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Merge pull request #696 from PennyDreadfulMTG/more
Avoid broken images for series with no logo uploaded
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<?php | ||
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session_start(); | ||
require_once '../lib.php'; | ||
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$some_admin = Player::getSessionPlayer(); | ||
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Original file line number | Diff line number | Diff line change |
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<?php | ||
include 'lib.php'; | ||
include 'config.php'; | ||
session_start(); | ||
print_header('Archetype Descriptions'); | ||
// TODO: This file is called from function deckForm and function deckRegisterForm of deck.php. Need to add $_POST | ||
// passing of to and from this file of (name, archetype, maindeck, sideboard, and comments fields) so that players | ||
// do not loose their progress during deck entry. | ||
// | ||
// Also need to populate this page with data from the archetypes table in the database. Name would be the heading | ||
// and description field would go between the <p> | ||
?> | ||
include 'lib.php'; | ||
include 'config.php'; | ||
print_header('Archetype Descriptions'); | ||
// TODO: This file is called from function deckForm and function deckRegisterForm of deck.php. Need to add $_POST | ||
// passing of to and from this file of (name, archetype, maindeck, sideboard, and comments fields) so that players | ||
// do not loose their progress during deck entry. | ||
// | ||
// Also need to populate this page with data from the archetypes table in the database. Name would be the heading | ||
// and description field would go between the <p> | ||
?> | ||
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<div class="grid_10 suffix_1 prefix_1"> | ||
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<div class ="gatherling_news box"> | ||
<center><h3>Aggro</h3></center> | ||
<p> | ||
Aggro (short for "aggressive") decks attempt to reduce their opponents from 20 life to 0 life | ||
as quickly as possible, rather than emphasize a long-term game plan. Aggro decks focus on | ||
converting their cards into damage; they prefer to engage in a tempo-based race rather than a | ||
card advantage-based attrition war. Aggro generally relies upon creatures as a cumulative source | ||
of damage. While strategically simple, aggro decks can quickly overwhelm unprepared opponents | ||
and proceed to eke out the last bit of damage they need to end the game. Aggro decks also generally | ||
Aggro (short for "aggressive") decks attempt to reduce their opponents from 20 life to 0 life | ||
as quickly as possible, rather than emphasize a long-term game plan. Aggro decks focus on | ||
converting their cards into damage; they prefer to engage in a tempo-based race rather than a | ||
card advantage-based attrition war. Aggro generally relies upon creatures as a cumulative source | ||
of damage. While strategically simple, aggro decks can quickly overwhelm unprepared opponents | ||
and proceed to eke out the last bit of damage they need to end the game. Aggro decks also generally | ||
have access to disruptive elements, which can inhibit the opponent's attempts to respond. | ||
</p> | ||
</div> | ||
</p> | ||
</div> | ||
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<div class ="gatherling_news box"> | ||
<center><h3>Combo</h3></center> | ||
<p> | ||
Combo decks utilize the interaction of two or more cards (a "combination") to create a powerful effect | ||
that either wins the game immediately or creates a situation that subsequently leads to a win. The term | ||
"combo" can also describe a deck built around resolving a single powerful spell such as Tooth and Nail | ||
to create the same kind of insurmountable advantage. Combo decks value power, consistency, and speed: | ||
the combo should be strong enough to win, the deck should be reliable enough to produce the combo on a | ||
Combo decks utilize the interaction of two or more cards (a "combination") to create a powerful effect | ||
that either wins the game immediately or creates a situation that subsequently leads to a win. The term | ||
"combo" can also describe a deck built around resolving a single powerful spell such as Tooth and Nail | ||
to create the same kind of insurmountable advantage. Combo decks value power, consistency, and speed: | ||
the combo should be strong enough to win, the deck should be reliable enough to produce the combo on a | ||
regular basis, and the deck should be able to use the combo fast enough to win before the opponent. | ||
</p> | ||
</div> | ||
