Showing posts with label coast. Show all posts
Showing posts with label coast. Show all posts

Feb 20, 2008

Deckbuilding By Dix

Welcome to Deckbuilding By Dix. This is an open-ended series of articles on how to build decks for Magic: the Gathering. I’ve wanted to write about building decks for a while now, largely because, for me, building decks is even more entertaining than actually playing the game.

But before I begin, a few disclaimers. As much as I do enjoy building decks, I’m not an expert or genius when it comes to deckbuilding. If you’re already a veteran deckbuilder, I may not have anything new to teach you. In addition, there are others who have written at length on deck building theory and strategy, and I encourage you to read their work as well. Where my writing will differ from others is that I will be brief, and that I will endeavor to define any terms that I use, so that someone new to Magic will not be confused. Also, I want to make it clear that this is not the only or best way to approach deck building. It is simply my way, and I believe that by reading it, you might gain a new perspective on how to build. And finally, my final disclaimer: as part of this article, I will be building an example deck. The deck, however, will not be a thing of brilliance. It will not make you a star with your local gaming group. It is, in fact, not a deck that I would personally build. But what it will do is illustrate many of the concepts that I will be writing about. Now, with all of that out of the way, let’s get started.

Deckbuilding Basics

Step 1: Beginning At the End

The first thing that I do when I start to write a deck is to develop a win condition. A win condition is simply the point in the game where you have the cards in play or in hand that you need to win. A win condition is not a guarantee; after all, Magic is all about making exceptions and breaking rules. But if you have a solid win condition in play, you SHOULD be able to win the game. Now, a win condition does not follow specific criteria. It could be something as basic as having more or bigger creatures than your opponent, or it might be one of the handful of cards that actually declare, “you win the game.”

For this deck, I decided to use Pickles as my win condition. In spite of having a terrible name, a Pickles lock is one of the more effective win conditions that has been established in a while, achieving success on the Pro Tour at many levels. In addition, Pickles is noteworthy because it is one of the few types of control effective in a multiplayer format. A Pickles lock is achieved using a Brine Elemental and a Vesuvan Shapeshifter. When the Brine Elemental comes into play, it causes opponents to skip their untap step. Then, the Vesuvan Shapeshifter copies the Brine Elemental, forcing them to continue skipping their untap every turn. This forces the opponent into an extremely one-sided war of attrition, as many of their cards can suddenly only be used once. With that accomplished, it is then easy to have your creatures do fatal damage to each opponent.

As a rule, if I want to include a card in a deck, I want it bad enough to include 4 copies. In that, I disagree with many deckbuilders, who would rather have fewer copies, instead having more versatility by having a greater variety of cards. But, you definitely want to make sure that you draw your win condition, and you want to have multiple copies in case something goes wrong, so it is usually advisable to have 4 of each necessary card. So, our deck so far looks like this:

Quantity Card Name
4 Brine Elemental
4 Vesuvan Shapeshifter
8 Creatures

Step 2: Taking Advantage

Okay, so now we have a win condition. Great. That and $3.99 gets you a booster pack. The fact is, a tight win condition doesn’t mean a thing if you don’t survive long enough to put it into action, or you get it in play too late. You have to have enough life, and you usually need the board to be stabilized, if not better than that. The board is the term given to the “in play” area of the table. It’s where all creatures and enchantments that are in play are located. When a board is stabilized, it means that neither player has a notable advantage over the other, and because of this, very little attacking is taking place. Obviously, all games of Magic will to some extent rely on the luck of the draw; however, there are many ways to try to skew this into your favor, and establish control of the board. This article will cover the two most common methods.

Card Advantage

Card advantage is most simply defined as having more cards available than your opponent. The more cards you have in your hand, the more likely that your hand contains the spell you need. There are two obvious ways to gain card advantage. Either you can increase the number of cards in your hand, or you can try to decrease the number of cards your opponent has in hand. Now, I should mention that generally, not just any card contributes to card advantage; most people only count threats. Threats are the cards that are actually damaging to your opponent, rather than lands or more innocuous spells. Therefore, while a spell that allows you to draw cards can help you establish card advantage, it is not in itself card advantage. For this deck, I elected to include Arcanis the Omnipotent. I like Arcanis for this deck, in part because it’s a permanent (a permanent is any card that stays in play, unlike instants and sorceries), so that you can reuse its ability to draw cards every turn. The other thing I like is that if you already have your lock in place, its power and toughness are high enough to help you attack for the win. Because Arcanis is a legendary creature, you can only have one in play at a time, so I will only include 2 in the deck.

