The Aggro Player's Perspective
(the following is compiled by the Site Administrator from information collected from duelists)
An Aggro player is one who has decided to control the battle zone through battle and the power of their creatures. The original definition of Aggro in Duel Masters, which is still used by many, refers to what KirriCorp labels as the Assault decktype, so this should be something to bear in mind when reading this article. Aggro decks are, in the KirriCorp labeling system, those which are defined by a unique offensive style, focused on destroying the opponent's creatures primarily through combat, while other things like spell based destruction takes a slightly more minor role.
An Aggro player's methods are a field based, or one could say, creature/battle based form of Control. One builds up momentum by actively finding ways to force the opponent's creatures into battle with your own and destroying them, and usually break their shields only when one is sure that this field advantage is achieved.
To realize whether or not one will enjoy playing this style, simply consider how much you value the power and stability of individual creatures, especially their ability to do battle, and furthermore, survive such battles. This specific aspect leads to the balance of offense, defense and momentum found in most Aggro decks, and is the primary thing that an Aggro player values.
The mentality behind this is simple. No creature is generally any use if destroyed. The creatures in an Aggro deck are usually chosen for survivability, and battle capacity, based on viewing this concept from both sides. The opponent's creatures are of limited use if they are destroyed, with even those that have effects upon coming into play becoming unable to contribute further by breaking shields. Conversely, the Aggro mentality involves preventing one's own creatures from losing battles or being destroyed, so that they can have their maximum use, breaking shields later usually. Some of the more effective and dangerous creatures available to Aggro players have capabilities that prevent anything on the opposing side from lasting more than a turn, by forcing them into battle as soon as they appear. Other creatures are often met by blockers.
Aggro decks, tend to use more spells than Assault or Blitz decks, as their creatures are often sturdier and take longer to leave the battle zone, and therefore replenishing their numbers quickly is not always as vital. However, they need spells in some cases for resource management, or more often, to add power to creatures or force opponents into battle in the most efficient way possible. Without these methods of forcing battle, the deck often loses cohesion quickly, and though there are creatures that also help in forcing battles to occur, their effects are often more costly and the creatures themselves are not as strong, so their presence is usually augmented by the presence of the spells also
This decktype often employs powerful blockers of the Light Civilization, and is popular amongst those who like to use such cards. Defensive cards such as powerful blockers can effectively stifle the opponent in many ways, as they can prove to be difficult to destroy both through battle, and in some cases by the effect of spells, due to their power. These creatures can, at the same time allow you to safely build up and maintain your momentum, enabling you to destroy at your own pace as opposed to being defenseless early on, or being forced to expend your removal options too early.
Later on, such blockers or high powered early creatures can participate in sweeping offensives, sustaining the advantage that these decks often rely on. Aggro decks are often limited in the number of enemy creatures they can destroy at once, especially if outnumbered, making overall momentum very important to the decktype. Aggro relies on its destructive combat power to sustain itself, and being slowed down too much can allow the opponent to build up and overwhelm with too many creatures to handle. Maintaining a steady amount of destruction is especially important because of this.
This type of deck normally breaks shields slowly, after building their own forces and depleting the opponent's creatures or capacity to counterattack. Their large numbers of creatures in play allow them to have one or two of those creatures slowly break the shields while the others defend and battle other creatures that appear on the opposing battlefield. Aggro possesses a good method of suppressing the opponent's win condition, as long as their creatures have an advantage in battles. Even if Aggro's creatures are returned to the hand, it is often only a matter of time before they return to doing their task, and in the case of blockers, this is usually the very next turn. This is what the Aggro player enjoys most. Knowing that regardless of the situation, they will almost always be overcome only by greater power in battle.
Aggros of particularly strong builds usually have some way of 'locking' the opponent such that forward movement becomes almost impossible in a slow steady pacing, forcing that opponent to hold back their forces until they feel they have some way to instantly overcome the Aggro player's own forces. During this time, their shields are often broken systematically, and by the time they do obtain a method to end the lockdown, the Aggro player has the option of simply attacking heavily against the shields for the finishing blow..
Aggro is the combative reinforcement tactic of this strategy game, using power and a balance between slow steady offense and similarly steady defense, to hold the opponent in a manageable state. Due to its general versatility and resistance to many other more singular methods of play, it can succeed at this even when under pressure from another deck type. If you are the type of player who chooses to win such games by overcoming the opposing strategy through battle and stability, consider this the decktype for you.