You could directly cast spells at an opponent each turn.
Or instead you can play units or destroy enemy units to affect the amount of damage being done each turn.
Certain cards even increase the amount you can increase your damage each turn, e.g. by reducing costs, drawing cards on future turns, or improving deck contents.
This is an interesting one. Obviously the fundamental theory of MtG is that cards have value roughly proportional to their mana cost, and the player that deploys more value overall will usually win. It’s a valid strategy to attack your opponent’s ability to deploy value (hand/land disruption, cheap permission/removal etc) but it’s often missed that aggro decks are in a sense using temporal denial. If you don’t get your fifth turn, all the card draw and mana in the world doesn’t matter, in the same way a 10 year bond isn’t useful to you if you have no money to eat today. So MtG offers valid strategies that match all sorts of different second and third order curves. Aggro cares about immediate liquid assets above all. Control cares about compound interest. Mid range balances the two.
You've got to deal X damage to win.
You could directly cast spells at an opponent each turn.
Or instead you can play units or destroy enemy units to affect the amount of damage being done each turn.
Certain cards even increase the amount you can increase your damage each turn, e.g. by reducing costs, drawing cards on future turns, or improving deck contents.