How to Build a Good Deck for Magic Part I: Basics (Building and Playing a Deck)

I know that for some people, this post might seem utterly stupid and probably utterly inexperienced, since I'm not a very good player myself. However, there are a few rules you could follow if you want to build a good deck for Magic. Rule no. 1: Know what you want to do with your deck. This is an important rule. A lot of decks are lousy because players don't have a focus on what to do with their deck. Just mashing together a set of good cards do not make a good deck. Some decks may look like piles at first, like GW Glare and Eminent Domain, but in truth, these decks have a focus. If you have a focus, you know which cards to put in, and which cards to not put in. When you are tuning the deck, you'll know whether or not your deck is working out. You'll also know whether it is worth to splash certain cards in or not.

Rule no. 2: Good cards make good decks. In the world of TCGs, this rule stands so the people who worked at these cards can make money. Most good cards are at rare, but do not let this dishearten you, because commons and uncommons can be superior in some respects. In most cases, this actually means putting in Sakura-Tribe Elder (which is a creature) instead of Rampant Growth (which is a spell) or Seal of Fire (which is an omnipresent threat) instead of Shock (which you have to have mana all the time to use). If you don't have the card, use a substitute. Final Judgment can replace Wrath of God in many respects, and is occasionally a lot more favourable depending on your match. Sometimes, there are no substitutes, but you can always work around that. Casual decks will have ways to get around their lack of rares or chase cards. (I'll discuss this later.)

Rule no. 3: Have a solid mana base. The mana base for a Magic deck is the backbone of the deck. A weak mana base will wreck the deck. Evidence of this is the high prices of the new dual lands. With a weak mana base, your Wrath of God which you worked so hard to acquire is nothing without the 2WW you need to play it with. Eminent Domain is a good example of an odd looking mana base that is solid. By using lands together with the Signets, we can see the mana base solve problems. In Kamigawa, the duo of Sakura-Tribe Elder and Kodama's Reach allowed previously impossible decks all on their own by helping decks fix their mana. If you have difficulties calculating the ratios, try counting every single mana symbol of each color and comparing them to get your ratios. If you are using mana fixers and mana accelerators, be sure to take them into account. It might take heavy playtesting to get the right numbers to optimise your deck!

Rule no. 4: Good decks play well against themselves. You should not only playtest it yourself, you should playtest against it to see what it can deal with. You should also playtest it against itself. If your deck can give itself a good run for its money, you have a good deck. If it depends too much on chance, that means your deck still needs a lot of work.

Rule no. 5: Great decks play well against all other decks. Occasionally, you may come into a completely metagame deck like Fungus Fires, RW Control and so on. While these may be good decks, they most certainly aren't great. Great decks can handle practically any matchup, and their worst matchup should be 40/60 or 50/50. If it is any worse than that, try again.

Rule no. 6: Netdecking isn't as good as you think. A lot of players netdeck. What a lot of them don't realise is that netdecking at the last minute means they won't know the deck well. Very often, the build you find online isn't optimal for the metagame you play in. Always playtest and modify it to your needs to prevent disappointments! If you modify or build the deck yourself, you will find yourself always in control. You will know what you need to win, you will know what you need to draw. In some cases, like me, you'll even know what you are going to draw next (or can guess to a high probability count). Building your own deck and knowing your own deck well will ensure you know what to do, when to do it, and how.

Rule no. 7: Every hand should be a good hand. Here's a well known rule. A lot of decks don't follow this rule, but most great decks do. They can practically run off any hand as long as it isn't a horrible hand. There are exceptions like Gifts where you have to mulligan for a usable hand against certain decks (Gifts needs loads of skill, unlike a lot of other decks). Stuff like ED, GW Glare, Heartbeat Combo, and so on can usually work on most of their hands. The most classic example would be weenie decks. Weenie decks usually drop a creature every turn, meaning that most of their hands usually contain a creature they can drop turn 1 or 2, which is always good. A deck built reliant on a god hand won't cut it (like Raging Goblin + Blazing Shoal).

Rule no. 8: Your deck should have a god hand. Some people call certain hands that you do draw a god hand. This hand is of course, a really good hand that will essentially guarantee a win if you play correctly. If your deck doesn't have a hand to call a god hand (in the cases of some decks, god hands occur far more frequently than not, which may skew perception of what a god hand is), if your deck doesn't have a god hand, it will most probably lose more often than it should. A god hand is generally the embodiment of your game plan using the deck. With Emminent Domain, a god hand will contain enough lands, a signet, and a few useful enchantments (most notably, Annex). Of course, a god hand is useless if you don't draw the right lands. You will want a perfect game plan. If your best draw is easily disrupted, you need to rethink your deck and game plan.

