worse consequences)
Control is easy. Control players look at what you are playing and decide if you are going to play it. They have a hand full of answers and will win if the game goes on long enough. As non-control player your job is to trick the control player and play around their nonsense. Make them use counters on things that don't matter. Don't let them get value out of their sweepers. Keep of the pressure so they cannot draw cards.
See when someone says control deck I’m thinking the deck build 20 cards of control spells minimum. The sort that gets rid of everything you play for nothing short of ten turns.
Are you able to link any videos showing successful play against control decks so I can see how people use these strategies? The problem I keep running into is that if I try to force them to deal with one issue at a time I can never get ahead, but if I play everything out of my hand, then I run out of cards and they counter half of what I cast or remove everything on their next turn.
Check out the other side to this matchup!
1 MISTAKE CONTROL players make against AGGRO Decks: ruclips.net/video/F2GfK-DCs44/видео.html
mono red right, you put 3rd land as control but you have like 11 to 7 hp :D
This concept clicked for me when I realized that having a spell countered is like two creatures trading on the battlefield. I’m usually happy with the latter so that made the former less of a bummer, and made me feel less hesitant to play into a counter
This is a really good way of looking at it. Thanks for posting and sharing with other viewers.
I couldn't agree more. I like to think of my countered stuff as discard spells.
Great perspective. Taking the emotional part of out it with this way of thinking. Thanks for sharing Joe. TEMPO SQUAD
The moment that helped me was when I started watching blue/white control players play matches. Whenever I played them, if they had 3 cards, I always assumed they had the best 3 cards. After watching them I saw that sometimes it is just a spell pierce and 2 lands.
Absolutely this. For me personally, when I was a new player I didn’t know any better so I just played things. As you improve you tend to play around things more and sometimes you’re playing around them so much that they are getting benefits of having a counterspell that they don’t actually have.
One "combat trick" to soft clear removal is to go "moving to attackers" then declare your attackers. Then say "moving to blockers" then letting them block. Now if they don't block or have any blocks just say "do you have anything before we calculate damage?" usually this is where the removal like fatal push comes in. Control players treat instant speed removal or combat tricks as blocks so that phrase will often close the window in their mind as the last chance to have removal or combat tricks. Then you can cast your combat tricks or burn or pump spells.A control player tried this on me before but in reverse, ironically that's where I learned what was going on.
Another trick I have is for keeping 1 land hands. If you have a way to scry or generate card advantage, one landers aren't too bad. For example, 1 mountain, 1 phoenix chick and 1 light up the stage make the 1 land hand keepable. swing on t2 with the chick and cast light up for spectacle. 2 play with fires make the 1 land hand keepable because you can cast it at upkeep before draw to scry your next card.
This! Perfect example of another way to get the removal out of their hand and apply that pressure by making them wait until the last possible moment and put the heat on. Thanks for sharing.
This video is very well presented. I don't have anything informative to add, so I'll just try to summarize you:
If you're playing aggro, don't act as if you're playing control. Your goal in any game except maybe mirrors is to win as fast as possible, because while you are capable of winning sooner than your opponent, you _will_ lose if the turn count gets large. Put pressure on your opponent. Force them to make poor trades with you or lose, remembering that a spent counterspell for them is equivalent to a lost creature for you - it's a lost resource of the basic kind that deck works with, only they start with less resources than you because they think they'll have a lot of mana someday. Don't give them any space, make them spend their initially limited resources early and quickly, and close the game the moment they run out.
This is a great summary. Thanks for sharing Delta. Happy new year my friend.
Happy New Year, brother! Very impressive video. Loved the tempo & the information. As a control player, I'm hoping for an apprehensive & passive aggro player. Give me time & I win. Apply pressure & you're screwing with my gameplan. Awesome presentation & explanation! Slam dunk of information! Hope you're doing great! ✌️
Happy New Year brother! I appreciate the feedback and the support always. All is well here. I know from personal experience if you hesitate against your Esper Concede machine or it gets nasty 😅😅 take care dude.
The biggest problem is the amount of cards they are able to draw. So they have always more counter cards than you can play.
Every deck has a weakness. Find it. Anything that has humankind involved is bound to be flawed.
If a deck has good drawing power and counters in it - then what _can't_ it do? If it's a reactive deck and your's is proactive, then screw them over by playing something that's hard to respond to 👍
As a Yugioh Player, this lesson is taught early on. You should not be afraid of playing cards just to lose them. For the one card you are losing, they have to lose one negate that could be used later on and the trade is usually worth it. To fight control decks, you have to bait their negates early on with less important cards before using your important cards to strike at the opponent.
