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Getting Started
in Magic:The Gathering: Part 2
by Evil Blue Mage
INTRODUCTION Hello again!
Welcome to the second part of a series of articles on
getting started playing Magic. Last week we talked about
the basics: buying cards and the five different flavors
of Magic. This week, I am going to take a sample card
pool helpfully sent to me by a reader and break it down
into its components; hopefully you might find this
educational. There is also some theory in here, but I am
going to cleverly disguise it with some charts and
graphs, so it should not hurt too much. First, though, I
hope you will permit me a quick digression. I AM EVIL, BLUE Michael Taggart
(also of this site) recently published an article
entitled "Blue's
Clueless". In it, he says the following: Blue
Mages Suck. Have you ever felt that way? After building
a masterpiece deck; crafting and honing that puppy for
weeks. It's perfect - you have tuned it to kill on turn
5 or 6 consistently... then the tournament comes around
and you go to the table for round one. Who shows up,
ready to be your first unsuspecting victim? A blue mage!
He then goes on to
examine a sample decklist tuned to defeat a blue mage.
Generally good stuff (but what's with 8 removal spells?
It's blue, for dogssakes!). Therefore, on behalf of blue
mages everywhere, Michael: In response, I
Undermine your article. Consider it countered. Also,
please subtract 3 from your life total. Thanks. Thbbt! Sorry, that was
childish. FUN WITH SWAMPS Ah, the swamp. A
basic land type very near and dear to my heart. Swamps
are, after all, mostly water. This might explain why
black and blue as a color combination seem to go well
together. Wait, ignore that
mention of color combinations! We are living in a
mono-colored world, people! What I mean by
this is that for the next few articles I am going to be
solely focusing on decks built of a single color, with
maybe some artifacts thrown in for flavor. I have what I
believe to be a good reason for this: getting the right
number of lands for your single-colored decks is
difficult. Add to that trying to figure out which type
of land, and in what ratio, and that is even more
tricky. For our purposes, I will only talk about one
color decks. Which brings us to today's exercise:
building a black deck. I had originally
planned to build a blue deck (naturally), but one of my
(two) readers, Matt, sent in a nice black deck. His
original card pool was also available. These cards are
based on the purchase of 4 Classic starter boxes and an
indeterminate number of booster packs. It's actually a
fairly decent deck, so let's take a look at it now:
The first thing
that we notice about Matt's deck is that is 3 cards
short of the standard 60 cards. This is not necessarily
bad… it is usually easier to add cards than to try to
decide what to trim. Here are some other cards that he
has but isn't using in this deck: 3
Syphon Soul 1
Bog Wraith 1
Clay Statue 1
Elkin Bottle 1
Snake Basket 1
Rod of Ruin 1
Lead Golem 1
Patagia Golem 1
Mana Prism 1
Charcoal Diamond 1
Throne of Bone 1
Hand of Death 1
Muck Rats 1
Erg Raiders 1
Dread of Night 1
Agonizing Memories 2
Fatal Blow 2
Mischievous Poltergeist 1
Strands of Night 1
Kjeldoran Dead 2
Lost Soul 1
Hidden Horror 1
Pestilence 1
Perish 1
Gravebane Zombie 3
Python 1
Mind Warp 4
Painful Memories We will revisit
this group of cards again later. MANA CURVE The second thing
that pops out is that this deck has a decent mana curve.
This is an important and fundamental concept in Magic.
How do you find your mana curve? Group your cards by
their casting cost. For example, Terror costs 1B, so it
has a converted mana cost of 2. The Fallen Angel has a
mana cost of 3BB, for a converted mana cost of 5. When I
am building a deck, I will sort the potentials by
casting cost and arrange them so they look kind of like
a bar graph. For this deck, I actually did make a little
bar graph.
What this graph
clearly shows is a curve that is balanced on the low end
of the scale, featuring a lot of cheap creatures and
spells, with some high end creatures for backup. What
else does your mana curve tell you? Your deck's mana
curve will also tell you how likely it is that you are
going to be able to play a spell on the turn that you
want. As an (extreme) example, suppose you have a deck
composed of cards with casting costs of no less than 4.
