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[Ocial]] How to Build Better Decks (/forums/the-game/standard-type-2/competitive/128633-how-to-build-better-decks)
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#1 (http://www.mtgsalvation.com/forums/the-game/standard-type-2/competitive/128633-how-to-build-better-decks?comment=1)
metamorph (/members
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Immortal One
Objective
This is intended as a summary guide laying out fundamental principles of good deck building. This is
not intended to be comprehensive nor is it intended to introduce cutting edge concepts, just
summarize established wisdom. A player reading this ought to be able to learn the established best
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its modern form (meaning eectively Standard since about Invasion block onwards). Standard from
the bad old days was very dierent and should not be used as a context for this discussion.
Summary
1. Good Decks Play With Good Cards
2. Good Decks Have Good Plans
3. Good Decks Have Good Mana Bases
4. Good Decks Respect Their Opponents
5. Good Decks Have 75 Cards
6. Sometimes Even Good Decks Are Bad Choices
7. Sometimes Your 'Good Deck' Isn't
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consistency issues. Any aura or equipment or creature enhancing eect (like Honor of the Pure (/cards
/magic-2012/18760-honor-of-the-pure)) is functionally dependent on there being one or more
creatures in play on your side of the table. This is a pretty soft consistency requirement (you usually
do have creatures) but it still must be considered. A common mistake is to underestimate even soft
requirements. If you are playing an equipment, could you have played another creature instead? That
would add more power to the board without being functionally dependent on another creature. Does
the equipment provide a powerful enough eect to justify using it instead of another creature? It
probably has to be about as powerful as a Sword of Feast and Famine (/cards/mirrodin-besieged
/18046-sword-of-feast-and-famine) to be worth it. Thats a high bar to clear. Most creature enhancing
eects are not worth it for this reason. I don't want to get caught up on this one example. There are
many strategies that utilize synergy to make creature enhancement truly worth it (Tempered Steel
(/cards/scars-of-mirrodin/17846-tempered-steel) decks, for example) but you should be aware that
these synergy based strategies suer from consistency issues because of the nature of the strategy.
Its sometimes worth it anyway though.
There are other forms of functional dependency too. Any card that relies on you having draw another
card rst has a functional dependency. Be very wary when playing cards like this. Only the softest
functional dependencies are consistent enough to be worthwhile. Very hard dependencies require
ENORMOUS support to achieve consistency. If you're going to be running a hard dependency be
prepared to build a dedicated combo deck, otherwise its probably not worth it.
To clarify the terminology: a soft dependency would be between categories. Equipment + Creature,
Ramp Cards + Bombs, etc. A hard dependency would be between specic cards such as Joraga
Treespeaker (/cards/rise-of-the-eldrazi/16952-joraga-treespeaker) + Myr Superion (/cards
/new-phyrexia/18242-myr-superion).
Niche Cases and Role Players
There are times when it is not possible to only use the most ecient and consistent cards in the
format. Maybe your colors simply can't do something eciently. Maybe the format card pool simply
doesn't have any consistent options. There are too many exceptions to list so my purpose with this
brief section is just to make it clear that there are good exceptions to the general guidelines.
Sometimes you just need a certain job done and have to work with the tools you have, even though by
historical standards they are inecient or inconsistent. We do what we must. However, if you nd that
your deck is including a large number of inecient or inconsistent role players (cards that serve a
highly specic purpose) then you might want to seriously question whether or not its worth it. If your
strategy requires too many inecient/inconsistent cards its probably not good enough. It might have
worked in past environments but is not well supported in the current card pool. It might just not be a
good idea, period.
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Have a Plan B
No plan survives rst contact with the enemy fully intact. Sometimes things just don't work out
according to plan. Maybe your opponent had all the right answers for your attackers. Maybe your
deck's own internal consistency issues screwed you and you just didn't draw what you needed in time.
A good deck should be able to win even when things go a little wrong. If things go alot wrong even the
best deck will probably lose, but having a fallback plan to cover some hiccups in your main plan is a
very good idea.
What constitutes a good Plan B? Totally specic to each deck. No general way to characterize this.
