That being said, I don't think Mike's idea translates especially well to Shadow Era. We can try to contort it to fit, but it's a bit like someone's boss quoting Sun Tzu, then trying to tie it into his marketing strategy.
The essence of Mike's "beatdown" vs "control" is whether it's worth offering or accepting bad tradeoffs in order to dictate the game's tempo. This can have have profound implications in Magic because
choosing to be the beatdown means giving your opponent advantage, since the defender determines how combat resolves. The beatdown player trades cards/life for damage, the control player trades resources for time, card advantage and board control. (This is simplified, and ignores permission aspects for which there is no SE counterpart)
In Shadow Era, the attacker has every advantage... he gets to deal damage AND force his opponent into bad exchanges. There's no tradeoff, so we spend the entire game fighting over who
gets to be the beatdown. We play the "beatdown" role whenever we control the board, or think we can win without it. We're forced into the "control" role when we don't fully control the board, and need to in order to win.
Note that the in-game beatdown/control roles are pretty distinct from Shadow Era deck types. Almost every deck is an aggro deck... I suppose the relative "control" deck is the one who has better tools to deal with losing board control. This mostly means better card draw, more expensive cards, or board swing cards such as Tidal/
Portal/
Raven. There are a few true control decks on the fringe like
Lone Wolf decks, mill decks, and maybe allyless Nish.
These are interesting distinctions to make, but again they don't greatly inform your turn-by-turn decisions. If you're not the beatdown, play for time and hope you draw something good. Otherwise, beat away.
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