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.
- Basic Rules.
- Statistics.
- Design.
- Common Ideas.
- Advanced Design.
- 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:
- 60 or Less Cards -No matter what, always use the minimum amount of cards
possable. No deck will ever require more than 60 cards to be successful, if it does it
needs reworking. If the rules of a tournament allow less than 60 cards use the smallest
amount allowed. The statistics demand it.
- 1/3 Land -A deck should have on the average 1/3 land (20 cards). This is a
little more flexible than the 60 card rule as it depends on how many other mana
producing cards you have, how flexible these cards are (dual lands are very effective),
and how much your spells cost to cast and upkeep. So a quick mana deck may need as
little as 25% land, while a direct damage deck may need as much as 50% land.
- Know Your Opponent(s) -This is point may not be as important as some of the
others, but it can make the difference in a close game. If you know what your opponent
is/will be doing you are that much closer to beating them. Design your decks to beat
all the common decks you know of. Odds are that will give you an edge you may need.
- Know Your Deck -The age old adage still holds true "know thyself." Don't use
cards you are unfamiliar with, no card is worth this tactical disadvantage. If someone
insists that there is a card which could improve your deck, get it, study it, play with
it, learn it. That way when it comes up in your hand, you'll know what you can and
can't do with it.
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:
- 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)
- 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.
- 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 1 | Sector 2 | Sector 3 |
| Block 1 | Block 2 |
| Card 1 | Card 2 |
| Card 3 | Card 4 |
|
| Card 1 | Card 2 |
| Card 3 | Card 4 |
|
| Block 3 | Block 4 |
| Card 1 | Card 2 |
| Card 3 | Card 4 |
|
| Card 1 | Card 2 |
| Card 3 | Card 4 |
|
| Block 5 |
| Card 1 | Card 2 |
| Card 3 | Card 4 |
|
|
| Block 1 | Block 2 |
| Card 1 | Card 2 |
| Card 3 | Card 4 |
|
| Card 1 | Card 2 |
| Card 3 | Card 4 |
|
| Block 3 | Block 4 |
| Card 1 | Card 2 |
| Card 3 | Card 4 |
|
| Card 1 | Card 2 |
| Card 3 | Card 4 |
|
| Block 5 |
| Card 1 | Card 2 |
| Card 3 | Card 4 |
|
|
| Block 1 | Block 2 |
| Card 1 | Card 2 |
| Card 3 | Card 4 |
|
| Card 1 | Card 2 |
| Card 3 | Card 4 |
|
| Block 3 | Block 4 |
| Card 1 | Card 2 |
| Card 3 | Card 4 |
|
| Card 1 | Card 2 |
| Card 3 | Card 4 |
|
| Block 5 |
| Card 1 | Card 2 |
| Card 3 | Card 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:
- Wennie Hordes -Based on the concept of speed. This deck type tries to swamp the
opponent with lots of little creatures, enchantments, instants, etc. before his/her deck
can develop.
Advantages: If the opponent is not paying attention or is unable to do anything
to creatures, this deck will run over the opponent. Creatures are the most efficient
method of doing damage, per mana spent. Can pose major difficulties for slow developing
decks.
Disadvantages: More cards exist which effect creatures than any other spell type; One
Pestilence and your entire game goes up in smoke. Lack of cards, after the third or
fourth round there are no more cards in the hand, and hand replenishment is hard to come
by (and mostly restricted or banned). No staying power, if this type of deck lasts ten
rounds it has almost always lost.
- Drop a Nasty -Attempt to drop an enormous creature as quickly as possable. This
deck type frequently uses artifact mana (Lotus, moxes, or Sol Ring), Channel, or Dark
Ritual's to get an enormous amount of mana on the first or second turn in order to bring
out a really big and nasty creature.
Advantages: See Wennie Hordes.
Disadvantages: See Wennie Hordes. These two decks both rely on speed, as neither can
hold up in the long run. If they can't get the mana to win early they won't win.
- Hand Destruction -Prevents an opponent from getting cards they need by forcing
the cards to be discarded. Common cards are Wand of Ith, Disrupting Sceptre, and
Hypnotic Spectre's.
Advantages: The opponent can't fight with what he/she does not have. This deck
type is surprisingly effective, and difficult to counter if you get your components in
place. It can also do damage indirectly by use of the Rack.
Disadvantages: This deck type can be slow to get going. If the opponent is
playing a creature deck, or other fast deck, they may play all their cards before they
are forced to discard them. In a fair fight this deck will lose, as so much is devoted
to making the match unfair.
- Land Destruction -Prevents an opponent from playing any cards by removing the
mana/land they need to cast spells. An old staple in the repertoire of most magic
players, this deck type won the very first tournament. The colors most commonly used
with this type deck are black and red, the other colors all have some land destruction
but traditionally none has had as good or as many cards as black and red.
Advantages: Good examples of this deck will cripple an opponent with no mana to
use. Most decks will die a long painful and frustrating death against this deck. No deck
type can counter this easily. It also like the Hand Destruction decks does damage
indirectly, this time by use of the Black Vise.
Disadvantages: This deck is particularly vulnerable to fast mana decks such as
the Weenies or the Nasty. It also has problems with anyone who uses artifact mana
heavily as any universal artifact eliminator also takes out the land destroyer's major
offensive cards such as the Black Vise, Dingus Egg, and Ankh of Mishra.
- Permission -Perhaps the current favoriteamong players today is the Permission
deck. Relying heavily on Counterspells and similer interupts, this deck only allows
the cards that don't worry the player or that can be stolen useing Control Magic or
Steal Artifact.
Advantages: This may be the most powerful deck currently createable. It can
easily adapt to whatever deck the opponent is using. Every counter spell is good
against any opponent, unlike many cards which are good in many situations but not all.
Disadvantages: This deck is one of the slowest developing decks. Against a fast
deck it may have no good defense. It is also mana intensive, a great deal of which must
always remain untaped, otherwise an opponent may get that really devistating spell
through. It also requires the upkeep of many cards in the hand to keep Counterspells
ready to cast. Basically if caught unable to counter any particular spell this deck
can get creamed.
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
- Most of the ideas used here have been bandied about for more than a year by the readers
who post on the rec.games.trading-cards.magic.... groups on usenet. A thousand thanks
for each of the ideas posted and for helping to keep the game alive.
- George Baxter & Larry Smith -For providing a great deal of the format.
If you are interested in a more complete work (Even if I don't agree with everything),
check out their book Mastering Magic Cards (ISBN 1-55622-457-5).
Click here to go back to the main Magic page.
Click here to go back to my home page.
Kyle Barton /
Kyle.Barton@m.cc.utah.edu /
KBarton@xolotl.lib.utah.edu