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The New Player’s Guide To Drafting Magic The Gathering Cards https://youtu.be/fUqPxSYPfrA
Tolarian Tutor: Building Better Limited Mana Bases in Draft and Sealed: https://youtu.be/4Lio7WqsoL4
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Magic: The Gathering is the greatest game in the world, but it is also one of the most difficult and complex. Just because you know how to play, doesn’t mean you know how to play it well. Just because you know what goes in a deck doesn’t mean there isn’t more to learn. That’s why this deck will explore not how to build a Magic: The Gathering deck, but how to build a better one.
One of the best, most creative parts of Magic is building your own deck, combining cards and ideas to express yourself and your passions on the battlefield. However, coming up with the perfect combination of 60 or sometimes 100 cards can be a daunting, frustrating and intimidating task.
This video will cover how to optimize your strategy, tinker with your curve, and how to create consistency so that your deck performs as well as it can! Why run 4 copies of some cards and only 2 or even 1 copy of another card? We’ll cover all that as well as playtesting and sideboarding as needed.
Magic. The gathering is the greatest game in the world. But it is also one one of the most difficult and complex just because you know how to play does mean you know how to play well just because you know what goes in a deck.
Doesn’t mean. There isn’t more to learn that’s why this video will explore not how to build a magic. The gathering deck.
But how to build a better one after all one of the best most creative parts of magic. The gathering is building your own deck combining cards and ideas to express yourself and your passions on the battlefield. However coming up with the perfect combination of 60 years sometimes even 100 cards can be a daunting.
Frustrating and intimidating task let’s start with what is your plan. Knowing what your plan is remains one of the most important parts of playing magic successfully when building your deck. What are you trying to accomplish.
What is your win condition sometimes your win condition isn’t necessarily to win a game. Sometimes it might be a flavor win like equipping a moon silver spear to addison angel of hope or casting queen march. Asa.
While the high throne is out. However you try to win. Though you need to keep in mind not just your destination.
But how you’re going to get there inspiration first you need to decide what your inspiration is how do you like to play magic. What is it about the game that you enjoy most and how do you want to express that in your deck design maybe you’re a fan of a particular card type or combination of cards you love for example your deep and abiding love of cats might inspire you to create a cat tribal deck or perhaps your deep sadistic passion for denying resources to your opponent’s might push you towards a control or discard focused deck. Maybe you’ve spotted a fun synergy between several cards and want to see how this interaction can obliterate your opponents words state.
Once you’ve got a clear image of what you’d like to focus on let’s take a look at your strategy strategy. It’s important to know not just how you’d like to win. But what you’ll need to do to get there for example.
It’s not enough to take all the cats and standard throw them in a blender with some lands and see if you get there you probably won’t you have to actually look at your cards. Did you read the card reading the card explains.
The card and in so doing you can understand how they work with one another and how they might win together example one cats now for this in all examples in this video. I will not be using the current standard guard pool. Which is just about to rotate anyways.
But rather i would like to use the previous standard pool. This allows me to draw from a known environment and offer for you what i feel are the best examples. Let’s take that oh so common idea of i like cats.
I want to make a cat. Stack. Almond cat block might as well have been called almond cat block.
As it had quite a few furry felines to choose from examining those cards. We see that they tend to be smaller cheaper costed creatures that have some benefits for example sacred cat is a 1 1. Cat creature with life link that costs one white mana for the same cost you can embalm.
It to create a token with the same stats. And ability adorned pouncer is a 1 1. Cat as well for one generic and one white mana.
But it has double strike and the mechanic eternalize for three generic mana and two white you can create a 4 4. Double strike token of adorns pouncer. If it’s in your graveyard.
Initiating. A 3 1. For one generic and one green allows you to untap a creature or land.
If it deals combat damage to a player this turn looking at the bigger. More expensive cats. We can see that there are some benefits to sticking with just this creature type in our deck.
