How to Construct the Superior Deck.



How does one design a good deck? This is one of the most important questions for a serious player of magic. Most players in and out of tournaments, have not learned the basics of good deck design. Hopefully this page will sucessfully answer this question and help you design better decks. If it does, you will have a head up on the majority of the decks you encounter.

Note: The decks found on my decks page were for the most part not designed using this method, or for use in tournaments. So don't try to use them as examples.

This treatment on deck design is divided up into several sections.

  1. Basic Rules.
  2. Statistics.
  3. Design.
  4. Common Ideas.
  5. Advanced Design.
  6. Conclusion.

Some other Pages you should look at are:


There are a half a dozen Basic Rules that one should never forget when designing a deck. Ignore these rules at your own risk. They are:

Follow these basic rules and you will be that much closer to having that unbeatable deck.


So you say you never took statistics? Well neither have I but I understand that the numbers here are right. So lets take a quick look into the world of probabilities.

A minimal understanding of statistics is necessary in order to master deck design unfortunately for us less mathmatically inclined. Only one basic idea is really necesary to design a good deck, the probability of picking something up in you initial 8 cards, 7 card draw + 1st turn draw . The probability of getting a particular card on a particular draw being:

Chance of being the right card
-------------------------------------
Number of cards being drawn from

Or to make it a little more concrete, the probability of getting your one and only Lord of the Pit on your 5th turn is 1/49 or 2%, (You have already drawn 11 cards, and have not already drawn your Lord, so 49 cards remain).
For the odds of picking up a card in your initial draw just figure the odds of not geting a card each individual draw and multiply them all together. Subtract this from 1 and you have the probability of picing up at least one card out of a group.
Three examples; Odds of getting a card that you have:

  1. Only 1 in your entire deck* -Is 13%
    59/60 x 58/59 x 57/58 x 56/57 x 55/56 x 54/55 x 53/54 x 52/53 = 0.87
    1 - 0.87 = 13%
    This is the odds of drawing a restricted card (such as a Braingyser)

  2. Only 4 in your entire deck* -Is 44%
    56/60 x 55/59 x 54/58 x 53/57 x 52/56 x 51/55 x 50/54 x 49/53 = 0.56
    1 - 0.56 = 44%
    The odds of drawing a normal card.

  3. 20 in your deck* -Is 97%
    40/60 x 39/59 x 38/58 x 37/57 x 36/56 x 35/55 x 34/54 x 33/53 = 0.03
    1 - 0.03 = 97%
    The odds of drawing a land.

*In a 60 card deck.

If you need to know the odds for drawing a card in X draws do the same thing as above except instead of 8 draws continue it out to X draws.

Remember though that these are only probabilities. There is always a chance of not drawing the card you need (unless its the only card left in your deck).


Good deck design is possably prevented more often by a lack of understanding of how a deck should be organized, than by anything else. The following method of organization should help you visualize what a good deck is. (Although this is not the only method).

The deck (which is presumed to be 60 cards) is divided into 3 Sectors, each of which contains 5 Blocks, each of which contains 4 cards. As seen below.

Sector 1Sector 2Sector 3
Block 1Block 2
Card 1Card 2
Card 3Card 4
Card 1Card 2
Card 3Card 4
Block 3Block 4
Card 1Card 2
Card 3Card 4
Card 1Card 2
Card 3Card 4
Block 5
Card 1Card 2
Card 3Card 4
Block 1Block 2
Card 1Card 2
Card 3Card 4
Card 1Card 2
Card 3Card 4
Block 3Block 4
Card 1Card 2
Card 3Card 4
Card 1Card 2
Card 3Card 4
Block 5
Card 1Card 2
Card 3Card 4
Block 1Block 2
Card 1Card 2
Card 3Card 4
Card 1Card 2
Card 3Card 4
Block 3Block 4
Card 1Card 2
Card 3Card 4
Card 1Card 2
Card 3Card 4
Block 5
Card 1Card 2
Card 3Card 4

This chart should be used every time a deck is designed, so that you know what cards you have, how many there are, and therefore what the odds of getting a particular card or combo of cards are. It is very helpful in visualising the effectiveness of a deck before it is even played.

