Refers to a type of playstyle that is adaptable between aggro and control, depending on the situation.



[top]Definition

Mid-range - Mid-range decks are neither control or aggro while being both control and aggro. What? Yes mid-range is all about being adaptable. Mid-range decks play an aggro style against control decks, while playing a control style against aggro decks. And it is tough. This is because every different deck you face, you have to adapt to how it plays and adjust accordingly. On top of that, your aggro is never as good as a true aggro deck and your control is never as good as a true control deck. Honestly, if you ask me, these are the hardest decks to play, but they are also the most rewarding. Why? Well because you get a variety of games in every time you play.

Ref: http://www.dicemastersrules.com/superior-style/


[top]Card(s)



[top]Strategy

[top]Sidekicks and Shields, Managing Dice Masters With Mid-Range

ďConsider and then act, donít react. A worthy opponent will calculate his move to entice a response from you. Make your own play.Ē Ė R.D. Ronald

So far we have talked about countering strategies with control and attacking constantly with aggro. Today we are going to take a look at the middle ground, mid-range. It is a little slower than aggro but can still be aggressive, while also coming with the tough decisions that are present in control. In Dice Masters it is important to be proactive and anticipate your opponentsí strategy before it unfolds. Mid-range give you a number of answers to opposing strategies while also allowing you to apply constant pressure. Honestly I am not as experienced with the finer points of mid-range strategies so I sought the advice from lock-down specialist Trubie Turner. Instead of the list I showed you last week, letís look at his list and the strategy associated with it: You will notice the curve is higher than most aggro builds with five and six-drops normally hitting the field. The team doesnít rely on enter-the-field effects like most but instead makes opponents deal with its active abilities, making you pay a heavy price if you canít knock them out. Lets look at the main engine:



Your first buy is normally a Cerebro to tax your opponents low-drops. This puts a huge strain on Gobby, Black Widow, and other common opening buys. Turn two or three is usually followed up with a Loki or Professor X depending on which is better for the situation. Loki is great against one-trick ponies or if someone went all in on a certain strategy. Professor X (not the one used in control strategies) is great against global-heavy teams. Next we look at some of our finishers:



Some of our finishers may seem weird at first glance but each has a definite purpose. Wolverine pairs great with Thrown Car and is a cheap aggressor against aggro teams. Ant-Man is a great early drop but also pulls double duty by bringing a heavy-hitting global. Having your Prof X or your Loki drawn into an attack from a Phoenix or Mr. Fantastic only to have them smack for 7 or 9 damage is punishing. Hulk is a great all-around card for keeping boards clear by himself, especially in combination with Force Beam. Lastly, since you normally have people sitting on the board, Colossus provides a great clock. He is often dealing four to eight damage. Having trouble filling out that list? Letís look at flex spots:



The first thing you may notice is that there isnít a lot of wiggle room. Most mid-range strategies revolve around a set strategy in each matchup, but require a number of cards to achieve it in each particular matchup. Thrown Car works great against Distration-less teams, turning your flip-flopped big guys into kill-shots. Beast is a low-drop mask who functions against Professor X Ė Recruiting Young Mutants and also is a solid blocker. Our other action is Force Beam which clears the board nicely for some big swings with Wolverine and company.

Against Aggro- Use Cerebro and Loki to shut them down early, churn a Wolverine to apply constant pressure and see if you can slam a Hulk down against them. If all goes well, around turn 7 or 8 you should be able to one-shot them. Be careful in this match because even though you are favored, a fast start from an aggro deck can still do a lot of damage. Value every life point and donít be afraid to load up on Beasts if your opponent attacks with everything every turn.

Against Control Ė This matchup is normally grindy, long, and hard. You will need to establish your taxes early and try to get rid of every incremental advantage they get. A few chip shots and one big attack will normally make them think twice about paying for Professor X. Donít undervalue Ant-Man in this match-up. He is great for applying early pressure and is normally free to field. Be sure to choose wisely with Cerebro. Cards to look for are Psylocke, Kitty Pryde, and Beast who all field for free on sides. Colossus is a great finisher against decks not utilizing Storm so be sure to use him when applicable.

Against the Mirror Ė Most mid-range decks are different so this will come down to the skill of the pilot, card choices, and a bit of luck. Try to identify their plan against you and hit it with Cerebro. If they audible get ready to name something with Loki. If you can react faster and predict what they are going to do then you will stand a good chance at out-playing your opponent. Make sure to remain proactive, however, because if they get their strategy online it may be to hard to deal with or may disrupt your strategy.



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