What deck should i run




















And sometimes deck building is more art than science. With that in mind, I can give the following rules of thumb to guide your deck building decisions. For example, the amount of card selection in your deck is also relevant: A deck with four Opt and four Serum Visions can find a 3-of just about as consistently as a nonblue deck can their 4-ofs. That line of thinking often stems from what I refer to as the axiomatic approach to deck building. I started calling it that after working on axiomatic characterizations of allocation rules in cooperative game theory.

The axiomatic philosophy to deck building starts with a list of effects and how many cards of each effect which could broadly refer to cards with a certain ability, type, mana cost, role, or other common factor you want. Finding the right number totals for each effect is more important than the exact distribution over individual cards that give that effect. If I want six or seven virtual copies of a certain effect, then I have to run two or three copies of a secondary card for redundancy.

As effects get more important to your game plan and better in multiples, you want to run more. The aim is to simply have better cards than your opponent, and ideally ones that continuously generate value of some sort. The goal is to simply keep playing obnoxiously strong cards until your opponent can no longer answer them, and then you can simply ride to victory.

Most Midrange decks have multiple colours, but due to the sheer power of Green and its creatures, will tend to have a strong foundation there.

The best example of a Midrange deck is probably Jund in Modern, which is packed full of rares and mythics that either a generate value every turn or b are low mana cost with a large effect. Midrange tends to stomp on Aggro decks but can struggle against Control. The early game for a Control deck is all about disrupting and ruining the opposing attempt at playing Magic: The Gathering. Sometimes this is a matter of making them discard their key cards, other times this is countering their spells and killing their creatures.

Azorius Control is a very powerful deck in nearly every format. If you were to look for one single MTG card that embodied the Control way of life, you could probably stop with planeswalker Teferi, Hero of Dominaria. Valve is reviewing the entire Steam catalog on Deck. Four categories of Deck compatibility Verified The game works great on Steam Deck, right out of the box.

Unsupported The game is currently not functional on Steam Deck. Unknown We haven't checked this game for compatibility yet. See how your games will run on Deck before launch. Steam Deck compatibility review is already under way. Get your hands on Deck! I like to think about the power level of a deck as, "how well would this deck perform relative to my other options against an infinitely large sample of different opponents playing different decks from different formats?

Green Devotion, for example, has a lot of raw power. It's fast and explosive and, left to its own devices, it will outclass most things that other players will be doing. However, Green Devotion can sometimes be a bad metagame choice if too many people are playing with cards like End Hostilities , Crux of Fate , and Perilous Vault. Sometimes the circumstances are right to make a metagame choice, and other times it's best to default to a deck with a lot of raw power. Finding an intersection of both is ideal.

Recall that being proactive means working toward a powerful goal of your own instead of simply reacting to what your opponent is doing. The best example of being proactive is simply playing an aggressive strategy, and trying to win the game as quickly as possible! With how diverse and uncertain Magic tournaments can be, there's a huge advantage to focusing on your own game plan, and knowing that if you can succeed in executing it, you're likely to win.

It's more difficult to have answers for everything your opponents might have. The longer the games go, the more you open yourself up to things going wrong. I advocate having a proactive game plan, even in decks that are otherwise slower and more controlling. Dragonlord Ojutai is a great example of a proactive card for a control deck. It helps you leverage a small advantage into something insurmountable, and can close a game fast once you're ready to do so.

On the other hand, inevitability is also valuable. You have inevitability if you're virtually guaranteed to win the game if things drag on indefinitely. When you have inevitability, all you need to do is survive in order to win the game. Often, defending yourself is easier than actually having to put your opponent away.

The most dangerous scenario, however, is to believe that you have inevitability when you really don't. This is why a proactive game plan is important, because you want the ability to go for a win if something unexpected happens. Esper Dragons is a successful deck in Standard because it has inevitability over most of the format's other popular decks.

Also, despite being a slower deck, it has a healthy proactive game plan in its ability to simply dominate the board with Dragons. A common pitfall of new Constructed players is undervaluing the sideboard. It's easy to get excited about a deck like Mono-Red because its win rate is so high in Game 1, before the sideboard gets involved.



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