Regal coracle is just a three three four five mana. But the power it brings to the board is unlike anything else this cat lord immediately pumps all of your cats.
By plus. One plus. One gives them lifelink and also comes with two one one cat tokens to boot meow.
Pride. Sovereign. Is also a card that rewards both loyalty to our feline masters and loyalty to having an excess of mana.
Giving itself. Plus. One plus.
One for every cat under your control and exerting itself to make even more cats. Together. With initiates companion.
You can see how this cat on cat synergy can help you make even more kitties overall. We can see that there’s a strategy here that our cat overlords want us to follow make lots of cats buffed them up and swing in for the kill given the cost of our creatures. This is likely to be a slightly more aggressive mid range deck and can build to a crushing claw fuelled finish.
If left unchecked assemble your team all right you’ve figured out your overall strategy and how your cards work with each other now you need to figure out how to actually assemble your deck and choose the right components to seal your victory. However there are some easy pitfalls everyone falls into when creating their first few decks. So let’s examine them and see how we can best avoid them focus on your win.
Condition. Again everyone has their own win condition and sometimes that doesn’t mean winning the game in a traditional sense. But whatever your win condition is even if it’s a goofy casual.
One be sure that every part of your deck is somehow helping you get to that goal through whatever means possible now. I do mean goal in the singular. If you’ve got a deck brewed up that’s trying to win in two or three different ways.
Then chances are it’s probably not adept at doing any of them honing your deck towards a single way to win is going to be the best way you’ll achieve it for example. Let’s say you’ve got a red white constructed deck that is trying to be fast and low to the ground your curve has mostly one to four drops aggressive pirates and creatures like fanatic firebrand and cavalry drill master but you’re also super excited about psicom primal calamity and want to fit her in your deck.
Now sakuma costs. Nine mana three of which need to be red white and green not only are you driving up the average cost of your spell’s but you’re now split between wanting to be an aggressive deck that wins by turn four and splashing that third color in order to cast thus akama late in the game. You’ll definitely want at least a few mana sources of green in order to play her.
But that might interfere with your plan of casting cheap creatures and attacking every turn in the early game. Since the mana sources. You’ll include force acoma might muddy up the mana base of an aggressive deck.
Especially if you’re playing tap lands like scattered groves and sheltered thicket. This is where you’ll need to choose do you want to stay a grow or retool your deck to stave off damage while ramping up to the coma. Quickly remember.
There isn’t a wrong answer in this situation. Both of these strategies are good ways to win a game of magic. But they aren’t going to be found in the same deck keep in mind you can always make more decks to accommodate the many wind conditions you like you don’t have to play just one deck.
Don’t get married to your cards sometimes when we build the deck. We get really excited about a few cards that we think are amazing without acknowledging that perhaps they aren’t the best fit maybe. There’s a combo that in the unlikely event it does go off could completely devastate your opponent or you think that adding this card will be the ultimate flavor win or maybe you think it would be a good fit to your deck strategy and you want every card out there you can legally put in your deck that could help in every situation.
Where you’re putting together a collection of things whether it’s a menu a deck of cards or a superhero team you’re going to have to make some cuts sorry hawkeye maybe this card just isn’t going to help you win because it’s not gelling super well with your other cards. What it wants to do is something else entirely or maybe. It just isn’t as efficient at doing what it’s supposed to do as another card might be why play a murder.
After all if a fatal push can be just as effective and cheaper or why bother with a fiery intervention when you just need quick damage like a lightning bolt. Again you need to keep your win. Condition your game plan in mind at all times.
The cards that will get you there the best and most efficiently are the ones you should keep it’s okay to leave others behind you can always find a home for them in another deck. Don’t be a slave to your theme. Sometimes we get carried away with our inspirations and when you’re caught up in a frenzy of wanting all the cats.
All the merfolk and every card must have rebecca gay art you can lose something important. Along the way namely the ability to win the game.
Let’s take a look at that deck. We mentioned earlier now ideally every single creature card in your deck. Should be a cat or at least feature a cat in the art somewhere right wrong if you want to see your felines ferociously finish your foes.