This is great advice for an intermediary me. Thank you
Nice video! Always good to get some perspective. I learned this lesson through playing against tempo decks, all blue in particular Gotta make them have it and run them out of spells. Sneak in a creature or 2 early and hit ‘em where it hurts haha
I appreciate it! Sounds right to me! I like to try and go as wide as possible against mono blue since they don’t have spells that can sweep or target the board like white/black.
"still trying to keep the pressure" is such an obvious yet also elusive tip
evn though, a control deck tends to draw more than the aggro guy, so not sure how is actually sustainable to keep baiting the counters
Optimally, the Aggro deck has enough pressure on the board that the control deck has to continually respond and won’t have mana/an entire turn to spend to cast their draw spell or if they do cast it, the Aggro deck can punish them by in turn playing some haste threats while they’re tapped out.
A lot of the time the first few creatures can continue to push damage while other targets soak up removal and counterspells.
Also one perspective is building an aggro deck which is manageable to sweepers (ie haste, graveyard utilization, burn etc. ) aggro cards like squee, underdog, and manlands are best to come back from Sweep effects.
Good advice. Now, I do have a question. What do you suggest when going up against Decks that are very heavy on milling? It just feels so infuriatingly cheap and unfair, I could really use a strategy on how to beat such a deck.
Right, but the issue is that the mono red aggro player has less consistent card draw compared to the mono blue control deck. As a result, they can out draw us, and kill us. (Which is what I think you might have meant when you said "the player stabilizes")
All the more reason to play into a counter. If you force them to use a counter spell turn 2, then they aren't play a 2 cost instant draw spell at the end of your turn.
That's where you need to pressure them. Forcing the control player to use counterspells or single target removal means they don't have the time to use their other cards to draw more cards. And it's highly unlikely they have as many answers in hand to start as you do threats because control decks have more lands than aggro decks and more cards with high mana values that simply cannot be played in the first few turns.
Remember, the control player actively wants their opponent to do nothing. Their counterspells just buy them time until they can go bigger than you. Force them to actually use that resource.
This was such a solid video. I can't believe you have such low subscribers. I really love this my guy
Hey I really appreciate the feedback. Thank you and Happy New Year!
lets go thats what I'm talking about
great video buddy
i was wondering why i lose using meta aggro decks that my rougue deck
aggro looks simple but its not
coz im not used to playing aggro i make a lot of mistakes unlike playing my midrange deck
Thanks my friend. You are absolutely right. There are a lot of players that turn their nose up at Aggro like it’s always simple and it’s not. It takes some getting used to. Have a great week ahead.
I think i've been making many mistakes. Lately, i lost 5 matches in a row whith my azorius soldiers deck. So sad , giving that everybody else is achieving 60%+ victories. I think i'm afraid playing again and lose. :'(
Anyway, thanks for the tips, Kaero.
That’s rough Bruno. It’s tough to go through the times when you can’t seem to win but I’m pretty sure it happens to all of us. Hope you’re having a good week
Counter spells are pretty bad against aggro, if you're blue/white or blue/black and have a bunch of counterspells in your opening hand you definitely don't want to be playing against Aggro (ESPECIALLY if you're on the draw).
The real threat for Aggro is sweepers. I think learning how to play against sweepers is the bigger lesson (I'm not great at it myself, the only advice I have is to make an evaluation each turn of "if I play this card and they sweep the board this turn is this game winnable?" And "if I don't play this card, what am I using my mana for this turn?" and try to determine which of those scenarios is more likely and which has worse consequences)
Control is easy. Control players look at what you are playing and decide if you are going to play it. They have a hand full of answers and will win if the game goes on long enough.
As non-control player your job is to trick the control player and play around their nonsense. Make them use counters on things that don't matter. Don't let them get value out of their sweepers. Keep of the pressure so they cannot draw cards.
Thank You 💚🐢
"Make them have it" is such a level up lesson
Oh snap it’s the Mtg meme master 🔥
@KaeroMTG ive been catching up to your content. I also watched the control one :)
Pedal to the Metal is always the right move for the beatdown.
nice video!
Couldn’t have said it better myself
I appreciate it!
See when someone says control deck I’m thinking the deck build 20 cards of control spells minimum. The sort that gets rid of everything you play for nothing short of ten turns.
I don't even give them the satisfaction, I just concede (in casual mode). Better to move on to an aggro/aggro match up.
For all i know as a control player im just delaying an aggro's abuse of power...just giving myself a chance to win against its onslaught...
Cool they sunfall now what
BS
Are you able to link any videos showing successful play against control decks so I can see how people use these strategies?
The problem I keep running into is that if I try to force them to deal with one issue at a time I can never get ahead, but if I play everything out of my hand, then I run out of cards and they counter half of what I cast or remove everything on their next turn.