Another, less obvious way to gain card advantage is through recycling cards. By bringing back cards from the graveyard, which is your stack of discarded, killed, or otherwise used cards, you can keep reusing the same threats over and over. My favorite card for this is Eternal Witness. When it comes into play, you get a card back, and have a 2/1 creature in play. But what if you don’t need a 2/1 creature? What if you’d rather have another card from your graveyard? For that purpose, I decided to add Vedalken Mastermind. With his ability, you can return Eternal Witness over and over, reclaiming your lost cards. But that’s not all Vedalken Mastermind is good for. He can use that ability on any of your cards in play, preserving your win condition, or saving one of your other creatures from death.

Our deck thus far:
Quantity Card Name
4 Brine Elemental
2 Arcanis the Omnipotent
4 Vesuvan Shapeshifter
4 Eternal Witness
4 Vedalken Mastermind
18 Creatures

Time Advantage

The second advantage is time advantage. Time advantage is getting your threats in play faster than your opponent. Again, you can achieve this by speeding yourself up, or by slowing down your opponent. If you choose to speed yourself up, you have two main ways to go about it: mana acceleration or tutoring. The most common source of mana is land, but the rules state that you can only play one land card per turn. Mana acceleration is getting mana faster, either by circumventing the one land rule, or by using alternate mana sources. To get past the one land rule, I decided to include Rampant Growth. Because Rampant Growth puts the land in play through an effect, it circumvents the one land rule. As an alternate mana source, I included Llanowar Elves. With both types of acceleration, this deck should be able to churn out middle and late game threats quickly.

Tutoring describes any card that allows you to search your library (the stack of cards that you draw from) for a specific card or type of card. The term tutor is derived from the many cards that possess this effect that have “tutor” in their names. Tutors sacrifice card advantage, because having a tutor card means that you have one more card that is not a threat. But tutors help gain a time advantage, because you can trade them for the specific threat that you need. One tutoring card in this deck is Summoner’s Pact. By having an initial casting cost of 0, Summoner’s Pact further increases time advantage by leaving your mana free to play the card you just tutored. By the time you pay for Summoner’s Pact during your next upkeep, your creature will be ready for action. Another tutor in this deck actually contributes to your growth of mana. Civic Wayfinder doesn’t put your lands into play, but it puts them in your hand, making sure that your mana growth doesn’t stall. Also, Civic Wayfinder is a 2/2 creature, making it an acceptable mid-game attacker or blocker.

If you choose to slow down your opponent, your most likely options are going to be either recycling or removal. In addition to helping with card advantage, recycling aids in time advantage. After all, if your opponent has to deal with the same threats over and over, it hinders their ability to deal with new threats or to advance their own win condition.

Removal falls into two categories. The first category is destruction. If you can simply destroy your opponent’s threats, then their game stalls while they have to play new ones. Recursion, also known as bounce, is the act of returning a card to its owner’s hand. While not as solid a solution as destruction, bounce spells generally require less mana, and can target different types of cards more easily than destruction spells. For example, Disenchant is a perfectly good way to deal with enchantments, but is helpless to deal with creatures; the opposite is true for Terror. But they can both be recurred. Our deck contains a pair of Boomerangs to serve this purpose, although they can serve the same purpose as Vedalken Mastermind if needed.