You’ll need to be prepared to make some concessions let’s look at watchers of the dead versus metallic mimic for example watchers of the dead is a 2 to 4 to generic mana and is a cat bonus points. Already it’s text reads exile watchers of the dead each opponent chooses two cards in his or her graveyard and exiles the rest now even though watchers of the dead is a fairly costed cat with upsides. We need to take a look at what it wants to do as a card their ability is a great way to hose your opponent’s graveyard.
But it doesn’t quite align with what our cat deck wants to do which is make a lot of cats buff them up and overwhelm our opponent. So it’s a cat yes. But it isn’t doing what the deck wants to do with cats.
Perhaps this isn’t the best card for our deck. After all on the other hand. Let’s look at metallic mimic for two generic mana you get a 2 1.
Artifact creature shapeshifter whose text reads as metallic mimic enters the battlefield choose a creature type metallic mimic is the chosen type in addition to its other types each other creature you control. If the chosen type enters. The battlefield with an additional 1 1.
Counter on it even though metallic mimic isn’t a cat in and of itself. You can make it a cat and give all of your subsequent cats that additional 1 1. Buff.
This absolutely supports your cat dex theme and winning strategy. Much better than watchers of the dead and the impact. It makes on the rest of your deck is far reaching in comparison consistency.
Another one of the most important factors to be mindful of when building a winning deck is consistency. If you want your strategy to be implemented every time you play your deck. You need to be sure to draw the cards you want consistently.
Which is one of the reasons. Why most decks play 60 cards.
But how to make sure you put the right amount of cards in each time and constructed formats like modern standard legacy and vintage. You are only permitted to put up to 4 copies of a card into your deck with the exception of course of basic lands. But you always just run 4 of each card no how do you know though which cards to run free of or even just one of let’s cover these numbers.
And why you’d want a certain number of them in your deck. Let’s start with which cards you’d run 4 copies of you definitely want to put 4 copies of a card into your deck. If you always want to draw that card every time and you’re happy to see it even if it’s in your opening hand.
It’s a card that’s a key part of your strategy. And you’ll want to have it in hand to cast in order to win the game or at least put a ton of pressure on the board for example looking back into that previous standard. Many mana read aggro decks usually played for bhowmick couriers and for earthshaker.
Generous these cheaper creatures all have haste and could get in damage immediately. But also have upsides beau mac. Courier can refill or reset your hand later in the game.
When you can discard your hand and pick up the ones. It’s exiled earlier in the game earthshaker cameras entered the battlefield effect makes it so that creatures with less than or equal to its power cannot block this turn this is something that’s great in the early game. When you can get in extra points of damage.
But it’s eternalize ability allows it to come back in the later for for reach sugaring its enter. The battlefield effect this can be devastating for your opponent by increasing your chances of getting in a free attack with your creatures ending the game decisively and quickly these cards are directly tied to the decks fast low to the ground and offensive strategy and are key to its success cards like this are invaluable to your deck. And you’ll want to run the maximum number of them in every brew.
You make hence four copies each. So why would you only run three copies of a card. You’d want to add three copies of a card to your deck.
If you want to draw it at least once a game. These are often legendary creatures significant pieces of removal or planeswalkers cards that you’ll be happy to see. But aren’t too keen on having around all of the time.
Let’s look at the blue white control deck that won the 25th anniversary pro tour. He’s got lumination and you can cycle cast out to exile all the lands that mart user has on the battlefield.
This deck played three copies of settle. The wreckage. Which is an instant that costs too generic mana and to what the card reads exile all attacking creatures target player controls that player may search their library for that many basic land cards put those cards onto the battlefield.
Tapped. Then shuffle their library. Obviously.
This is a powerful card with incredible upsides for you clearing. The board of any threats. So that you can keep your strategy on track.