Rule no. 9: Listen to advice and debate on each point. Sometimes, you may come into advice on how to improve your deck. Do not take any argument 'as is'. Argue it out until you come to a good conclusion. If you can't, it means that both points are equally valid and relevant to the deck - and the point is a contention of personal opinion. Arguing it out usually let's you learn how to look at your deck from a different point of view and helps you learn deckbuilding.

Rule no. 10: Have fun building and playing the deck. Have fun while you're building and testing the deck. If you don't have fun playing the deck, build a deck that suits your playing style better. Some people can play any kind of deck, some people prefer control decks, some people prefer aggro decks, some people prefer combo decks, some people prefer complete rogues which are just plainly fun to play. While you do want to win with your deck, you won't play as well if you aren't having fun making good plays with your deck. If you aren't comfortable with some of decisions you have to make when you play the deck, don't play that variation of deck. Being comfortable with a large variety of decks makes you a much better deckbuilder and player in the long run. It just wouldn't make sense if a person who loves aggro is playing combo.

Magic Card: Skarrgan Skybreaker

Image Hosted by ImageShack.us Some people might call me crazy for saying Skarrgan Skybreaker is worth looking at. It's very situational and very horrendously useless if you can't deal damage to your opponent before playing it.

I like this card a lot. Sure, it may be difficult to use and all, but you will surely be rewarded for your efforts. Laying a card like this down with Bloodthirst would probably wreck the game entirely.

As it is, it's pretty useless. 7 mana for a Fling-able creature that can only deal 3 damage if you can't somehow deal damage to your opponent by then. But if you can get the bloodthirst on, Skarrgan Skybreaker looks like a card deserving of rare. Fling-able. 6/6 body. Essentially unstoppable 6 eventual damage.

Chances are that if you are playing RG casual, you would have cards in your arsenal like Viashino Fangtail to assure you of your 1 damage to switch bloodthirst on. Lay this down nicely, and you get a 6/6 with Fling on it. Now, all you have to do is add more power to it. The most obvious way would have to be Loxodon Warhammer.

The Warhammer would immediately change things. Now, you would have a 9/6 trampler which you could Fling! If unchecked, you could gain 9 life while dealing 18 damage to your opponent, which would leave this opponent within Shock range (in most cases, he should be dead since you did have a Viashino Fangtail or Leyline of Lightning. ;) )

Skarrgan Skybreaker is a cool card. However, I'm talking about a very situational occurence. It can become a chump blocker; with its sac ability, it can probably deal with Jitte while still making sure your eight mana went somewhere.

Not to say that it can be considered for competitive play, but I would most certainly place it in my casual R/G to ensure I win. :D

Another Shopping Day

Maybe I should change my posts to this short format. Have a little more posts (thanks to this convenient widget for Dashboard), but shorter in content. I'm still trying out a lot of fun stuff, been around Big W and Safeway in QV a few times, each time lugging loads of stuff back like detergent, toilet paper, food, bowls and so on these few days. Tomorrow, the orientation for me begins. I'll probably find my way to QV again to get an electric kettle or something.

Today I got my Optus prepaid starter kit, and I now havee a mobile number to use. :D As for what it is, if you need to know, ask me when I'm on Messenger. :D

Another Tiring Day

Sorry for another rant about how tired I am today. I'm just so freakin' tired. I made my way around the shopping area in Melbourne to find the shops which stock the Magic and Hecatomb. I was pleasantly surprised by their ample stock or Magic singles at Dungeon of Magic and their stock of Hecatomb at Mind Games. I don't know of any other shop in Melbourne, if I did - please point that out. :D

I Have Arrived in Australia

I have arrived in Melbourne, Australia. I know I wanted to post this as soon as I got an Internet connection working, but I decided that I should go walk around a bit first before I started enjoying blogging again as well as chatting all over. :D Don't expect a long post or photo posts. The next few days will be spent scouring the city of Melbourne for goods I need to live comfortably. I've actually been splurging a little on food since I didn't eat much on the plane. For the most part, I've kept to a budget of around AUD 6 per meal. I can imagine that the number will keep changing until I settle down into a proper pattern.

In a way, Melbourne doesn't feel so far away from home. Kinda feels a little bit like Malaysia, maybe. :P