Tempo is where you have early aggro, and back it up with a bunch with removal and midrange bodies. Yes, you may want to do ten damage with your The middle turns of the game is where you want to lock down the board. It's also a really bad name for a deck, but that's for another post.I think it's better to think of "Tempo" as describing a strategy. Seeking advice on tempo rogue vs Hunter midrange. Midrange Hunter.

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He listed a few decks and labeled them with terms such as Aggro, Midrange, and Control.

Also I would separate combo decks into hard core you win the game and soft combos that are just ready to go off at any time Otk decks can sometimes jump the gun once the key cards are set. Press J to jump to the feed.

Like how most tempo decks are aggro, and most value decks are control.Magic taught me that there is a difference between Aggro-Control and tempo.Aggro-Control is a hybrid deck. The main difference between this and midrange is tempo always has emphasis getting aggro mininons down in the early game. If you remove a 2 drop and a 3 drop with a fiery war axe, you've removed 5 mana from the board while only using 2 mana, giving you a 3 mana tempo benefit. For example, if your opponent has a 3/4 and you remove it with cult sorcerer + arcane blast you've got a 5 mana tempo swing (removed 3 drop, played 2 drop).One of the ways you can generate tempo is by playing on curve, since any mana you don't spend is wasted from the board/tempo perspective.The difference between agro and tempo is that aggro uses tempo to go face, and only rarely removes the opponent's board (if they do, it's only so they expect to be able to do more damage the next turn). Other commonly used deck categories can be considered sub-archetypes, such as combo, zoo, tempo, and token. Its like arguing over which music genre a song belongs to, it's difficult to have hard and fast definitions because they bleed into each other.- Your definitions are suffering from omitting combo as an archetype.

Midrange Hunter is an absolutely deadly deck that can pile up the damage very quickly. Midrange decks are somewhere in between aggro and control as an archetype. The player who has a Tempo advantage is the player who has initiative in the game. Avenge -> Shielded Minibot -> Muster for Battle -> Blessing of Kings - Sludge Belcher -> Mysterious Challenger -> Dr Boom -> TirionMagic does have pure combo decks, which seek to win by assembling the combo as fast as possible. If your deck is built to play solidly throughout the game and bury your opponent in incremental advantage, you have a Midrange deck. Patron Warrior? It's also value because you got a 2 for 1.Weather a deck is aggro, midrange or control answers the question of when a deck tries to win the game.Not always, well yes with midrange, but control and aggro are playstyles, not timings. Midrange is dropping powerful minions where tempo is swing turns where a lot of cards are played.I'm far from an expert either, but as I've always understood the terms they aren't mutually exclusive.

Instead of trading card advantage (Value) for Board Control (Tempo) you kind of get both.This is why, for the time being, HS cannot exist as anything else but a Tempo focused game.

Control aims to control the board, even gain tempo that way, where aggro forgoes board control for damage to the hero above all else. Press question mark to learn the rest of the keyboard shortcuts Tempo warrior VS Value (Control) warrior. They try to leverage damage through board control and then finish the game off with a flurry of burn spells. They're mostly defined by playing a series of "the best minion possible" at each mana level. While board control is going to carry you through the first turns, you are going to win this game by pushing through as many hits as you can. Cards can be categorized as Value or Tempo. In MtG, these terms can be summed up as follows:We can also look at some common descriptions of these types of decks to try and paint a better picture.When you search up "Deck Types" on the Hearthstone Wiki, this is the page that comes up: The second article I found in researching the topic was So how does all of this information help us in solving our problem? Sorcerer’s Apprentice is fantastic for setting up such plays.
However, a wide range of options means you can also tweak the deck in the way that makes you the most comfortable. Some of the most threatening Midrange cards are low mana (Tunnel Trogg, Totem Golem, Flamewreathed Faceless, Minibot, Muster for Battle).Midrange is instead defined by its card quality. Decks will have elements of both strategy, although decks that stick to one strategy (think Zoo) tend to have great results.Tempo is mana efficiency with card disdvantage, midrange is card advantage value.The fundamental concept of tempo is that you outplay your opponent with regards to the mana curve, and you win the game doing so before you run out of cards.


You don't lose to it because of Ironwood Golem or Primordial Drake being play on curve, you lose to it due to multiple 10 mana combo turns that create insurmountable boards. If you've got a highmane on board that's about a 5 drop in stats. When going into the Hearthstone ladder, it is always important to understand the decks you are going to face. In a way, you and your opponent are both using your six and seven drops as finishers to push through the last points towards lethal.

The idea is to play minions every turn, maintain board control for the entire game, and eventually snowball into a win.Midrange decks are essentially control decks that have an earlier endgame than "typical" control.