This probably seems like an...odd question, but i actually dunno the answer. How many critters on average does one need to get into play to successfully win. Cause when i think of "swarming" my opponent I am always thinking I need to create like 60 tokens in one turn in order for it to work. Or to be able to summon like 20 creatures and have them all attack at once. Yet I don't see other people having to do that. So I need to know how many critters are actually needed?
A competitive game usually won't see more than 5-6 creatures on each side, unless there is an efficient way to create tokens and be able to swarm. (Bittlerblossom comes to mind)
It really is a "quality vs. quantity" argument, and a quality group of creatures will usually beat the swarm.
I is developing a UG aggro-control deck. And while I've been doing control since...forever I realized that when it comes to aggro I knows nothing. And then I had the aforementioned problem, how many creatures do i need to beat my opponent into defeat. Since the deck is theoretically T2, finally going to go to an FNM, I could find a cheap and easy way to drop dozens of tokens at once. But is that needed. 5 - 7 is a much lower answer than I expected.
I think when most people talk about swarming an opponent, they mean over a period of time. Weenie decks want to drop 1 creature on the first turn, 1-2 creatures the second turn, 1-2 creatures and/or a removal spell the third turn, and then some sort of big finishing move on turn 4 or 5. The finishing move could be a big creature or a spell that pumps your entire team. You take your opponent down by doing an ever-increasing amount of damage over a period of several turns.
However, if you are trying to go with an aggro-control strategy, you probably won't be swarming your opponent. Against an aggro opponent, you want to stop him from swarming you long enough so that you can play a few bigger creatures. Your creatures should be able to beat his in combat. Once you get to that point in the game, you probably will beat him down more slowly, rather than all at once. Against a control opponent, you might want to be more aggressive and play out your threats as soon as possible. But then you have to focus on protecting those threats. In either case, you probably won't be dropping a bunch of creatures on one single turn. Instead, you play out a few creatures over a few turns. (Unless they print Decree of Justice and Mirari's Wake together again! Now that was a great deck.)
It depends on the size of the creatures. It doesn't really matter how many you have as long as you have around 7 power on the field.
If you're goldfishing, here's what your power curve should look like in a typical aggro deck:
Turn 1: 1-2 power
Turn 2: 3-5 power
Turn 3: 6-8 power
Turn 4: 9-12 power
Turn 5: 13-17 power
In an actual game, your opponent will probably be able to kill your creatures fast enough to slow the power curve by up to 50%.
You can go lower than the minimum if you're also playing burn or removal, but if you're ONLY playing creatures, you're doing poorly if you go below the minimum. Also, it really depends on the deck that you're playing.
Don't take this guide too seriously, because it REALLY varies a lot depending on the deck your playing with and the one you're playing against.
The answer t0 that varies upon deck and situation. Lets say mono green elf.
Turn one-1 creature
Turn two-2-3 creatures. (if the first drop is a Llanowar elves you might afford another one drop.) or an imperous perfect
Turn three-Another imperous and then maybe tokens.
After then, there is gonna be a lot of elves. (This is an ideal situation)
Well that is simpler than I thought. I suppose I should get that whole epic army of minions out of my head. I blame on on the Warhammer 40k Tyranid Codex. One the plus side the original idea of the deck should work I just have to wait for the rest of EVE to be spoiled so I can finish the deck. Gooo me. I guess Planeswalkers are easier to kill then I thought.
Control is the ultimate expression of power.
It really all depends on what answers your opponent has and how many answers you have yourself.
It really is a "quality vs. quantity" argument, and a quality group of creatures will usually beat the swarm.
静
KAALIA SMASH!
Intet dreams of times ahead
and more
Control is the ultimate expression of power.
However, if you are trying to go with an aggro-control strategy, you probably won't be swarming your opponent. Against an aggro opponent, you want to stop him from swarming you long enough so that you can play a few bigger creatures. Your creatures should be able to beat his in combat. Once you get to that point in the game, you probably will beat him down more slowly, rather than all at once. Against a control opponent, you might want to be more aggressive and play out your threats as soon as possible. But then you have to focus on protecting those threats. In either case, you probably won't be dropping a bunch of creatures on one single turn. Instead, you play out a few creatures over a few turns. (Unless they print Decree of Justice and Mirari's Wake together again! Now that was a great deck.)
Check out cards like Imperious Perfect and Garruk Wildspeaker. They fit well in aggro and aggro-control.
If you're goldfishing, here's what your power curve should look like in a typical aggro deck:
Turn 1: 1-2 power
Turn 2: 3-5 power
Turn 3: 6-8 power
Turn 4: 9-12 power
Turn 5: 13-17 power
In an actual game, your opponent will probably be able to kill your creatures fast enough to slow the power curve by up to 50%.
You can go lower than the minimum if you're also playing burn or removal, but if you're ONLY playing creatures, you're doing poorly if you go below the minimum. Also, it really depends on the deck that you're playing.
Don't take this guide too seriously, because it REALLY varies a lot depending on the deck your playing with and the one you're playing against.
Turn one-1 creature
Turn two-2-3 creatures. (if the first drop is a Llanowar elves you might afford another one drop.) or an imperous perfect
Turn three-Another imperous and then maybe tokens.
After then, there is gonna be a lot of elves. (This is an ideal situation)
Another example, merfolk mill (white blue)
Turn one-1 creature
Turn two-Two creatures or one creature to be dropped. OR a Merrow Commerce
Turn three-StonyBrook Schoolmaster or Drowner of secrets
Turn four-either one of the above that was not dropped last turn.
then you know the dril, start tapping and making merfolks and soon you got a meatshield and and army at the same time. (ideal situation)
Sasky for the Sig.
I am in your [PACK]. Watching you... do... something.
Control is the ultimate expression of power.
@ Irmis, Flame Javelin, killing planeswalkers the world over.