You think you have a good deck of cards from Magic the Gathering, but you can’t win with… Want to be better on the MTG deck and earn more? This article will help you with these 9 simple tips for building decks.
Remember this: If you don’t like them, you can ignore them. The main purpose of the magical meeting is to have fun. But if you also want to earn more, these rules will help you.
1. Have a plan of the deckhouse
Every good bridge has a plan that is easy to describe. Try to answer the question: How do my cards try to win?
James Ryman’s road map.
- I play against a lot of little creatures and try to beat my opponent before he gets his most expensive cards.
- I try to kill or resist any threat from my opponent and then win with a powerful finish.
- I play against strong creatures and try to shuffle my opponent’s cards.
- I try to win with cards that aim to get life and synergy from each other.
- I play a tribe of dinosaurs and a few cards that put the cards in the graveyard of my opponents.
- I play a lot of instant and magic cards in my graveyard. Besides, I’ve got over 25 creatures on deck.
- I play all the cards in my collection and sometimes I manage to win.
- I don’t know. I don’t know. I don’t know.
So what do good plans have in common? They’re all focused on the same subject, just like you. All the cards in your deck should work this way.
Of course you can have a theme and a few sub-themes, but be careful that they can work together.
2. Play the correct number of cards
You can play up to four copies of a card in your deck. But how do you choose to play two or three copies? Here are some general recommendations to help you with this task.
These cards must be your strongest cards that you want to draw in each game. You don’t mind picking a few.
These can be the cards you always want to see in your starting hand, like Llanowar’s Elves or the Runaway Steamkin. On the other hand, it may be the corners of your terrace, such as the Revered Loxodon or the Crackling Drake.
If you want Llanovar’s elves, you want four.
You want to draw one card in each deck, but you don’t want more than one. Think of legendary creatures – the first one is often powerful, and the second one does nothing while the first one is still alive. The same goes for the Plane Walkers, so many days of control are limited to three specimens of Teferi, the hero of the Dominaria.
Room 2 is the worst of the MTG deckhouse. It is often used for the card that belongs to the other card. For example, suppose you play a green and black card game that wants to play 6 copies of Merfolk Branchwalker. You can’t do it, so play four and two copies of a slightly worse investigator.
There are certain cards that you don’t want to draw before the end of the game. The card deck control can play a Nezahal, primary tide, to end the game before it is over. But he certainly doesn’t want to take turns drawing them.
If you play a card that mentors like Master Acquisition want to get silver bullets for. These maps are very good in certain situations, such as naturalization. You want to have exactly one in your game that you can buy when you need it.
3. Toys Cards
This one’s pretty clear. If every card you have is good in itself, then your game can’t be that bad. Building around synergies can be fun, but there are clearly problems with three weak card combinations.
4. Do not play with extra cards
Most formats (except Commander) allow X or more cards to be played in the game. But be careful, it’s a trap!
It is impossible to build a deck with cards of the same strength. Usually there are cards that best suit your game. And you want to paint them every game because you will win with them. Any card you add to the deck after the required minimum decreases your chances of drawing that strong card.
So, if you want to build a better MTG card game, you have to play the minimum number of cards you are allowed to play.
Number of cards
Just to quickly remind you how many cards to play in each format:
- Project: 40 maps
- Sealed: 40 cards
- Random: 60 cards
- Standard: 60 tickets + 15 buffet
- Modern: 60 tickets + 15 buffet
- Commander: 99 cards + 1 commander
Okay, okay, this is the only time you can play more cards…
5. Remember the mana curve
Basically, the mana-curve is the curve you get when you graphically display the number of mana cards in the stack. Let’s look at some average examples.
As you can see, there are many drops one and two Then there are three and four drops, and the curve ends with five.
That’s why when you start a farmer’s club you always make sure that there are a lot of one and two drops on the deck. Also don’t play 6+ drops, but you can put a strong 5 or 2.
As expected, the midfield corner at the end of the game is heavier than we saw before. It is important to note that this does not mean that you play a ton of four and five value cards. You have to play early enough to control the pressure and follow the aggressive bridges.
New players often see control as a slower game. Yeah, the Control Bridge wins slowly, but that doesn’t mean it plays slowly. On the contrary, as you can see, the control panels play a lot of interaction at low cost.
So don’t build control decks without him. Otherwise you can’t compete with the aggressive and average bridges.
6. Grand Manabasa
There are three essential things you need to do right:
- Play enough field.
- Play the right earth colours.
- Don’t forget to play upstate.
There’s nothing worse than looking at a hand full of spells you can’t cast. So you always have to play on enough ground. The amount of land depends on the type of card game you are playing.
In general, you should write these numbers down for 60 decks cards:
- Aggro – 22 countries
- The average area is 24 countries.
- Control – 26 countries
For 100 card sets, this is usually a good start with 38 countries. You can adjust this number at any time depending on the number of disaster games you play.
Suppose you play the red and white card game. You don’t just have to play 4 doubles, 10 mountains, 10 levels and then pack it all up. They should play the mountains more than the plains if… :
- Their cheap cards are usually red.
- some cards require a double red card, but no card requires a double white card.
You may be wondering if there are exact numbers you can use. You’re a lucky man. There is an excellent article by Frank Carsten on this subject.
We often hear players complain about how they lost when they draw with 5 countries in a row. That’s why the usable land is big. These are countries that not only produce mana.
There are some wonderful examples:
- Monument of stupidity
- Valacut, melted point.
- Heavenly Colonnade
- Fallen swamp
- Scattered bushes
8. Search for new maps for the construction of bridge
If you are working on an MTG card game, you will probably not remember all available cards. But sometimes you need to know if your colors have a certain effect. Or if there’s another playable drop for your aggressive play. The waterfall helps here.
Sarah Winters’ research on violence.
What Google is to websites is Scryfall for Magic the Gathering maps. Your advanced search is excellent.
You can search by all the criteria you can imagine – for example
- Mana costs
- Preparation method
- Text of the Regulation
- Format dependency
9. Evaluate your card gamenew
When you’ve finished building the deck, it may not work yet. Don’t give up now. Nobody builds the perfect bridge out of nothing. It is better to try some changes and experiment.
On the other hand, you don’t have to change everything at once, because you don’t know what makes your game behave differently.
It is sometimes difficult to understand what adjustments are needed. Ask your friends to give their opinion. Maybe they’ll see something you missed.
We hope we helped you understand how to build the best MTG bridges. If you have any questions, please leave your response below. Also check out our Mulligan guide, which will help you play better in multi-league and win more games.
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