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Building a Magic deck can be hard work, but a deck doesn't have to be made of all rares or be able to kill the guy across the table on turn 2 with a dazzling combo to be good. Attacking for 2 points of damage can win any given game just as effectively. Below, I've come up with a list of tips to create simple, but powerful decks, as well as a thing or two you should ask yourself while you're building. And with that, here is the list: 10. Consistent decks winFirst and most importantly, deckbuilding is all about being consistent and drawing the cards you need frequently. The solution is to cheat by stacking your deck and hoping your opponent doesn't bother cutting it! I'm just kidding, but a good solution, and a legal one, is to play 4 copies of any given card, besides basic land in your deck. That means play 4 of your 2/2 creature, and play 4 of your pump spell, and even 4 of your card that kills a creature. Doing this gives you much better odds of drawing that card, or even drawing multiple copies, which in turn will let you do what you want to do more often. Of course, there are exceptions to every rule, so these are some of the only times you DON’T want to play 4 copies of a card:9. Focus on the main idea Are you trying to build a fast attack deck to win with creatures as soon as possible? Well, since they are often good, but never fast, you probably shouldn't include your favorite dragon or 7-mana creature in the deck. You also probably don't want a card that lets you draw cards or makes your opponent discard. You just want cards that can deal damage as quickly as possible. Cut cards from your deck that don’t help you do what you're trying to do.In a similar situation, if you are trying to build a defensive (or "control") deck that isn't very fast, but wins long games, you don't need 2/2 creatures for 2 mana. Instead, you want cards that let you draw more cards than your opponent, or cards that let you kill more than one enemy creature at a time. You want to focus on cards that will let you win a long and drawn out game and let you survive the early stages. Your opponent will eventually be helpless on the 8th turn of the game when you slam down a 6/6 and they only have a 3/3. 8. Pay attention to your mana curveThe mana curve simply means how much the stuff in your deck costs. If your cheapest card costs 4 mana, no matter how good it is, a lot of decks will be too fast for you and kill you before you can get going. To be fast and keep up, it's good to have cards that cost 1, 2, 3, and so on, and a card has to be really really good if it costs more than 5 and you want to include it. Something to think about is if you have a creature that costs 1 mana and another that costs 2, you can play both of them on your third turn! If you keep this up throughout the game and get more cards on the table than your opponent, you'll have an advantage on the board! 7. Five color decks are a big no noWhy not play all five colors? You want to play your favorite red burn spell, and your biggest green creature, with some good black removal and white combat tricks, all backed up by blue counterspells! Yeah, I do too, but it doesn't really work that way. All too often, if you play too many colors in your deck you'll be holding red spells in your hand while you have islands and plains in play. You wont be able to consistently cast your spells, and cards that you really wanna use will be trapped in your hand. It's good to stick to 1 to 3 colors, depending on how familiar you are with building decks and playing Magic. If you're a new player, you should start out with a 1 or 2 color deck until you get the feel of it. Playing fewer colors lets you have the right type of mana for your spells and makes your draws more consistent. If you insist on playing 3 colors, or more if you're a real risk taker, make sure one of those colors is green, as it's known for being the best color for fixing mana and color problems.6. Play 60 cards exactly, not 61 Remember #10, about being consistent? This is another good way to do so. Sure, if you want to, you could play a 278 card deck, or for a less extreme example, even a 65 card deck, but it's probably not a good idea. Sometimes cuts are hard to make, but you have to slim your deck down to 60 cards in order to keep it consistent and focused.The thing is, no matter how many cards you play in your deck, you're only allowed to have 4 of any given card, so the more cards you put in your deck, the less likely you are to draw one of those important cards. You want to draw the cards that are important to your deck as often as possible, and in as many games as you can. Who likes to lose because their deck just didn't draw what it needed to draw? I don't, so make this happen as little as possible by playing only 60 cards. 