So now our deck contains:

Quantity Card Name
4 Brine Elemental
4 Vesuvan Shapeshifter
2 Arcanis the Omnipotent
4 Eternal Witness
4 Vedalken Mastermind
4 Llanowar Elves
4 Civic Wayfinder
26 Creatures

4 Rampant Growth
4 Summoner’s Pact
2 Boomerang
10 Other Spells

Firm Foundations

Okay, so you have a destination in the form of your win condition. And you have a route to get there, in the form of card advantage and time advantage. Now, all you lack is the vehicle to get you there. That vehicle is your mana base, which is simply the lands and mana fixers that will allow you to play the spells of your deck. Now, the exact number of lands to include has been discussed by minds far sharper than my own, with results that are heavily mathematical in nature. It is generally accepted, however, that a deck should have somewhere between 18 and 26 lands, depending on the cards in the deck. 18 is generally reserved for only the cheapest of decks, having few or no spells requiring more than 1 or 2 mana. Likewise, 26 is for decks full of high-powered spells. Most decks generally have somewhere between 20 and 24 lands. Because this deck has a great deal of acceleration, I am comfortable playing 20 lands.

But what lands? If this were a mono-colored deck, we could simply include 20 of the appropriate basic land, and we’d be done. But, if you were paying any attention at all, you’ll notice that this deck has both blue and green cards. Now, many would simply include 10 Forests and 10 Islands and call it a day. But that deck could potentially run into mana problems if they happen to only draw one type of land. To make a multi-color deck play consistently, steps must be taken to ensure that the proper mix of mana is available. This is referred to as mana fixing. To begin with, I will include 6 Forests and 6 Islands. This will insure that my Civic Wayfinders and Rampant Growths will have targets to search for. Also searching for them will be Terramorphic Expanse. This card functions in the same way as Rampant Growth and Civic Wayfinder, which means that in addition to time advantage, these cards also aid in mana fixing. The primary difference between Terramorphic Expanse and the other two is that you can play it for free as your land for the turn. The last land card that I want to include is Shimmering Grotto. This card is useful in that it can be used in decks with any number of colors. Basically, you pay one extra mana to get the color of mana that you want. If you don’t need a specific color, then it can produce a colorless with no drawback. And it doesn’t lose time by coming in to play tapped. Now, as a final step to mana fixing, I will include Joiner Adept. If it is in play, Joiner Adept will make sure that my lands are producing whatever I need them to. But if my mana supply doesn’t need any help, then Joiner Adept is an expendable attacker or blocker.

So, now that we have made our way through all of these steps, our deck has finally taken shape.

Quantity Card Name
4 Terramorphic Expanse
4 Shimmering Grotto
20 Lands

4 Brine Elemental
4 Vesuvan Shapeshifter
2 Arcanis the Omnipotent
4 Eternal Witness
4 Vedalken Mastermind
4 Llanowar Elves
4 Civic Wayfinder
4 Joiner Adept
30 Creatures

4 Rampant Growth
4 Summoner’s Pact
2 Boomerang
10 Other Spells


However, just because you’ve built a deck doesn’t mean that you’re done building your deck. Even the most well conceived deck will need some fine-tuning, and that is best done through trial. As you play the deck, you will begin to see which cards are performing in the way that you had hoped, and which ones are not doing as well as you might like. Hopefully, you will be able to determine what you can do to improve the deck’s performance, whether it be adjusting the number of a certain card, or replacing cards that consistently disappoint.

Deck building can be one of the most challenging and rewarding aspects of Magic. As satisfying as it is to crush an opponent underfoot, it is that much more satisfying to do it with something that you created.

Jan 31, 2008

6 Point Strategies - Morningtide Edition

With this weekend's debut of Morningtide, Magic: the Gathering's latest expansion set, I thought it was a good idea to cover some of the new cards here.


Stonybrook Schoolmaster



This is one of the many new merfolk cards that Lorwyn block has introduced. I like this one in particular because it can be so versatile. I mean, who doesn't need a few more tokens? And this one is so easy to activate. You don't pay a mana cost. You just tap it. And you don't have to just tap it. It activates when you attack with it. Or it can activate if you tap it to trigger some other ability. And it will totally short circuit defensive strategies that tap attacking creatures. And it's a common, so it's easy to find.
Grimoire Thief


This is another great tapping merfolk. Except that this one is almost a win condition by itself. You tap it, and your opponent loses 3 cards. And if your opponent plays a spell that you've removed already, you can sacrifice your grimoire thief to counter it. Offense and defense, for 2 mana.