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<div class="gatherling_news box"> | ||
<center><h3>Control</h3></center> | ||
<p> | ||
Control decks avoid racing and attempt to slow the game down by executing an attrition plan. These decks | ||
attempt to accumulate resource advantage, contain threats, and run opponents out of options. The primary | ||
Control decks avoid racing and attempt to slow the game down by executing an attrition plan. These decks | ||
attempt to accumulate resource advantage, contain threats, and run opponents out of options. The primary | ||
strength of control decks is their ability to devalue the opponent’s cards. They do this in four ways: | ||
</p> | ||
<ol> | ||
<li> | ||
Erasing threats at a reduced cost. Given the opportunity, Control decks can gain card advantage by | ||
answering multiple threats with one spell, stopping expensive threats with cheaper spells, and | ||
Erasing threats at a reduced cost. Given the opportunity, Control decks can gain card advantage by | ||
answering multiple threats with one spell, stopping expensive threats with cheaper spells, and | ||
drawing multiple cards or forcing the opponent to discard multiple cards with one spell. | ||
</li> | ||
<li> | ||
Not playing threats to be answered. By playing few proactive spells of their own, control decks gain | ||
Not playing threats to be answered. By playing few proactive spells of their own, control decks gain | ||
virtual card advantage by reducing the usefulness of opposing removal cards. | ||
</li> | ||
<li> | ||
Disrupting synergies. Even if control decks do not deal with every threat directly, they can leave | ||
out whichever ones stand poorly on their own; e.g., a creature enchantment which will never need | ||
Disrupting synergies. Even if control decks do not deal with every threat directly, they can leave | ||
out whichever ones stand poorly on their own; e.g., a creature enchantment which will never need | ||
attention if all enemy creatures are quickly removed. | ||
</li> | ||
<li> | ||
Dragging the game out past opposing preparations. An opponent's faster, efficient cards will become | ||
Dragging the game out past opposing preparations. An opponent's faster, efficient cards will become | ||
less effective over time. | ||
</li> | ||
</ol> | ||
<p> | ||
Often control decks end the game with the very same threats midrange or ramp decks use (see below). The | ||
difference is that they're not focused on getting those threats out as soon as they possibly can. | ||
Instead, they use them to mop up a game they've already secured and stabilized. Alternatively, the large | ||
threat itself can be used as a tool to stabilize, either by virtue of its size or its ability to remove | ||
Often control decks end the game with the very same threats midrange or ramp decks use (see below). The | ||
difference is that they're not focused on getting those threats out as soon as they possibly can. | ||
Instead, they use them to mop up a game they've already secured and stabilized. Alternatively, the large | ||
threat itself can be used as a tool to stabilize, either by virtue of its size or its ability to remove | ||
threats. | ||
</p> | ||
</div> | ||
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<div class ="gatherling_news box"> | ||
<center><h3>Aggro-combo</h3></center> | ||
<p> | ||
Aggro-combo is a hybrid archetype that employs aggressive creature strategies along with some combination | ||
of cards that can win in "combo" fashion with one big turn. For instance, Ravager Affinity decks that | ||
include Disciple of the Vault can win by attacking with creatures and also with a combo finish of | ||
Aggro-combo is a hybrid archetype that employs aggressive creature strategies along with some combination | ||
of cards that can win in "combo" fashion with one big turn. For instance, Ravager Affinity decks that | ||
include Disciple of the Vault can win by attacking with creatures and also with a combo finish of | ||
sacrificing multiple artifacts to Arcbound Ravager and killing the opponent with Disciple triggers. | ||
</p> | ||
</div> | ||
</div> | ||
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<div class ="gatherling_news box"> | ||
<center><h3>Aggro-control</h3></center> | ||
<p> | ||
Aggro-control is a hybrid archetype that contains both aggressive creatures and control elements. | ||
These decks attempt to deploy quick threats while protecting them with light permission and disruption | ||
long enough to win. These are frequently referred to as "tempo" strategies, as their control elements | ||
are often more temporary; for instance, they may return opposing creatures to their owners' hands | ||
