Eyo! Here I sit at work; warehouse rocking a smooth 110 degrees, trapped in the office for fear of melting into the pavement… And I have quite honestly hit a wall! I’m awaiting many things between image processing, to watermarking, to inspiration to once again strike my boiling brain… While I await the inevitable flames of Florida to consume me, why don’t you join me on a wild trip to the south. Or at least join me in considering Florida Aggro as your next way of life. For that is what most Floridians view the “Florida Aggro” deck philosophy as.
Let me roll it back just a bit though; what is “Florida Aggro”? Florida Aggro is the subscription to being an aggressive deck builder in this game. This is enacted through having less overall stops in the deck; and mixed well with competitors that require less turns overall to be an effective combatant. A Florida Aggro player will often be seen running more than 3 finishes in a deck, whether this means teching in Schoolboy (which will we touch on specifically further into this article), utilizing competitors that are more consistently able to Finger Poke of Doom, and subscribing to a thought process of only having a maximum of two answers for finishes versus an “optimal” strategy of putting the full three possible answers for a finish in deck.
To be Florida Aggro is to embody the essence of Florida Man himself, to go all in on a mechanically efficient build; and to have virtually no “bad turn”. A Florida Aggro player will often forgo 1-3 in favor of a mix of a draw engine on their highest/lowest skills (for deck filtering) or boosts to their turn rolls on their 8 or 9 to hedge turn rolls in their favor. Florida aggro at its base also typically runs only a single stop in their 13-15; correlating to the 10 stat. More conservative players and characters will opt to place a stop on their 9 stat. But to correspond with the 13-15 line – as you are moving into your “See One Stop Ones” on 19-21 they will typically alternate their slots. If they have a stop on 13, then 19 will typically be what we key as “Toolbox” cards meant to gimp the opponents progress in some manner, or further hedge their stats towards turn roll domination. Going further we will discuss different “Levels of Florida Aggro” and how they typically look build wise.
There are typically three levels of Florida Aggro players, and this may be confusing but… All Florida Aggro players are all three at their core! But in a match you’re only looking at one of these loonies at a time; and it’s very easy to discern what level of Florida Aggro your fighting at that exact moment.
Starting at the lowest level of Florida Aggro you are looking at players who are just learning the philosophy; and are haphazardly placing cards that garner little room for safety purely for the sake of building haphazardly. This can range from young bloods just learning the game and having a lack of appropriate cards to make a steady deck, to seasoned pros building manic six stop decks. This is also where you see a nice chunk of players running “bad finishes” like Finger Poke of Doom “because they can.” These are often times the hardest Florida Aggro player to discern, because at face value it just seems like they are playing cards to play them. You’ll see starter level aggro competitors such as 9 Stop Viral, All Spotlight Dick Thunderlips, or Turn Roll Nightmare King. These are all competitors that imply a strategy of steamrolling the opponent by jamming cards until they work; and at the end of the day sometimes that works! But more often than not characters such as these lack reliable bounce-back mechanics. But even a seasoned Floridian falls back into wacky “my opponent never gets a turn” competitors. Why? Because it’s fun.
The second level of Florida Aggro is where a player begins to actively use the philosophy in genuine tournaments. As previously stated you will often see consistency in their 1-3, with the occasional stop to counter Apocalypse, Rejected or Derailed depending on their characters abilities. If you see that they have a 10 Agility you can typically assume they will have a 13 but not a 19. You’ll also start seeing them play a modified 4-6 as regular cards instead of trying to bait them out as stops. You can run into a lot of “Derailed” heavy builds in this tier, and if you see Derailed you can often times assume a Brain Washed is also just around the corner. A quote I often find myself saying, being a subscriber to “4 Derailed Chugganomics” is “Derailed is a stalemate breaker.” If you don’t want to go through baiting, passing, burying multiple times to blow through an enemies stops, just Derail them! But how do you “know” that you’re sitting across a mid-level Floridian? Well Florida Aggro teachers are very vocal about their students, so that’s one way… Others are to take a look at their competitor, and pay attention very early to their playstyle. Here is where you’ll start seeing more conservative builds such as 2 Answer Ariel, a build I myself have taught a few budding Floridians. It’s a deck that focuses on constant pounding of same-type effects, with a consistency gimmick. If a deck has a passive manner to attain cards, or sift through the deck, then it is possible to turn it into Florida Aggro; and most Florida Aggro players hover in this regards for competitive play.
The third and most clearly visible level of Florida Aggro is almost exclusively Floridian by state. If you look at a player, and know their deck has some crazy low number of stops, and they pull out the competitor you know them for; congratulations you’ve met the simple, yet illustrious level of Florida Aggro. When a Florida Aggro player wants to get something done, and they’ve toiled and troubled over every minute detail you get some terrifying decks; that are designed to win fast decisively, or lose fast just as decisively. For example, if you look at most Master Dosmodious players you get anything between typical defensive builds to the second level of Florida Aggro. But when you get into specifcally Chugganomics “Toolbox Dosmo” list, you are met with a terrifying 6 Finish List, with only a single answer to each Finish. But every finish in that list comes out fast, and sets up every other Finish to come out even sooner. Another example is the terrifying madness of Arcade Addict Aaron’s Khloe Mai list; which turns her into a terrifying deck out list, chaining School Boy, after School Boy until it works. (I hear a Lead that increases the crowd meter and draws at least 4 while clearing board is pretty good; especially when it shuffles itself back in against a 0 Rejected opponent.) These are decks that their handlers have slaved away on to perfect, and watching them go off in perfection often emulates the pacing of a more mechanically intense game such as Magic.
In short the most efficient way of determining the level of Aggro you’re against is to look at the competitor and the first few cards in their “Key” slots (1-9) if you see an overabundance of turn roll boosts with no real shuffle, comeback, or draw mechanics in it then you are probably dealing with an entry level Floridian. If you see a more “consistency” based gimmick on your opponents competitor and those key slots match up you are probably dealing with the second. If you are against the third… Well you better pray you already know what’s coming; otherwise be prepared to see some of the most ridiculous cheese of your life.
Let’s end this rambling on a… Healthy reminder. If Schoolboy is in your deck, there better be a good reason for it. If you cannot turn it into a better card, it doesn’t deserve a slot in your list over a “Turn Up” on your lowest 13-15 and one of your free 19-21. Schoolboy is a trap in most Florida Aggro builds (Although that won’t stop a Floridian from running it). This is also said for the entire Finger Poke of Doom line; if your character has no digging potential at the start of the match (Movie Night does not count, because no respectable player is going to give a Florida Aggro player their free finish), you should not be playing these cards. The math is so exponentially low on your average competitor that these cards are not efficient additions to the deck. If your name is not Ginn or Big Match Pete don’t even glance at these cards.
Don’t even get me started on Backslide.
Not even Floridians run that crap.