However you may not always want to use this card. More than once per game maybe every now and then twice a game. But those exceptions would be rare after all there are board states that it’s not worth using that card on or where you need more targeted.
Unconditional removal. Three copies of a card is always a good medium place to be for cards that help your strategy along. But aren’t the most vital to your win condition.
So when do you only want to run two copies of a card two copies of a card in your deck. Usually indicates that this is a card you’d like to see reliably maybe once a game. But isn’t something you’d like to draw.
Very often for example in an approach of the second sun deck. You usually only play two copy after all once you’ve cast the first one you don’t really need the second copy. If we look at our mono.
Read aggro deck again they tend to play two copies of glory. Bringer well glory. Bringer is an excellent card that has a huge impact on the game.
It’s higher cost of five mana is a bit high for a low to the ground aggro deck. So why do decks sometimes run just one copy of a card.
There’s usually only one copy of a card in your deck. If you don’t want to draw it often. But you’ll be able to find it if you need it for example.
Let’s assume that you’re splashing for black. And you only need one swamp in order to cast this one very beneficial spell now you may not draw that one swamp. Very often but perhaps you’ll have to evolving wilds or another man a tutor like pilgrims i in order to help you find it likewise let’s assume you’d like to play gift shafts suns avatar.
It’s a huge expensive creature so you’ll only want to play one of them in your deck. But you’ll also have a couple of creature tutors like forerunner of the empire to help you find it when you need it in general you’ll only want one of a card. If it’s use is really very narrow.
But it still benefits your deck overall sideboards. Most constructed formats allow you to have a sideboard of 15 cards and of course. It can be tempting to dump all the cards that you’ve cut while designing your deck right into the sideboard.
However. A sideboard is at its best. When it can complement and help patch up the weaknesses your deck might have it should contain answers to threats your deck might face and help keep your strategy afloat for example a red black aggro deck that might face itself in a mirror match would usually run three chandra’s defeats in the sideboard to address those issues.
It gives the deck and answer to threats like glory. Bringer hazarat or a shaundra torch of defiance. Likewise.
Three copies of duress can also help the deck preempt any counter spells or removal. That a control player might have your sideboard must be as strategic as your main deck in its build and approach. And don’t be afraid to apply the same tactics of being open minded and card agnostic.
When needed playtesting. I did an entire video on the importance of playtesting and it was actually one of my least viewed videos ever nonetheless. I still maintain that one of the most important and key steps in creating a resilient winning deck is to test it against others go out and find a play group of other folks in your format.
And see how your deck does but most importantly be honest with yourself about your decks strengths and weaknesses decks constantly shift and evolve over time so don’t be afraid to take out the cards you think aren’t doing well and add something you think will make it stronger again don’t get attached too much to a card if it’s holding you back from achieving your victory put it aside and find something better alright. Let’s talk about the mana base your mana.
Base is going to be important. In determining the success of your deck for a more thorough breakdown on mana bases. You can check out my tellurian.
Tutor videos. Here and here. Which cover things like mana curve and mana bases.
But here are some general guidelines based on arch types. Assuming a 60 card deck. Again these numbers are just a guideline.
Check those links out for a much more thorough breakdown. Aggro decks. Are typically going to want to run 18 to 22 lands.
Mid range. Decks are typically going to want to run 23 to 25 lands. Control decks are typically going to want to run 26 to 29 lands.
Combo decks. However can be all over the place for example seismics wands tends to play 35 lands. But a combo elves deck may only need 12.
If you’re playing around with combo in addition to those tellurian tutors on mana bases. You probably should check out yep. My tellurian tutor on combo.
I hope very much this video has been of some help to you my professional consultant. Today. Has been my own tutor.
Emma handy. Michelle rapp. Served as our script supervisor and patrick lichtman.
Was our editor. If you’d like more intermediate lessons like this one of course check out my extensive tellurian tutor series. Which covers so many more lessons for the world of magic.
The gathering. But always remember it’s not about winning individual games of magic. It’s about getting better win or lose.
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