What makes a good plan B? Its not vulnerable to the same things Plan A is. If your Plan A is to attack
with creatures then your Plan B should not also be vulnerable to creature removal. If your Plan A is to
assemble a combo then your Plan B should not be vulnerable to the same things that disrupt your
Plan A combo. Plan B doesn't need to be complicated or independently viable. Simple things will
suce. Maybe you'll just use Burn spells to nish the job. Totally valid plan B. Maybe you'll just get 20
points in with Manlands. totally valid plan B. maybe you've got a second, weaker combo in your deck
to supplement the rst. Totally valid plan B. Doesn't really matter what it is or even that its particularly
good. What does matter is that you have a backup plan that still works even when your primary plan
has failed.
2: 6-10
3: 4-6
4: 4-6
5: 3-5
6 or 7: 3-5
8+: probably none
most aggro decks have low mana curves, most control decks have high mana curves, most ramp
decks have high mana curves. alot of decks end up with medium mana curves just because its fairly
consistent. some decks are called midrange for no reason other then they have a medium mana
curve.
here's a very basic rule of thumb for assigning land count to your deck. 24 lands is the default number
for medium mana curve decks. if your deck has a low mana curve you can justify playing fewer then
24 lands. 22 works for most aggro decks. a very slim one (with lots of 1 drops) can get away with 20 or
21. if your deck plays fewer then 20 lands it has to have a curve that is lower than low. lots of free
spells, maybe a mana cheating mechanic. if your deck has a high mana curve you denitely need more
then 24 lands. 26 is the most typical number for control decks. ramp decks often play as many as 27.
On Colored Mana Balance
additionally we must ensure that colored mana costs are covered. it is usually correct to play as many
quality dual lands as exist in the format that can t into your mana base. some of the best decks of all
time were good in no small part due to their mana base being composed almost entirely of dual lands.
UB Faeries (a previous standard boogeyman, one of the best standard decks of all time) played 16-20
dual lands in its mana base. the advantages of this are profound. many have tried to come up with a
mathematical formula for computing color ratio but there's usually some aw with whatever formula
you might come up with. here's a potentially useful, though awed formula that you can use if you
take care to make manual adjustments afterwards.
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For each color in your deck count up every colored mana symbol in a spell's mana cost. Take the total
number and divide by 2, round up. That is the minimum number of lands capable of producing that
color of mana that your deck will require to cast its colored spells consistently.
What's wrong with this formula? It doesn't take into account turn priority. Maybe you have only a few
green mana spells in your deck but they are very time sensitive and must be cast on turn 1 or 2 to be
maximally useful (Birds of Paradise (/cards/magic-2012/18664-birds-of-paradise), for example). In
order to account for this you must increase your green mana producers above and beyond what is
strictly needed based on color symbol count. What else is wrong with this formula? it doesn't make
any statements about lands that enter the battleeld tapped. some decks can support many EtB
tapped lands and can play many more non-basic lands than usual because of it. control decks often
have this advantage. Some decks have a much greater need to play their cards on the curve (meaning
a 2 drop on turn 2, a 3 drop on turn 3, etc.) and cannot support many EtB tapped lands and must use
basic lands instead or limit themselves to duallands that have a mechanism of entering play
untapped. The above formula can be used to get a good baseline but it must be adjusted manually to
account for the eects mentioned.
Other Concerns
Many decks include non-land mana sources, cantrips, card drawing spells, or other eects that assist
with mana development in one way or another. This topic can get very complicated and sophisticated
and further discussion is beyond the scope of this article. Just be aware that the rabbit hole is deep on
this one and there are many exceptions to the rules of thumb given above. Each exception can be
justied with good reasons though. If you don't have a good reason, you shouldn't break the rule of
thumb.
If you're ever in doubt and feeling tempted to cut a land, don't do it. If anything you should add one
more land then you think you need. You always lose when you get mana screwed but sometimes you
win anyway if you get mana ooded. More is better. Don't shave lands just to t extra cool spells in.
You'll regret it.
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1) the creature must be cheap and individually unimportant. it is just one threat among many and
there is another one right behind it.