Countryside Crusher



This might be my favorite card in the set. You get a 3/3 for 3 mana, which is a value very hard o come by in red. And it grows. Oh, how it grows. Basically, you play it when you have enough mana on the board, and everytime you draw a land, your crusher grows, and you draw again. It's perfect for making sure that a mana pocket doesn't ruin your endgame. Now, it's true that if someone destroys your land when this is out, you could be in trouble. But if you're afraid of risk, maybe you shouldn't be playing red.

Scarblade Elite

This is another card that can be a real value, provided you can build an assassin deck that doesn't use the graveyard. Unlike many similar black cards, this can destroy any creature of any color or type. And unless you were trying to use the graveyard, the ability doesn't really cost you anything, except for 2 mana.

Heritage Druid

This isn't as flashy as some of the other cards that I'm covering here, but it can be incredibly useful. Basically, this deck turns every elf into a Llanowar Elf, which can give your elf deck unprecedented acceleration, in a color that already had an impressive amount of acceleration.

Door of Destinies

There's not a lot to say about this card, except for WOW. If you put together a theme deck, then every spell that you play in that theme makes all of your creatures much, much bigger. You can overpower an opponent very quickly.

Nov 7, 2007

Are Magic Cards Getting Too Powerful?

In any game that has a following, there are going to be complaints. Some player somewhere will have an idea about what is wrong with a game, or how it could be made better. As more people play a game, more complaints will emerge. And the same complaints will be heard more often from more players.

One of the complaints frequently heard from people who have been playing Magic: the Gathering goes something like this: “They keep making the new cards more powerful, so that you have to keep buying them to compete.”

First, let’s get something out of the way. Yes, the people at Wizards of the Coast want you to buy more cards. They are in the business of making and selling cards, and they pay their rent by selling them to you. That is why they keep making new sets of cards. If they just printed up one set of their best cards, and never made any more, they would go out of business. Are we all in agreement here? The question under discussion is not whether Wizards is trying to get you to buy cards. The question is whether they are making old cards obsolete in the process. But is this really true? Well, sort of.

So we’ve established that the people at Magic are making new cards with the intent of getting you to buy them. So, how do they go about that? They can’t just print new copies of old cards, nor can they just give old cards new names and art (although a certain amount of this does go on). And, if you really look, they haven’t just given each creature and spell a boost. So what have they done? Add mechanics. In each set, new abilities and types of abilities are introduced, changing the way you might play a card. For example, the Dissension set introduced the Forecast mechanic, in which you paid part of a card’s cost, revealed the card from your hand, and then put the card back in hand. Forecasting thus allowed you to use part of a card’s ability without using the card. This is an example of forecast: (http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=107379) The most recent expansion, Lorwyn, has a similar mechanic called evoke, in which a creature card with a “comes into play” ability is played for a fraction of its cost, but must immediately be sacrificed, effectively turning a creature spell into a sorcery. Here’s a quick example: (http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=146599)
But what do these changes mean? The cards don’t exactly gain power, but they definitely gain . . . what? Versatility. And utility. Newer cards mean that there are more ways than ever to build a successful deck.

“So there!” you say. “They are making the new cards stronger!” Well, like I said, sort of. A lot of the older cards are still as good, if not better than their newer counterparts. Just look at Savannah Lions (http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=867). Its absence from 10th edition is considered a big part of why white is weak in the set. It doesn’t seem like much, but being able to pay 1 mana to go toe to toe with a 2/2 creature is a big deal. But let’s go back a little further, and think just a little bigger. What about Counterspell (http://ww2.wizards.com/gatherer/CardDetails.aspx?id=11214)? Countering spells is a big part of playing blue, and this is the best card to do it with. Many other counters have some kind of “out”, such as paying extra mana, or put it back on the library, etc. But this one was just a hard counter, pure and simple, for 2 mana. But where did it go? It became Cancel (http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=129882). But what’s the difference? Just 1 mana. But that means that it takes 1 turn longer before you can cast it, and it’s going to be that much harder to have enough mana to cast a spell if you need to have enough left to cast a counter. Another not so minor change is the card Lightning Bolt (http://ww2.wizards.com/gatherer/CardDetails.aspx?id=2291). This is a staple for any player playing a red deck. 1 mana, 3 damage, anywhere you want it. But where is it now? Well, it’s still around, sort of. There are a few cards that are a lot like it. Shock (http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=5143) costs 1 mana, but only does 2 damage. Lava Spike (http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=79084) does 3 damage, but can’t target creatures, etc. There is no shortage of direct damage in red, but nothing with quite the same power or efficiency. Of course, you might say, "What's the big deal? It's only 1 damage!" And you'd be right. Sort of. Since you can have up to 4 of a card in your deck, this could be a difference of 4 damage. If you get down to it, it's the difference between 8 damage and 12 damage. And when you only start with 20 life, that can be a big difference.