Aggro-control is a hybrid archetype that contains both aggressive creatures and control elements. | ||
These decks attempt to deploy quick threats while protecting them with light permission and disruption | ||
long enough to win. These are frequently referred to as "tempo" strategies, as their control elements | ||
are often more temporary; for instance, they may return opposing creatures to their owners' hands | ||
rather than remove them entirely. | ||
</p> | ||
</div> | ||
</div> | ||
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<div class ="gatherling_news box"> | ||
<center><h3>Combo-control</h3></center> | ||
<p> | ||
Control-Combo is a control deck with a combo finisher that it can spring quickly if need be. A notable | ||
subtype of Control-Combo is "prison," which institutes control through resource denial (usually via a | ||
Control-Combo is a control deck with a combo finisher that it can spring quickly if need be. A notable | ||
subtype of Control-Combo is "prison," which institutes control through resource denial (usually via a | ||
combo). | ||
</p> | ||
</div> | ||
</div> | ||
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<div class ="gatherling_news box"> | ||
<center><h3>Midrange</h3></center> | ||
<p> | ||
Midrange tends to feature one-drops with abilities (e.g., Llanowar Elf) and early threats that are more | ||
defined by their resilience than their raw size, speed, and power. These decks tend to be a turn slower | ||
than the aggro decks, although still reasonably fast, and oftentimes use Planeswalkers to generate | ||
advantage on the battlefield. They will sometimes use a few reactive cards to deal with key threats, but | ||
tend to be at a disadvantage if they draw too many of this type of card and are unable to develop their | ||
board. Some midrange decks trend toward the aggressive end of the spectrum, and others toward control. | ||
What they hold in common is their focus on accumulating advantage on the battlefield itself, as opposed | ||
to gaining an advantage in raw resources (having a 4/4 versus a 2/1, as opposed to having two cards in | ||
Midrange tends to feature one-drops with abilities (e.g., Llanowar Elf) and early threats that are more | ||
defined by their resilience than their raw size, speed, and power. These decks tend to be a turn slower | ||
than the aggro decks, although still reasonably fast, and oftentimes use Planeswalkers to generate | ||
advantage on the battlefield. They will sometimes use a few reactive cards to deal with key threats, but | ||
tend to be at a disadvantage if they draw too many of this type of card and are unable to develop their | ||
board. Some midrange decks trend toward the aggressive end of the spectrum, and others toward control. | ||
What they hold in common is their focus on accumulating advantage on the battlefield itself, as opposed | ||
to gaining an advantage in raw resources (having a 4/4 versus a 2/1, as opposed to having two cards in | ||
hand versus a single card, for example). | ||
</p> | ||
</div> | ||
</div> | ||
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<div class ="gatherling_news box"> | ||
<center><h3>Ramp</h3></center> | ||
<p> | ||
Ramp decks tend to spend their early turns developing their mana advantage instead of deploying threats | ||
to the board in an attempt to play larger more powerful mana-advantage spells (often spells that have an | ||
X in the casting cost). In order to be successful the card that provides the win condition needs to have | ||
a greater return than several smaller spells that can be played faster. Ramp decks rely upon one or two | ||
Ramp decks tend to spend their early turns developing their mana advantage instead of deploying threats | ||
to the board in an attempt to play larger more powerful mana-advantage spells (often spells that have an | ||
X in the casting cost). In order to be successful the card that provides the win condition needs to have | ||
a greater return than several smaller spells that can be played faster. Ramp decks rely upon one or two | ||
threats to do a lot of work for them. | ||
</p> | ||
</div> | ||
</div> | ||
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</div> | ||
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<?php print_footer(); ?> | ||
<?php print_footer(); ?> |
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Original file line number | Diff line number | Diff line change |
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<?php | ||
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session_start(); | ||
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require_once __DIR__.'/lib.php'; | ||
require __DIR__.'/authlib.php'; | ||
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