OR
2) the creature must provide value regardless of whether or not it is immediately removed.
OR
3) the creature must itself be unusually dicult to remove. the most common eective removal spells
must be of limited (or nil) eectiveness against it.
if a creature fails to meet at least one of those conditions it is not resilient against removal and is
probably not a good choice, since most standard formats are lled with eective removal spells. These
resilience concerns are the reason why Titans outrank just about any other large creature you might
play in Standard. they are also the reason why aggro decks based on lots of small creatures are far
more eective then aggro decks based on a smaller number of large creatures. there are always
exceptions of course, but in general thats what we observe.
This is just one case study, the case of creatures vs. removal. similar analysis could be done for any
complimentary pair of threat + answer. the best threats are usually the most resilient ones. it is often
more important to be resilient then it is to be ecient. as mentioned previously, you only have to win
before your opponent does, not before some arbitrary turn has passed.
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#2 (http://www.mtgsalvation.com/forums/the-game/standard-type-2/competitive/128633-how-to-build-better-decks?comment=2)
RealOG47 (/members
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Brewmaster
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Very nicely done. I've been waiting patiently for this. I will look forward to it being stickied.
The information is very useful for people who don't understand some of the basic deck building ideas
like consistency and making sure that you have the mana to make plays.
Last edited by RealOG47 (/members/77227-realog47): August 11, 2011 (08/11/2011 12:51 AM)
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#3 (http://www.mtgsalvation.com/forums/the-game/standard-type-2/competitive/128633-how-to-build-better-decks?comment=3)
ThaPhantom07
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I gotta give you kudos for this. Very detailed and infomative. Good job. A lot of work must have gone
into this.
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#4 (http://www.mtgsalvation.com/forums/the-game/standard-type-2/competitive/128633-how-to-build-better-decks?comment=4)
Mshnik (/members
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Archmage
It's reading articles like this one that gives me hope for the magic community as a whole. While some
people are aming and writing stupid comments, you take time out of your busy day to write this
amazingly constructive article. I applaud you, good sir :smileup:.
Modern
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#5 (http://www.mtgsalvation.com/forums/the-game/standard-type-2/competitive/128633-how-to-build-better-decks?comment=5)
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Good work so far. I especially like your resilience section, for illustrating the old dies to Terror issue.
The rst point "1) the creature must be cheap and individually unimportant. it is just one threat among
many and there is another one right behind it." is often missed. More so than just cheap it has to be
ecient/consistent (basically your rst section) and one of many. This redundancy argument is often
lost and people focus on the latter 2. This argument takes a more specic look at the format and it's
why a deck of hasty 2/2's can win at a certain threshold.
Any time we go back and look at eciency and consistency on why a card is good requires that look at
the format which I'm glad you preface to your points in the rst section. Basically look at what you'd
expect in a typical Standard Environment as a starting point. Every time of card evaluation always
comes back to this so this type of discerning of the card pool might be the greatest skill that comes
with experience from deck builder's perspective.
Current Decks:
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Melira Pod Modern
Tempo Legacy
Berserk Stompy Legacy
Cobra Gush Vintage
#6 (http://www.mtgsalvation.com/forums/the-game/standard-type-2/competitive/128633-how-to-build-better-decks?comment=6)
Very good thread, great read. The one thing I feel that should be added to your section on whether or
not a creature is playable is whether that creature can simply win the game on it's own in a timely
fashion if it's not immediately removed. Creatures like these generally force your opponent to spend
all of their resources dealing with that threat and prevent them from executing their game plan for a
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turn or two in order to nd a removal spell, and if they can't, they will die to it or the impact it left on
the game will be enough to end it. Creatures that t into this category that don't t into your other
categories include Hero of Bladehold (/cards/mirrodin-besieged/17959-hero-of-bladehold), Steel
Overseer (/cards/duel-decks-elspeth-vs-tezzeret/17615-steel-overseer), Fauna Shaman (/cards/magic2011/17362-fauna-shaman), etc.
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#8 (http://www.mtgsalvation.com/forums/the-game/standard-type-2/competitive/128633-how-to-build-better-decks?comment=8)
Halecta (/members
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Might also want to include Ramp and Mid-range decks, those work very dierently then the 3 types
listed.
