In case you’re wondering why Midrange is called Midrange, here’s a ‘short’ explanation from Hearthstone.
Generally speaking to activate a card all the way from your collection to a game it has to go through three bottlenecks: first you have to put it in your deck, then you have to draw it during a game and lastly you have to play it. In Hearthstone there are roughly 4 types of decks (this is a Fake Framework but it’s a very good one): Aggro, Midrange, Control and Combo. Combo is just weird so we’ll ignore it. The other three each target one of these three bottlenecks.
Control usually just says “Bring your puny pile of cards, I’ll remove everything and still have gas left over by the end”. This targets the bottleneck of putting strong/expensive/powerful cards in your deck, and indeed Control mirror matches can be best understood as each player trying to make a pairing between their 30 cards and their opponents’ 30 cards that maximizes the amount of gas they have left at the end of the game (‘playing the value game’).
Aggro targets the bottleneck of playing the cards from your hand to the board. The usual win condition is just reducing your opponents’ life to 0 while they don’t have enough mana(/lands) to stop you, despite possibly having very good counters in their deck/hand. The name of the game here is to go fast and make full use of all the mana you have every turn—missing ‘the curve’ in Hearthstone (spending all your mana each turn) can be instantly losing for an aggressive deck.
Lastly Midrange targets the bottleneck of getting good cards from the deck into your hand. It does this by playing threatening minions as often as possible, drawing out all the good answers from the opponents’ hand. An ideal Midrange deck does this each turn, starting at turn one. Usually when a Midrange deck wins a game the opponents’ hand is either empty or chock-full of cards that cannot target minions. The reason this strategy is called ‘Midrange’ is because these decks have completely different roles and strategies depending on the opponents’ deck and state of the game, often switching a few times between aggressor and defender in a single match (I think this link explains this better than I do) - you have to be aggressive if your opponent is sitting on a bunch of minion removal and defensive if they’re going to burn through the cards in their hand anyway. This sort of puts these decks in the middle between Aggro and Control. From the point of view of an Aggro player most Midrange decks consist very much of a “bigger minions than thou”-strategy where they survive and then play a big dude, whereas from a Control point of view Midrange is just Aggro with more top-end. Usually Midrange decks pay a price in consistency for trying to do so many things at the same time.
In case you’re wondering why Midrange is called Midrange, here’s a ‘short’ explanation from Hearthstone.
Generally speaking to activate a card all the way from your collection to a game it has to go through three bottlenecks: first you have to put it in your deck, then you have to draw it during a game and lastly you have to play it. In Hearthstone there are roughly 4 types of decks (this is a Fake Framework but it’s a very good one): Aggro, Midrange, Control and Combo. Combo is just weird so we’ll ignore it. The other three each target one of these three bottlenecks.
Control usually just says “Bring your puny pile of cards, I’ll remove everything and still have gas left over by the end”. This targets the bottleneck of putting strong/expensive/powerful cards in your deck, and indeed Control mirror matches can be best understood as each player trying to make a pairing between their 30 cards and their opponents’ 30 cards that maximizes the amount of gas they have left at the end of the game (‘playing the value game’).
Aggro targets the bottleneck of playing the cards from your hand to the board. The usual win condition is just reducing your opponents’ life to 0 while they don’t have enough mana(/lands) to stop you, despite possibly having very good counters in their deck/hand. The name of the game here is to go fast and make full use of all the mana you have every turn—missing ‘the curve’ in Hearthstone (spending all your mana each turn) can be instantly losing for an aggressive deck.
Lastly Midrange targets the bottleneck of getting good cards from the deck into your hand. It does this by playing threatening minions as often as possible, drawing out all the good answers from the opponents’ hand. An ideal Midrange deck does this each turn, starting at turn one. Usually when a Midrange deck wins a game the opponents’ hand is either empty or chock-full of cards that cannot target minions. The reason this strategy is called ‘Midrange’ is because these decks have completely different roles and strategies depending on the opponents’ deck and state of the game, often switching a few times between aggressor and defender in a single match (I think this link explains this better than I do) - you have to be aggressive if your opponent is sitting on a bunch of minion removal and defensive if they’re going to burn through the cards in their hand anyway. This sort of puts these decks in the middle between Aggro and Control. From the point of view of an Aggro player most Midrange decks consist very much of a “bigger minions than thou”-strategy where they survive and then play a big dude, whereas from a Control point of view Midrange is just Aggro with more top-end. Usually Midrange decks pay a price in consistency for trying to do so many things at the same time.