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Pojo's MTG
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The Dragon's Den
Everyone always wants to be ahead of the curve when a
new format arrives. Everyone wants to have an
edge.
Everyone always wants to know what cards they should be
playing or chasing down. The bottom line is that
everyone wants a strong, competitive deck.
For some people deck building is a real issue. For
instance, right now in Standard (Type 2), it can be
extremely difficult to build a deck. It's hard to gauge
the metagame. Within a months time players are having
to face three different versions of the format. There
was everything before Betrayers of Kamigawa. There is
the current environment that includes Betrayers of
Kamigawa. And then of course the version that is soon
to arrive in ten days that includes Betrayers, but
excludes the eight recently banned cards. So, if you
can't tell this is a deck builder's nightmare. Well,
now that I think about it; if you enjoy building decks,
this might be the best time ever.
Often during the week, I exchange notes and ideas with
one of Pojo's other feature writers, Paul Hagan. Yeah,
most of you know him as the deck garage guy. He does a
great job over on his part of the site. Those of you
that want to learn a few simple tricks about deck
building should look over there and check it out.
Anyway, Paul and I both get several deck requests in a
week. And many times the decks aren't even close to
being decent. I'm not insulting anyone here. After
all, if you don't know...well, you simply don't know.
And part of why we are here is to educate you on a few
things. So I wanted to take a quick moment to give you
some pointers to help you the next time you sit down in
front of your collection to put together your next
competitive juggernaut.
First of all, know what you are trying to build for. If
it's for a big tournament this week, you will need to be
prepared to deal with Ravager Affinity and Tooth and
Nail. If it's a deck for next week, you will likely
have to include a few sideboard cards for control based
decks. So knowing what you are playing against is
important. This helps you decide what cards are even
needed or necessary before you do anything. But there
is even more to it than that. What format are you
building for? "Format?" you ask. Well, you may not be
building for a format at all. You might just be playing
for fun in group games after school where everything is
legal. If that's the case, then go for it and build
with that in mind.
Play multiple copies of cards. Paul and I both get a
huge number of decklists that include a bunch of cards
that only appear once in the deck. That just seems
silly. When you cruise around the internet and look at
decks, how often to do you see more than three or four
cards appear just one time on a decklist? If you are
playing a Troll Deck, then your deck should have four
Troll Ascetic and four Albino Troll. If a card is good,
play the maximum copies allowed. If there is a card
that is really good, such as Lightning Bolt, it should
be in your deck times four if you are playing the
appropriate color. It all comes down to math. Yes,
games use math. So, hold on for a sec, let me show you
something about that probability that you learned in
school:
No. of Copies in Deck Chances of Drawing Card
1 .017
2 .033
3 .05
4 .067
Look at the difference between one copy and four
copies. That's huge. IF you want to have any type of
consistency or be able to draw a particular card when
you need it, you have to play more than one copy.
Granted this numbers get adjusted even higher once you
go further into the game and also factor in your
starting seven card hand, but that should be enough to
give you an idea of what is going on.
And for some reason, everyone seems to believe that a
ratio of one-third land in a deck is the perfect
number. Sometimes you need more or less mana in a deck
than the 20 land cards. If you are playing a weenie
deck, you may only want somewhere between 16 and 18
lands in the deck. If you are playing a control deck
that plans to tap a lot of mana every turn, then you may
want to play as many as 26 lands. Then you need to
factor in creatures such as Birds of Paradise and
Sakura-Tribe Elder. These guys can end up giving you
too much mana. There are also artifacts that produce
mana. These are likely to throw off your count as
well.This can be a hard thing to figure out. Many
times, the good players just know from experience, the
amount of land that they want in a deck. Otherwise, if
you don't have the experience required to figure it out,
you need to play several games and get a feel for it
yourself.
Stay focused in your theme for the deck. I know that
many times players want to build theme decks. Well to
many people, the words "theme deck" apparently translate
into "include one of everyone of this creature type."
This is not a good idea. Yeah, I completely understand
that you want to play a bunch of angels in an angel
deck, but why waste your time with the bad ones. And on
top of that, keep the deck close to a normal size. The
further away you get beyond 60 cards, the worse your
percentages get on you drawing something. Remember our
math lesson from a second ago? If you have a deck of
more than 60 cards, you odds of drawing any particular
card start getting progressively worse. Simply put,
don't play the bad cards just because they are there.
You still want you deck to have a realistic shot at
winning. Even if the deck is built around a four card
combo, it still needs to have a shot at winning. No one
wants to show up to their local play group to play 20
games and only have their combo go off once. Give
yourself a fighting chance.
But that brings me to another point. You need to
include some things that AREN'T strictly theme pieces.
I know, I just said stay focused. However, you can't
just let your opponent's spells and creatures run from
all over the play to wreck have on your and your well
laid plans. You need to interfere with what's happening
on the other side of the table as well. You need some
spells such as Duress, Lightning Bolt, Counterspell, and
Creeping Mold to disrupt your opponent. If nothing
else, it buys you time to do what you are supposed to be
doing. Many times, players submit decks that are so
focused on their own agenda that they don't have a way
to deal with their opponent's cards. More often than
not, this is one of the reasons that they are losing
games.
And finally, I want to tell people to do some research.
If you see Paul putting a particular card in decks a lot
in the Deck Garage, such as Magma Jet for instance, you
should look into playing it in your deck if you are
playing Red. If you see a few cards that keep appearing
on my decklists repeated, you might want to give them a
shot yourself. This sounds like a very simple piece of
advice, but you would be surprised at how often
something that simple can get overlooked.
I hope that wasn't too much information for most of you
to absorb. I know that many of our readers out there
are always looking for information to help them build
deck. Many seem to think there is some super secret.
There are a few tricks of the trade I suppose, but there
aren't any really true secrets. In this new information
age, people analyze information and spread facts so fast
that a secret would only be considered so for about a
week at most. And a lot of it you simply learn as you
go along.
Well, this weekend is that last weekend to play with
your Ravager Affinity decks and Krark-Clan Ironworks
decks. Honestly, I'm a bit indifferent to the whole
thing. But many of you are going to be loving life or
hating it in the next week or so. However, I expect the
only ones upset are the ones that were playing those
particular decks. If you are playing something else,
you will likely be loving life a lot more. My advice to
you is simple this week. You should just go out and
have fun. Experiment with new cards. Even if you don't
like Affinity and Ironworks, you should show up to your
local tournaments this weekend and give it a go. You'll
only be doing it this one last time.
Until next time,
DeQuan Watson
a.k.a. PowrDragn
PowrDragn at Pojo dot com
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