5. The right amount of landI love Magic, and if you're still reading this you probably do too, but the most annoying part of the game is when dumb luck happens and you draw land after land after land, when all you need is that one spell to win the game. Equally annoying is the opposite extreme, when you have 2 land, and only need one more, and you can’t draw it to save your life. Sometimes it's just bad luck and there is nothing you can do, but the majority of the time, you can prevent this from happening. Not every deck should have the same amount of land. If you have a fast deck with cards that cost 1, 2, and 3, you could sneak by with 20 to 22 lands. Once you get 2 or 3 lands, missing your 4th drop is just fine, and you'd prefer to have spells anyway. You don’t want a land each and every turn in this type of deck, especially after the 3rd turn.On the opposite end, if you're building a control deck that needs to play a land every turn up until turn 6 to stay in the game, you might want anywhere from 23 to 26 lands, depending on how many cards in your deck allow you to draw cards, or to thin your deck by searching for cards that you want. Figure out if you're playing an attack deck or a defense deck, and how much most of your spells cost, and add lands accordingly. 4. Play good creatures
"Wow Ryan, thanks, I thought I was supposed to play bad creatures!" I wouldn't leave you hanging like that. Here are some of the things that might make a creature worth playing with:
3. Card Advantage! When you're staring down an empty board with 5 cards in your hand, and you notice your opponent only has 2, you're probably going to win. How do you get to this situation? You play cards that create "2 for 1s." meaning you trade one of your cards for 2 or more of your opponent's cards. An example would be a 2/2 creature that deals 2 damage to a creature when it comes into play. When it comes into play, you get to kill an enemy 2/2 creature. Then in combat, you can block another 2/2 and kill it too! That allows you to trade 1 of your cards for 2 of their cards, which in a long game will leave you with more fuel and cards left over.Other examples would be cards that allow you to draw 3 cards, or cards that make your opponent discard 2 or more cards from their hand, or even cards that can kill creatures over and over again. Golden rule here: If it's not extremely expensive and it creates these "2 for 1s" it's almost always a good card.2. SYNERGY This, in my opinion, is the single most important part of deckbuilding and is the one thing that makes the biggest difference between a finalist and a champion. Your cards have to work well together. They have to compliment each other and not get in each other's way. It's extremely helpful when one card in your deck makes all the other cards better. If you had an entire deck with cards like those, imagine the possibilities!Alright, example time. All your creatures have "protection from red" and you clean up the board with earthquake, which is a red spell that deals massive damage to every creature in play, including your own. Normally, this card would kill a lot of your own creatures too, but because they have protection, earthquake will kill only your opponents creatures! Having creatures with protection from red makes the card earthquake in your deck a lot better. Example time again. One of your creatures gets stronger for each card in your graveyard. Another one of your creatures allows you to discard a card from your hand to make itself stronger for a turn. By using this discard ability, you get 2 benefits for the price of 1. You make both of your creatures bigger and more powerful without doing any extra work.This works two ways however. If you're playing a deck with creatures that get stronger if you have no cards in your hand, don't play cards that make you draw more cards. Don't play cards that return things from your graveyard or from play to your hand. Don't play things that get stronger for having cards in your hand. You want your cards to help each other. It's your opponent's job to try and beat you, and you don't need to help. 1. Practice makes perfectWhat's to be said about practice? Play the deck, see what's working and what isn't, and make changes. Add some land, remove cards that aren't performing, or try that card you were considering while building that just didn't make it in the end. Lay the deck out on the table and ask yourself what doesn't look right. Maybe you don’t have enough land? Maybe all your creatures cost the same amount of mana and it makes your deck clunky? Maybe your deck is too slow and you need to take out some of the expensive cards? It could be a lot of things, but a deck is never perfect, and you can always make it better. Magic rewards effort, and the more time you put in, the better you'll get and the more fun you'll have. This from someone who's been playing for 8 years now and is still having a blast!Please feel free to send comments, questions, and death threats to my email, which is: melokuthecloudedbeatstick@yahoo.com On AIM, my screen name is jenovaproject101. I'll gladly talk to anyone there also.
Thanks very much for reading, |
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