And if you really want to dig deep, there are a slew of old cards that are so out of control powerful (the term is “broken”) that they have been banned from tournament play, not to mention a number of casual gaming groups.
To let you know where I stand, I’m fairly new to Magic, and most of my cards are new. And I get a giggle whenever I get to show a veteran a card they haven’t seen, or exploit an ability they hadn’t heard of. But on the other hand, I wasn’t laughing at the last RPGX tournament, when I took 3 damage on turn 1, or had a spell fall flat on turn 2. So, ultimately, I feel like there’s a pretty strong balance between the old and the new. Of course, this article is put to the test every time an expansion set comes out. So we'll have to wait and see.

Card synergy in Magic: the Gathering

This is the first in what I hope to be a series of articles about card synergy in Magic: the Gathering. The idea is not to give away an entire deck or strategy, but simply to talk about certain card interactions with the goal of inspiring a little creativity. In the interest of honesty, I feel it’s important to disclose that many of these ideas are not mine, and have been pulled from other decklists and articles.
The first card synergy is mostly an example to show everyone what I have in mind. It’s not very complicated, and is a driving force in the 10th edition theme deck Cho-Manno’s Resolve. Here you go:
Pariah (http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=135248) and Cho-Manno, Revolutionary (http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=130554)
Easy, huh? Put them together, and you can’t be damaged. Nothing to it.

This one’s a little more complicated. Reality Acid (http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=125880) and Boomerang (http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=129494) Reality Acid by itself isn’t a very useful card. You put it on something, and it dies three turns later. Big deal. But, if you put it on something you want dead, and then return Reality Acid to your hand, then you kill something, and keep your card.

This is a creature-killer that gives a little punch to a red-black burn deck:
Prodigal Pyromancer (http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=134752) and Witch’s Mist (http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=132222) Tap the Pyromancer to damage a creature, then use the Mist to kill it. Use these two together to take down the largest creatures for a minimum of fuss.

This is a risky 3-card grouping that a White Weenie deck might use to even the board in a drawn out game: Wrath of God, (http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=129808) Armageddon, (http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=233) and Patrician’s Scorn. (http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=136213) Wrath of God clears all of the creatures, and Armageddon destroys all of the land. Since you’ve played a White spell already, you can play Patrician’s Scorn for free. If you are playing a deck of small creatures, you can COMPLETELY clear the board and start again. With a little luck, you can complete the kill before your opponents can recover.

Here’s a tricky pair of cards that can make doing damage to opponents a lot easier, while restricting their ability to do, well, anything: Manabarbs (http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=130367) and Circle of Affliction (http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=126803) Manabarbs has long been a staple of lockdown-style decks. Any time an opponent taps a land for mana, they take damage. Which is fine, but it does the same thing to you. So, traditionally, you lay down Manabarbs when you’re ahead, to prevent any resurgence. Circle of Affliction, however, is the modern descendant of the older Circle of Protection cards. In this one, you tap for 1 mana, and you gain 1 life, and an opponent loses 1 life. So what happens if you put them together? Well, you can set the Circle to Red, and tap a land. You take one damage. You then use your mana to pay for the Circle’s ability. You recover your one life, and target opponent loses one life. So, you can now tap a land to do damage to an opponent. Enjoy.