“No man, no power, can bind the action of wizardry or still the words of power. For they are the very words of Making, and one who could silence them could unmake the world.”
― Ursula K. Le Guin, The Farthest Shore
Deciding whether to go all out for a fast combo kill or to control the game until you have an easy line to victory can be very challenging. It is important when making these decisions to be flexible and to understand what other people are trying to do. When trying to make these decisions a few notable things are:
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Understanding what decks are at the table,
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Turn order,
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What your hand gives you access to, and finally,
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Everyone’s turn 1 plays.
The first and foremost observation you need to make at the table is what decks you are playing against. This does require some knowledge about the current meta and what decks do what.
For example, understanding when someone is playing:
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Kess, Dissident Mage they are most likely playing some sort of storm/consult line variation, with the latter being more prominent. The deck boasts extremely high card quality and will most likely have an answer for any threat your throw at them. Their win-condition, the same extremely tight combo of Thassa's Oracle and Tainted Pact/Demonic Consultation. However, they also run Jace, Wielder of Mysteries as a back-up for Thassa's Oracle. Be mindful when they tutor, You don't need to counter the Thassa's Oracle, you need to counter either Tainted Pact or Demonic Consultation. In other words, wait for them to cast Thassa's Oracle, then try and counter them when they go for the win with the etb on the stack.
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Thrasios, Triton Hero/Tymna the Weaver, fear the worst, Oracle hulk decks are arguably the deadliest deck in the meta and probably the most powerful variation of Thrasios, Triton Hero and Tymna the Weaver. This deck will sandbag their counterspells and wait for the perfect time to cast Flash with Protean Hulk in hand. This can be done at instant speed and will always be a threat. Pay attention to how they are holding up mana and either try to win before they assemble their combo, or you will need to keep up countermagic.
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Everyone's favorite frog, The Gitrog Monster, is another fast combo deck that is extremely resilient to hate and will need a careful watch to make sure they do not just win out of the blue. Counter those discard outlets and even the frog itself.
It is important to know how other decks work in order to play a controlling/adaptive strategy effectively. The more you know about a person's deck, the better you can evaluate problematic cards. With the above examples, it will be important to determine how fast your hand is and, is it possible for you to win through interaction? If you can win turn 2 with your hand, it may be worth taking the risk. But know, these decks pack a ton of interaction and will be contesting the first person who tries to go off. Sometimes, however, keeping a slower hand with some powerful engine or tutor will also be very effective.
When playing against decks such as:
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Yisan, the Wanderer Bard: a powerful midrange deck that is consistent and has the ability to slow down the other decks at the table
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Teferi, Temporal Archmage and The Chain Veil: A midrange deck that tries to slow down other decks so that it can combo off.
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Heliod, Sun-Crowned: A hate bears deck that is designed to prevent opponents win-cons from working. For example, Rest in Peace stops our ability to use the graveyard, Rule of Law prevents our deck from slinging spells together, and Hushbringer stops our Inalla trigger. In most situations, we can probably out race this deck unless they are fortunate enough to play the stax piece that prevents the combo we are currently going for. While we try to pivot to another strategy or try to remove the card, it may give them enough time to build up more stax creatures, further preventing us.
Against decks such as these, you can sometimes just speed right by them. Other times, they will throw down Stax which will slow everyone down and enable us to build up a nice hand full of interaction, which you can then use to bounce whatever problematic pieces the turn before you go for the win.
Surprisingly, this deck is very resilient to hate and Stax. In some cases, I would prefer this deck into staxy games. We have ample card draw, a plethora of redundant win pieces, and value engines which makes it easy to power through those long games. During this time it is important to sandbag counterspells and build up incremental advantage which will enable wins through various forms of hate.
When it comes to turn order, knowing how your position at the table will affect your plays against the other decks, is of some importance. If you are going last, you are the last person to receive priority before someone resolves the spell that wins them the game. You also get full knowledge of everyone else's turn one plays. This can then help you decide whether or not to keep up interaction when someone is looking scary or to make a different play. This also means people will have more mana and cards than you, you are literally behind a turn. So speeding to the win may not always be the best play.
Vice versa though, if you are going first and have a very fast hand, you will be a turn ahead of your opponents, maybe that is the advantage you need to win.
Unfortunately, this isn't really the place for me to go into the theory and true importance of turn order and how it can affect your game, so here is a link to a wonderful source of information about this topic Turn Order.
Lastly, be mindful of other players' turn 1 plays. This should help persuade you to do certain things, like holding up interaction, tutoring for that board-wipe/counterspell, or maybe even giving you the okay to tap out and advance your board-state.