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#9 (http://www.mtgsalvation.com/forums/the-game/standard-type-2/competitive/128633-how-to-build-better-decks?comment=9)
yarpus (/members
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Archmage Overlord
I know that I am building a lot of decks you would consider BAD (I remember you banishing any
possibilities of playing Mono Blue Control), still I like your article a lot. I'd only say you could write
something more about philosophy of gaining card-advantage, many people don't understand this
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concept.
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#10 (http://www.mtgsalvation.com/forums/the-game/standard-type-2/competitive/128633-how-to-build-better-decks?comment=10)
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Very helpful
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#11 (http://www.mtgsalvation.com/forums/the-game/standard-type-2/competitive/128633-how-to-build-better-decks?comment=11)
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Not to change the subject, but please tell me what you gain from playing Mono Blue Control in
Standard at the moment as opposed to Blue/White or Blue/Black or even Blue/Red?
#12 (http://www.mtgsalvation.com/forums/the-game/standard-type-2/competitive/128633-how-to-build-better-decks?comment=12)
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I really like your Mana-Curve section. It helps out a lot to someone who just runs 21-22 lands for every
deck. Aggro, Control, Jank whatever... now I kinda understand how it works.
Archmage Overlord
To the people that say that a card needs to be a higher rarity because of Limited... I hate you guys so much. I present to you with this.
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#13 (http://www.mtgsalvation.com/forums/the-game/standard-type-2/competitive/128633-how-to-build-better-decks?comment=13)
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#14 (http://www.mtgsalvation.com/forums/the-game/standard-type-2/competitive/128633-how-to-build-better-decks?comment=14)
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Very good thread, great read. The one thing I feel that should be added to your section on
whether or not a creature is playable is whether that creature can simply win the game on it's
own in a timely fashion if it's not immediately removed. Creatures like these generally force your
opponent to spend all of their resources dealing with that threat and prevent them from
executing their game plan for a turn or two in order to nd a removal spell, and if they can't, they
will die to it or the impact it left on the game will be enough to end it. Creatures that t into this
category that don't t into your other categories include Hero of Bladehold (/cards/mirrodinbesieged/17959-hero-of-bladehold), Steel Overseer (/cards/duel-decks-elspeth-vs-tezzeret/17615steel-overseer), Fauna Shaman (/cards/magic-2011/17362-fauna-shaman), etc.
This is actually a good point. Fauna Shaman is the standout in that list. Steel Overseer and lord eects
in general require redundancy usually as well. Tempered Steel has it's namesake, Overseer, and Signal
Pest.
Hero of Bladehold is sort of in the middle. As it requires other bodies and redundant pressure to be
able to do anything other than die to the rst removal spell. Some people would consider Hero only
borderline playable.
Lotus Cobra is a creature that can provide zero value if removed immediately but represents and
impending threat. I suppose though it has redundancy in ramp spells and other ramp creatures.
Fauna Shaman though works ne without redundancy and is very threatening. It's goodness seems to
be directly proportional to the speed of the format, the power of creatures worth fetching, and the
average CMC of removal spells that see play that can remove it being 2 or greater (or 1 and provide
card advantage). It's a lot more like Jace or Birthing Pod in that it is a CA lter.
I think what's missing is an adaption of the 2nd rule.
It should read something like:
2) The creature must provide value for it's time in play that exceeds the tempo loss of it's removal.
Like if you untap with certain cards they are devastating. But then look at Consecrated Sphinx. It's sort
of middle ground. Does nothing if it is removed immediately does something if it survives to your
opponents main phase. It doesn't really t into 1 or 3. Denitely it's value is it's ETB even if it doesn't
have an ETB exactly. It continues to provide even greater value the longer it lives. Fauna Shaman is like
this as well but it takes longer to see value. This is the key dierence between a creature like this and
Primordial Hydra or even Hero of Bladehold as a removal spell largely sets back the value even a turn
or so later.. you are only gaining value o the opponents life total or if they attack into it and their
creature dies (bladehold does leave some soldiers around assuming you are attacking). I still think is
factor when looking at these creatures as there is some value there even if it is signicantly less
(probably below the threshold).
