Magic The Gathering Combos
Search Cards & Combos:

Home     Submit A Combo     Deck Builder     Forums     Picture Guess     Help

You are not logged in [click to login] - [Join For Free!]  





Forum Overview >> General Chat
Title: Good deck Machanics
Date Posted: Tue Jan/26/10 at 4:04pm

Wolfclan14
Posts: 461
Joined: 23-Jan-10

What do you think builds a good deck, post your arttributes and help others.

1. Color
Pick your color(s) wisely, always make sure you know the point of the color, and how to use it.

2. Mana
Pick the right amount of mana. Add some other lands like Soaring Sea Cliff that have an extra to it.

3. Combos
YOU NEED COMBOS! I once lost on turn two with in 10 minutes.


Date Posted: Tue Jan/26/10 at 6:28pm

gericault5
Posts: 2788
Joined: 13-Oct-09

One important attribute is to know what your playing and why you are playing it.  This is the biggest problem many people who netdeck have, they put the champs cards in the deck but don't know why.  Understand why you are putting a card in your deck and how does it interact with the rest of the deck.  Ask yourself is it worth putting in.  Just because its a good card doesn;t mean it fits, for example abysmal perscutor(6/6 trampler for 4) is going to be a great card, but he does not fit in a deck that can't destory him.

Also a good deck is not going to come overnight.  most people are not going to sit there and build a great deck  you need to play it and modifiy it as you go with what works and doesn't.

Above all you can't get discouraged about your deck and how it plays out, no deck is perfect that it can handle every situation, case in point I have a great assassian deck in most 1 on 1 gaves it owns the field, however, if my opponenet is playing tokens, im hosed since it will run out of steam before they do, same with a RDW againest any sort of lifegain, which will fall to fatties, which falls to RDW.  Ultimately a good deck is one which you enjoy playing no matter how it performs.

And of course they is always the basics, watch your land count and your mana curve.  don't overexert yourself
Date Posted: Tue Jan/26/10 at 7:08pm

shakii23
Posts: 5711
Joined: 08-Sep-09

Here are the points I look at when i make a deck:
1. Concept - What is the main theme, combo or what does this deck do? Is it a straight up beatdown, mill, combo, control, etc. This may also include your winning condition. Also remember that preventing your opponent from winning is also a winning condition.

Ex: My elf deck is a straight up beatdown. With a combo if the cards required (Priest of Titania and Staff of Domination) are there on the table.

2. Speed - how fast is your deck compared to other decks. Can you do something before your opponent can kill you or better if you can kill your opponent before he can kill you? This also inculdes the Card vs. Mana/Land. When i build my first deck, i followed the rule of the thumb for building deck: 20 creatures, 20 lands and 20 other spells. Not very strong but this is mainly due to my lack of experience building deck and playing. It might be required to put mana acceleration or Land acceleration for 2 color or more decks. for example: fetch lands or mana producing artifacts like signets, talismans, etc. and if you're rich, moxes.

Ex: My Mono green elf deck is my second deck (MY First is Goblin deck). it's fast and it's furious.

3. Counter (Not necessarily counter spells but cards to counter a combo or table turning cards like wrath of god or Armageddon)  - Do you have cards to counter other combos or table turning cards? This also includes sideboarding.

Ex: My elf deck. I put in Caller of the claw for Wrath of God. For artifacts, you can always have Naturalize and oxidize. For spells that target my creatures, i use Steely Resolve. For other cards that i can't counter easily without counter, there is always vexing shusher. For a faster beatdown, yes i'm talking about affinity, i always go for fog and other damage prevention.

4. Combos - the last would be combos, if you have any. Well, this is the last thing on my mind because even if i have many combos that i came up with, combos are easy to counter because without one of the card that is involved in a combo, the combo is dead.

Ex: Priest of titania and Staff of domination combo. Without Priest of titania or Staff of domination, you can't do the combo. just one removal spell and your combo is over. Ex: Oxidize will remove Staff of Domination. Easy to cast only one green. Path to exile/Swords to Plowshares will remove Priest of Titania. Again easy to cast, just 1 white mana.

Date Posted: Tue Jan/26/10 at 9:03pm

Wolfclan14
Posts: 461
Joined: 23-Jan-10

Nice! This will help me a little.

I thought of another good idea that built me my best deck! Build your deck one by one. Buy one card at a time individually.  That's how I built my Vampire deck (although I would have never bothered building it if it weren't for the Sorin Markov I pulled out in my first Zendikar pack). I looked at some Vampires and thought, "These are good."

This way, by buying one card at a time, "you get the Gold without the Bull Crap". Buying a deck just to get a few cards is bad, even though it seems cheaper because the Legendary is so expensive alone, but it pays off.
Date Posted: Tue Jan/26/10 at 9:22pm

ghostfire86
Posts: 496
Joined: 04-Nov-09

The first thing that i myself have to look at is what am i trying to achieve in a decks construction. The overall strategy for a deck is by far the most important part for myself. Once I have decided on this issue it comes down to a matter of which colors are more beneficial to this objective. You would not want to play a mill deck and construct it of only green cards. It can be done with the use of artifacts but how effective would it really be when compared to playing Blue. Third, you always want a few options built into your deck. Maybe somehow you need to change how you go about things depending on your opponent and their strategy. Playing a Mill deck in legacy format I would take in consideration that someone may be playing with a copy of Feldon's Cane or Gaea's Blessing in their deck. This is where I think Shakii 23 was talking about on counters. In this case, with my knowledge, I would probally go in and build in Tomescour and quest for ancient secrets which would allow me to re-mill you if the first wave was unsuccessful to do so. Not saying that this would be my only option built in but a good one in my opinion.

Gericault5 is right about people and building the winner decks. I can build a deck to work towards my specifications, my strategy. Another person may never see what it is that i am trying to accomplish if they were to play it. I have had countless people look at my MONO-GREEN (keep this in mind) land deck and ask why is it that i have a play set of both Terramorphic Expanse and Verdant Catacombs. It makes no sense to them at all until they see me play it against them. For me both of these cards not only thin out my deck they add to my landfall abilities that are built into the deck. Kahlni heart Expedition and Vinelasher Kudzu feed off of such cards like ravenous beasts. On the turn Kudzu goes from being a 1/1 to a 3/3 in one turn. Both of these cards also add to me the benefit of thinning out my deck more quickly so i can grab my other creatures and spells quickly. Lets face it Green is already big but at times lacks the speed of Blue for card draw and getting to exactly what you need. In some ways I would say that having 20-24 forest in the deck would be great to help with the blanchwood armor but at what price are you willing to pay for getting what you need faster? 16 Forest in my deck works just fine.



Forum Overview >> General Chat

©2006-2023 MTGCombos.com