These are more than likely all powerful cards, but by
the time you get to cast them, you will most likely be
dead. You have a strong late game, but no middle or
early game. In our example, however, we can see that
Matt's deck has a very strong early game, with very
little to do in the late game. This is a perfectly valid
strategy and gives us an idea on how to fine-tune this
deck. CREATURES There are a total
of 20 creatures in this deck. Is that good or bad? Like
many things in Magic, it depends. We have to try to
figure out what the point of this deck is. If we assume
that it is to win quickly by swarming the opponent with
inexpensive creatures, then I would say the creature
count is a little low. In addition to creature count,
you have to look at creature quality. Creature quality,
and the judging of card quality in general, is very
difficult to do. The question that you are always asking
yourself is, "Is there a comparable card that costs
less to cast, has a more powerful effect, or produces
some other advantage that I can use instead?" This
is where the notion of blocks, sets, and formats are
very important, as these influence what other cards you
have to compare against. The bottom line is that not all
cards are good. Some are even downright horrible. A
common criticism of the basic sets (6th
edition, and soon 7th edition), is that the
overall card quality is lower than (insert favorite set
here). What this often means is that it is much harder
to "break" cards from this set. I am only
going to compare cards with the other cards in the color
that Matt has. I will also offer some suggestions as to
what other cards he might want to acquire, but doing an
exhaustive card by card evaluation is beyond the scope
of this article. SYNERGY Synergy is defined
as "The interaction of two or more agents or forces so that their
combined effect is greater than the sum of their
individual effects". In Magic, this means cards
that work well together. When you build a deck, try to
look for cards that have a strong effect by themselves,
but when combined with another card become even
stronger. Combo decks are extreme examples of the abuse
of positive synergy. The entire deck is devoted to
finding and protecting the combination, so that when it
is played it will result in winning the game. Speaking
as an Evil Blue Mage, I can tell you that combo players
are even more widely despised than permission players,
if only for the fact that a combo player could care less
what the person sitting across from them is doing. CRITIQUE Revisiting Matt's
other cards, there are a few that immediately jump out
at me as worth looking at: Bog
Wraith A 3/3 Creature for
4 mana is a good buy, especially for Black. This is
worth playing. The special ability of swampwalk
(unblockable if defending player controls a swamp) is
icing on the cake. Rod
of Ruin An Artifact! This
would be a worthwhile inclusion for two reasons: One, it
is a reusable source of damage. Two, the damage is
colorless. Black has a hard time dealing with creatures
who have protection from black, so a colorless damage
source is always good. Erg
Raiders Ah, the Erg
Raiders. A staple of many black decks, this 2 Power
creature for a casting cost of two has a minor drawback,
namely that if you do not attack with him then he hurts
you. This drawback is mitigated by the fact that if you
are playing him in a low-curve black deck like we are
then if you are not attacking you are losing. Worst case
scenario, he's Angel food. Dread
of Night Too limited for
most play as it only affects white creatures. Agonizing
Memories It costs 4 mana.
While the effect is powerful, we would like our
disruption effects to be cheaper so that we can play
them sooner. A better card in the 4 spot would be… Strands
of Night This is decent
reanimation in a permanent form and a way of giving a
little bit of extra longevity to a deck that would
otherwise burn out quickly. The key phrase on the card
is "to play". For the measly cost of 2 black
mana, 2 life, and a swamp, you can put creatures
directly into play. The drawback is minor, especially
when you consider that you can do this on another
player's turn for surprise blockers or to have the
creature ready to attack on your turn, negating
summoning sickness. Fatal
Blow This card can be
extremely valuable. It destroys black creatures, which
Terror will not. It has decent synergy with the Rod of
Ruin, giving you a somewhat expensive, but instant
speed, way of dealing with opposing black permanents. Hidden
Horror This guy is a
beating. A 4/4 for 3 mana, and the cost of pitching a
creature card from your hand (which could then be
Stranded or otherwise returned to your hand). Pestilence Normally a good
card, but I don't think it would work very well in this
deck because of the high number of low-toughness
creatures. Perish If you regularly
play against a fair number of green decks, it might be
worth it to run Perish in your main deck. It is a
horribly unfair card, and the Green player may attempt
to inflict bodily injury on you, but that's what they
get for playing green. This is a perfect example of a
"color hoser", a card that has a really severe
effect against one color, but is worthless against
anything else. Gravebane
Zombie The good thing
about this Zombie is that he is remarkably resilient.
The bad thing is that you lose your draw step. At four
mana, there are better things to cast. Python A three power
creature for three mana in black is not a horrible
thing. Not great (no special abilities), but certainly
not bad. If you are trying to lay the smack down, you
could do worse. Looking at this
card pool, I might be tempted to rebuild the deck to
look like this:
I decided against
including Strand of Night, simply because there aren't
that many creatures where it would be really
advantageous to find some other way to put them into
play aside from casting them. I like the Painful
Memories because it makes your opponent effectively skip
their draw step, giving them one less turn to find an
answer to your threats. The Clay Statue and Rod of Ruin
are colorless damage sources that a black deck should
have. Cutting down the number of swamps to 20 is also a
good idea given the high number of low casting cost
cards. The revised mana curve now looks like this:
There is still a
spike in the 2cc slot, but there is an overall increase
in card quality. Given the card pool, I think this is a
decent build and should hold its own against another
deck from a similar pool. SUMMARY This week, we have
tackled some basic ideas including mana curve, card
evaluation, and synergy and applied these concepts to
analyzing a deck. I hope it has been instructional. Next
week, I am going to discuss some commons that every mage
should own. Hint: a good way to cheaply build your
collection is to go to your local card shop and ask to
browse through their commons. You can usually pick some
up for a dime each. As always, feel free to email
me to chat
about anything Magic-related. Stay Evil.
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