Last edited by ryansolid (/members/68342-ryansolid): August 11, 2011 (08/11/2011 1:23 AM)
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Melira Pod Modern
Tempo Legacy
Berserk Stompy Legacy
Cobra Gush Vintage
#15 (http://www.mtgsalvation.com/forums/the-game/standard-type-2/competitive/128633-how-to-build-better-decks?comment=15)
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\m/ >.< \m/
Can we have time table for the full completion of the guide? It was a good read, but the parts I was
most interested in you had not gotten too.
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#18 (http://www.mtgsalvation.com/forums/the-game/standard-type-2/competitive/128633-how-to-build-better-decks?comment=18)
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#19 (http://www.mtgsalvation.com/forums/the-game/standard-type-2/competitive/128633-how-to-build-better-decks?comment=19)
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The one thing I really enjoyed about your post, above all over things, is that you worke hard to
demonstrate a point in each section, WITHOUT bein conceding or smugish in your typing. Very good
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#20 (http://www.mtgsalvation.com/forums/the-game/standard-type-2/competitive/128633-how-to-build-better-decks?comment=20)
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Fantastically done. people really forget that Magic is a 2 player game. Interaction in essential in order
for a strategy to be successful. You also don't mention land destruction, which is another form of
interaction, punishing decks with greedy manabases as well as rewarding decks for being heavy basic.
However, these basic manabases lack manlands and other utility lands which impacts the resilence of
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the deck.
EDH Commander
Sharuum the Hegemon
Riku of the Two Reections
Clan Limited
#21 (http://www.mtgsalvation.com/forums/the-game/standard-type-2/competitive/128633-how-to-build-better-decks?comment=21)
Omnei (/members/62405omnei)
Archmage Overlord
Amazing read, even though I consider myself a pretty good deckbuilder. The sideboarding section is
INCREDIBLY helpful. I look forward to its completion.
Looking for trades (http://forums.mtgsalvation.com/showthread.php?t=213825)?
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#22 (http://www.mtgsalvation.com/forums/the-game/standard-type-2/competitive/128633-how-to-build-better-decks?comment=22)
dryan (/members/90014dryan)
Excellent article.
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keiichiman (/members
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Ascended Mage
Great article. Best thing about this article is that it made me want to immediately go out and build a
deck just to try out your advice!
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#24 (http://www.mtgsalvation.com/forums/the-game/standard-type-2/competitive/128633-how-to-build-better-decks?comment=24)
metamorph (/members
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Immortal One
posted section "Sometimes Even Good Decks Are Bad Choices". probably will write the last section
tomorrow. link this article to your friends! i'm glad people are nding it helpful. help me get more
readers for it.
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#25 (http://www.mtgsalvation.com/forums/the-game/standard-type-2/competitive/128633-how-to-build-better-decks?comment=25)
Honestly, I feel as though this should receive a sticky from the Moderators. I've played in PTQs, but I'm
by no means a "pro" Magic player. I don't really build decks. I put together what I feel is the best deck
out there and then tweak it to whatever sort of meta I expect to face. I stay away from trying to
innovate myself because I don't think I really have the experience or know-how to really build a
(/members
competitive deck from the ground-up and make it work. Consequently, I feel as though I understand
less about Magic than I otherwise might by exploring real, intense deck-building.
So, thank you for this post. Really valuable information for me.
/61315-coma-white)
Posts: 1,240
Join Date: 12/10/2009
Location: Stensia
Standard:
:symu::symb::symw:Solar Flare (http://forums.mtgsalvation.com/showpost.php?p=7518461&postcount=15):symw::symb::symu:
Commander:
:symb::symw:Ghost Council of Orzhova (http://forums.mtgsalvation.com/showthread.php?t=327682) :symw::symb:
Linger on death's door and risk being invited in.
2 (/forums/the-game/standard-type-2/competitive/128633-how-to-build-better-decks?page=2)
3 (/forums/the-game/standard-type-2/competitive/128633-how-to-build-better-decks?page=3)
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