[Infinity Wars] ~ Potential for Aggro Archetype Players ~

Summary: Though different TCG may feel completely different when you play, surprisingly, pretty much any TCG’s deck can be categorized under certain generic deck types.  Infinity Wars is no different.  The question here is not whether you can categorize IW’s decks to generic deck types, but rather how many of deck types are currently and can potentially be supported in this game.  Because it is the difference in deck type that gives you the feel you have completely played a different game not just by difference in cards.   So let’s start with the simplest category, Aggro archetype.

What is archetype?

Here are copy & paste from what I have written for Shadow Era, which are nothing but extracted/compiled information from other major TCGs such as Magic the Gathering, Yu-Gi-Oh etc.

Unfortunately, various definitions exist for certain deck categories, which can be a frequent source of confusion for beginning players; however, 3 main types that are widely accepted in most TCGs.  Some people calls these as actual deck types, but for the better organization and understanding purpose, I like the approach “Archetype.”  You can essentially think as Archetype is the highest category baskets and within each, there are subcategories i.e. specific deck types.  This makes understanding deck types much easier.  The three basic types of archetype are Aggro, Control and Combo archetypes.

Conceptually, Aggro archetype deck plays well against control as it can overwhelm control archetype deck with quick attacks before control can even respond.  Whereas, control plays well against combo as it can pin point counter/control to combo archetype deck’s key card(s).  Then combo plays well against aggro as aggro tends not to have enough way to counter combo building.

What is Aggro Archetype?

The goal of the decks fall under the Aggro (short for “aggressive”) archetype is to reduce the opponent’s fortress life point as quickly as possible, rather than emphasize a long-term game plan.   These decks can quickly finish the game when the opponent is not prepared.

There are 3 main deck types fall under the Aggro archetype with one of which further divided into sub classifications.


Most commonly decks are referred as Burn deck when primarily method of attacking opponent is non-character based  i.e. using directly damaging ability card.

Infinity Wars

Currently, Infinity Wars DOES NOT support this deck type as no card can directly attack the opponent’s fortress.  Though creation of these cards should not be too difficult as long as the balance is well thought out.  So my guess is in the future, we will see a faction focusing on this concept.

Personally, in order to directly attack fortress, you need a big attacking power like battleship, tank, cannon etc. So perhaps theme based on these might be a good fit?

Beat down

These are types of decks focused winning by using characters.  Depending on the cost of characters included in the deck, this can be further divided into two types.

High Beat/Beat down/Stompy

This is a deck type focused on the direct damage using a character’s attack. Rather than using complex counter or control mechanisms, this type of deck aims to win the game by resource acceleration and casting relatively high power characters as early as possible. This type of deck contains high cost powerful characters and resource acceleration to support casting high cost powerful characters as fast as possible.  In Yu-Gi-Oh, this type is referred to as high beat.  In Magic, stompy or many refers to simply as beat down to mean this particular type of deck.

Note: Many also uses aggro interchangeably with beat down; however, more than couple sources suggested slightly more specific use of this term, which in my opinion fit better with hierarchical approach.  Hence, that is the definition I used here.

Infinity Wars

This deck is well supported already on the set 1.  In fact, the main theme of decks build using Warpath faction tends to fall under this category.  Also, recently revealed card such as “Agent Coyle, Firestarter” is excellent fit for this type of deck.

Low Beat/Weenie/Rush

Relatively, unanimous definition exists for this deck type, which is deck that aims to win the game by using many low casting cost characters i.e. unlike beat down/stompy instead of using high power attack character(s), in weenie low cost good attacking power but many.  Simply think as 2 + 2 + 2  attacks using small guys are the same as one big attack with 6.  In some TCG (Yu Gi Oh for instance), this is called low beat.

Infinity Wars

Not surprisingly, this is also very well supported on current set of cards.  I would say Flame Dawn faction is basically built based on this concept.

Counter Beat

The general concept of this deck is indeed beat down i.e. character’s attack driven.  However, in order to protect the key element in the deck i.e.  certain character’s on your field, you incorporate counter/control element.  So the counter aspect of this type of decks is there to protect your crucial character so your characters can continue attacking opponent.  This category was created as many players (at least on Shadow Era) believed their decks are “control” type but in reality based on my research, did not quite fit the definition.  Though I would admit this is area of confusion as no deck probably is truly 100% one or the other.

Infinity Wars

Perfectly feasible, and much easier to actually classify something under this category on Infinity Wars than in the Shadow Era.  Mainly because of the game mechanics.  You would still call your deck “beat down” because you are planning to win the game by attacks of your characters.  However, part of your deck is for you to “”control” the board so your attack is facilitated. A good example is incorporation of card like “Mass Death” or other type of board wipe cards in the generally beat down deck.

In a high beat deck, you can use board wipe cards to buy some time so you can cast your stompy character. In a low beat deck, you can do some synergy to finish off the game.

For example, use a mass death first followed by Call the Crusade.  Obviously you need 9 resources, so this would likely be a last solution in the Low beat type of deck, but essentially you can ensure there will be no defender on your way and you can almost give a guaranteed 6 damage to finish the game. *I have actually not tested this combination, but I am assuming it works.



This is a type of deck utilize cards from your graveyard, and essentially overwhelm opponent like beat down deck by revived allies from the graveyard.

Infinity Wars

This deck type should be well supported by the time the first set is released.  There are already card(s) that are dealing with graveyard.  Not only that but we have a “Zombie Faction – Sleeper of Avarache.”


As far as the Aggro Archetype is concerned, Infinity Wars have you covered well.  Though it is not surprising as this is the most simplest archetype of all three.  However, this does not mean developers should ignore this category.  Because it is generally simple to play, and also quick, Aggro Archetypes are great way to introduce game to new players.  So making these decks not competitive against other types of deck can quickly lose new starter.  And of course, there are advanced players who likes to play Aggro Archetype.

The only missing deck type under this category is “Burn deck type.”  However, I am pretty certain we will see a faction to support this type of strategy in the future, perhaps not too far away given its relatively simplicity to develop.


Shadow Era Deck Types – If you are interested, this is a article I wrote for Shadow Era, but pretty generic categorization I came up with so works for any TCG.


One response to this post.

  1. Posted by tactfulgamer on December 14, 2012 at 4:11 am

    Wonderful breakdown of Aggro.
    Please do one for Combo & Control.

    I appreciate the subcategories for each as they truly breakdown the essence of each. I now have a place I can forward newcomers to for more knowledge. Once again a excellent read.


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