First, assuming your strategy worked at all, these will be refinements, not overhauls. For example, if you consistently didn’t draw enough lands, swap out cards for more lands one or two at a time. First, it will put you into the mindset of asking “how do I lose this game? Testing as your opponent will give you more in-depth knowledge of the particular matchup and how best to play it. The same concepts for two-color decks apply when you add more colors.
Another win condition for aggro decks is spells that can deal damage directly to their opponent. Balancing offense and defense in your MTG Arena Historic deck is important for maintaining control of the game. You should include a mix of creatures and spells that can both deal damage and defend against threats.
Build A Sideboard
However, filling your deck with only powerful high-cost cards means you won’t be able to cast them for several turns. On the other hand, playing only low-cost cards means you’ll likely fall behind as the game goes on. So when people say “mana curve” they usually mean evaluating the number of cards you play at each mana cost and finding a balance between high and low-cost cards.
Finally, be careful not to neglect the sideboard, which can be an important tool for adjusting your deck to counter specific strategies or matchups. Once you have a clear picture of your collection, identify the colors and card types you have the most of. This will give you a good starting point for choosing your deck’s theme and playstyle. For example, if you have a lot of red and green cards, you might consider building an aggro deck that focuses on attacking quickly and dealing damage fast. In addition to having a clear game plan, a strong deck will also have efficient ways to interact with your opponent’s strategy.
If your deck has an extremely low mana curve, where all your spells cost between one and two mana and you play no spells over 3-CMC, start with 20. On the other hand, the “Control” style decks are armed with counters and removal spells, designed to restrict the opponent’s play. While their game plan takes a bit longer to unfold, their strength lies in comprehensive spell diversity, including instants, sorceries, and enchantments. Let’s take a quick look at some well-known powerful decks in MTG.
Once you have your plan and start adding cards it’s easy to want to add in a lot of cards at once. However, you’ll want your game plan to be as streamlined as possible, so be sure that all or almost all of the cards in your deck are working directly toward your plan. You can also see what other players are doing for similar strategies using websites like mtggoldfish.com and tappedout.net. Things are liable to change quite a bit while building so be sure to test out your deck/cards before you make big purchases, that way you don’t waste money. As you play more games, you’ll begin to notice patterns in other players’ behaviors and strategies. You’ll understand when they might be holding a strong card or when they’re likely to initiate a game-changing move.
Back this up with some untapped lands or other mana sources, and your opponent may get the totally wrong idea about what you're doing. Once a player has learned the rules and practiced a few games, they may wonder how they can push their game to the next level. There are many tips and strategies to pursue, and the pro players may know them all. A comprehensive list would be pretty long, but the following strategy suggestions may be a fine place to start. They are general enough that any player, using combos edh any sort of deck, can follow them. When your deck has too many high-cost cards, you’ll find yourself not playing anything during the first few turns of the game.
Mastering the Deck of Many Things Generator in MTG
Your off-curve spells should primarily be removal and counter-spells, as combat tricks are less relevant in an archetype that has fewer creatures. Notice there are still a decent number of creatures and enough two and three drops to consistently have early plays. This allows control to keep pace with aggro decks and eventually stabilize by playing powerful spells later in the game. Control decks usually win the game with powerful creatures, but can sometimes win the game by milling, or causing their opponent to run out of cards in their deck before them. These types of control decks can get away with running even fewer creatures. However, a mistake players new to control will often make is not running enough win conditions.
The “legend rule” says that you can only control one copy of a legendary permanent at a time. For example, a Vampire aggro deck may play cards like Vampire Lacerator, Fatal Push, and Legion Lieutenant. While a Vampire aristocrats deck would likely prefer things like Viscera Seer, Blood Artist, and Bone Splinters in those spots. These are concepts that are going to apply to most deck-building situations regardless of your archetype or strategy. The vast majority of deck issues usually come from one of the issues below. Getting good at addressing these few fundamental concepts will improve your deck-building all by itself.
It can be difficult to discuss line of play in an objective way without using overly obvious or convoluted scenarios, but I do want to emphasize something. You have to keep in mind that card advantage and tempo are just tools, just like creatures and your life total are tools, that you use to win the game. The optimal line of play is the one that gives you the greatest chance of winning the game. In poker, expert players nearly always have a close approximation of their odds of winning a hand.
MTG Limited Strategy – A Guide to Drafting, Deck Building, and Tactics
Whether you’re a beginner or an experienced player, there’s always something new to learn in the world of MTG. Artifacts and enchantments provide various benefits to the player who controls them, such as increasing their creature’s power or drawing extra cards. In Sealed, you open six packs and work from that pool of cards, and that doesn’t necessitate a whole lot of players to get going.
Actually, everyone does, and there's no better teacher than experience. If your opponent runs out of cards, they will run out of steam, too. Granted, there are decks where changing the mainboard to accomplish this becomes more difficult, but most decks are capable of being changed in such a way. An ideal gameplan would consist of first playing a bunch of cheap goblins early on in the game. Then, once you have lots of goblins in play, you would play [c]Goblin Chieftain[/c] to make them all bigger and attack for the win. Combo decks are all about assembling two or three cards that work really well together.