For example: If I want to design a deck which works around a particular card, say I want to Millstone someone to death (the Millstone removes two cards from the deck of the opponent). I would want to include cards that help Millstones. So in designing this deck I fill the third sector with land (whatever I need for my cards, I may decide later to add a little land or take some out). I fill one block with Millstones (4 cards, the max. I can have in a tournamant). That leaves me with the better part of 2 sectors to fill with helper cards.

The important key here is that if I have put in a card I can instantly look at all the cards in my deck and see their relationship one with annother. If I have put in a card that I like but that does not help build my deck theme in any way, I can quickly identify it and remove it. That way my deck has a team roster. And I can check this roster every time I think I want to change 'players.'

This written format allows you to see your deck, and thus accomplish basic rule #4, know your deck. It will also help streamline your deck by helping identify and eliminate unnecissary elements from your deck, and improving the odds of picking up the cards you really need.


One of the important things to know, when going into a tournament, is what are the common deck designs. Knowing these common tournament decks will help you know what to expect, and therefore what cards to put in your deck to counter them. It will also inform you of what other people are expecting. So if you can come up with an idea that is not based on one of these deck ideas probably no one will expect it and have the cards necessary to counter your deck.

These decks, in no particular order, are:

There are of course many other decks which can be found in tournaments but most of the serious decks will fall into one of the proceding catagories. Those that don't are either amature decks (which should pose no problem for a good player), or are advanced decks (which can be really hard to prepare for). Understanding the basic workings of these common deck designs should help you better complete basic rule #3 Know your Opponent.


Once you have developed some decks, played the game a little, and taken the rules and ideas above to heart you are ready to learn the secrets of Advanced Deck Design. Most of the ideas given above are good and should be understood by any player of magic, but for the one who desires the ability to dominate more is required. The secret to creating decks which will stomp almost any opponent into the dirt, is to control the duel. To a lesser degree every rule given before now does this by giving the player a greater control over his deck and a greater understanding of what the opponent will be playing. The difference is that up until now it has been largely subconcious.

In order to make the true difference a good player will try to create an enviornment which either hinders his opponents cards from being their most effective or helps his cards be more effective. This is why so many good decks center on cards like Black Vise or The Rack, cards which punish the opponent yet do nothing to the player. These kinds of cards give the player control over the game enviornment and therefore the advantage.

A good extended example of this is a deck I have played against. The basic concept is the use of Manabarbs (1 damage everytime a land is tapped), Power Surge (1 damage for each untaped land), and Circle of Protection: White.
In this enviroment where each player takes damage if they tap land and take damage if they do not, this deck provides its user with the protection neccessary to survive. Add alot of red creatures/ spells which normally do some kind of damage to the caster such as Orcish Artillery, Inferno, and Brothers of the Fire, and with the CoP: White none of these do damage as long as the player has mana to tap into it. The CoP also helps against any red deck eliminating 1/6 of all the threats made against it. Yet the opponent is crippled in a damned if you damned if you don't situation.

That is advanced deck design. Anyone can slap together a workable goblin deck with all the options out there, but no goblin deck will ever crown the world champion. Even if you are not inventive and can't come up with ideas on your own, use the ideas of others, adapt their decks to your playing style and strategy and build the next world champion.


By using these ideas anyone can create a masterful deck. Some of the most powerful decks to compete with are very inexpensive. One of my best decks is worth less than $30, due to the high number of commons and no cards out of production.
Does a Black Lotus or a Mox help?
Yes. Almost any deck can be helped by these cards.
But does any deck need them?
No. No well constructed deck should ever require Moxen. They will continue to give their users slight advantages, but the advantages will melt away against a superior player, with a superior deck design. Period.

Have fun. Design your decks. Allow yourself to be caught up in the Magic.


Credits


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Kyle Barton / Kyle.Barton@m.cc.utah.edu / KBarton@xolotl.lib.utah.edu