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taylorton147

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Feb 17, 2011
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hey, I have just started getting into magic the gathering, helped friends get into it and teach. the problem is I dont really like the play style of my deck. Its a combination of garruks starter pack (I cant remember what one, im think there is a few) and the phyrexian deck. I did this because garruks deck had quite a few medium strength creatures and I thought the infect effect from the phyrexian deck would help it out. The deck is fine its just not really my play style. what i was kinda looking for would be a light and dark deck. Maybe one side for a attacking and one side for defence. If any one could tell me the decks I could buy and some play tips for it that would be a great help.
 

aba1

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Mar 18, 2010
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The thing about infect is if your going that route you have to commit you can't have it half way. Either everything in the deck has to be helping you infect the opponent or go another direction.
 

taylorton147

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Feb 17, 2011
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aba1 said:
The thing about infect is if your going that route you have to commit you can't have it half way. Either everything in the deck has to be helping you infect the opponent or go another direction.
really, i thought it would work well, though i havent used it alot
 

Krantos

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Jun 30, 2009
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taylorton147 said:
aba1 said:
The thing about infect is if your going that route you have to commit you can't have it half way. Either everything in the deck has to be helping you infect the opponent or go another direction.
really, i thought it would work well, though i havent used it alot
He's right, I'm afraid. Infect is, unfortunately, one of those mechanics that really needs a deck to be built around it to get any usefulness out of it. Even casual decks, which is all that I play/build, really can't utilize it well unless it's the focus of the deck.

If you were a more experienced player, you MIGHT be able to leverage some use out of it. I have a friend that comes up with some crazy uses for strange cards/mechanics, but it would have to be done on a card by card basis. I you can find a card (or so) with Infect that fits the theme/focus of the rest of your deck, then you might be able to get some use out of it. It's really going to depend on what you want to do with the deck.

Some good questions that I ask myself when building a deck are:

What do I want my deck to DO? (Typically, this means Win condition, but it doesn't have to. I've built decks before that are just meant to screw with other people)

What do I want the focus to be? (i.e. Big creatures, fast mana, hordes, a specific mechanic/combo)

What format am I planning for? (A tournament deck is going to be VERY different from a casual/multiplayer deck)

Once you have those figured out start looking at other more specific questions:

What are my early, mid, and late game cards?

If I'm playing big creatures, what do I use to hold the others at bay while I drop mana?

Do I plan for or can I ignore Flying defense?

Do I have removal? Card draw? Panic button?


If you can give us more insight into what you're looking for we can give better feedback.
 

aba1

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Mar 18, 2010
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taylorton147 said:
aba1 said:
The thing about infect is if your going that route you have to commit you can't have it half way. Either everything in the deck has to be helping you infect the opponent or go another direction.
really, i thought it would work well, though i havent used it alot
Krantos really illustrates in more detail what I was getting at. With infect in particular, it causes damage to be done with infect counters which means a different type of damage. So if you have half your creatures doing poison damage and the other half doing regular damage you will find if you play against anyone experienced they will exploit you so you have to split the types of damage you do. So you will find yourself in situations where you will have say 9 poison counters but only creatures who do regular damage so all the effort you put in amounts to nothing.
 

taylorton147

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Feb 17, 2011
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Krantos said:
taylorton147 said:
aba1 said:
The thing about infect is if your going that route you have to commit you can't have it half way. Either everything in the deck has to be helping you infect the opponent or go another direction.
really, i thought it would work well, though i havent used it alot
He's right, I'm afraid. Infect is, unfortunately, one of those mechanics that really needs a deck to be built around it to get any usefulness out of it. Even casual decks, which is all that I play/build, really can't utilize it well unless it's the focus of the deck.

If you were a more experienced player, you MIGHT be able to leverage some use out of it. I have a friend that comes up with some crazy uses for strange cards/mechanics, but it would have to be done on a card by card basis. I you can find a card (or so) with Infect that fits the theme/focus of the rest of your deck, then you might be able to get some use out of it. It's really going to depend on what you want to do with the deck.

Some good questions that I ask myself when building a deck are:

What do I want my deck to DO? (Typically, this means Win condition, but it doesn't have to. I've built decks before that are just meant to screw with other people)

What do I want the focus to be? (i.e. Big creatures, fast mana, hordes, a specific mechanic/combo)

What format am I planning for? (A tournament deck is going to be VERY different from a casual/multiplayer deck)

Once you have those figured out start looking at other more specific questions:

What are my early, mid, and late game cards?

If I'm playing big creatures, what do I use to hold the others at bay while I drop mana?

Do I plan for or can I ignore Flying defense?

Do I have removal? Card draw? Panic button?


If you can give us more insight into what you're looking for we can give better feedback.
i dont see myself being in tournaments, just casual playing with friends for now.i would like my deck to have a good defence. so cards with reach and such would be useful.i probably wouldnt like my deck to screw about. more straigh forward with a few aces in the sleeve to keep them in the game
 

Krantos

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Jun 30, 2009
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taylorton147 said:
i dont see myself being in tournaments, just casual playing with friends for now.i would like my deck to have a good defence. so cards with reach and such would be useful.i probably wouldnt like my deck to screw about. more straigh forward with a few aces in the sleeve to keep them in the game
Well, lets start with the "aces." From the sound of it, I'm guessing you mean you want to have a few big late game creatures to drop and punch people with, correct? My advice, then, would be to figure out what you want those to be. Once you have them selected you can start to fill the rest of the deck with defense/support cards.

As for defense, pretty much any of the spiders will have Reach, and they tend to have big back ends so they work pretty well as blockers. They do tend to be a bit on the expensive side (mana wise), and have little attack power, however. I personally really like Traproot Kami for defense, as it can be dropped on turn 1 and gets tougher the longer the game goes (especially if an opponent is also playing green). However, without any power, and has Defender, it's basically just a wall.

There are also cards like Fog and Moments Peace which can be handy to have for defense, or as fall back after an attack (i.e. you attack with everything, but your opponent survives. Drop a Fog on their next attack to avoid taking damage).

If you're playing big creatures, you're also going to want mana ramping cards. Rampant growth is a good standby, but Kodama's Reach and Cultivate are also good, just have to be used a turn later.

I would also suggest having your mid game creatures capable of attack as well. If it happens that you don't draw into any of your aces (or they get killed/removed from the game), you're going to want another way to win. Also, I'm assuming, since you have the Garrus Starter pack, you have Garruk's Packleader, right? If so, use it and find some mid game creatures that have power 3 or greater. This will help you find your game enders and keep your hand full.

If you needs a search engine for cards I really like Magiccards.info (type it in your browser just like that). I not only has a good search set up, it will also show you the Oracle text and appropriate rulings for each card.

Any other questions, just ask.
 

Rastien

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Jun 22, 2011
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What colours do you wish to play, what is your budget, and do you have a theme or is it just infect? let me know and ill make a deck for a guideline for you. I assume you guys arn't running side boards? its just kitchen top magic or?
 

if_then_else

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Apr 28, 2005
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For what you're saying, Green/White could be a good color combination for you.

As Krantos says, most spiders are pretty good blockers, and white has some good deffensive creatures too. And if you wan't to "screw around" as you say white has some good control/removal cards (the exile enchantments like Oblivion Ring, Pascifism, damage prevent, etc).

I play cassualy with a friend that uses W/G, with REALLY big creatures. He uses some control things at the begining and then starts dropping te big ones, like an Eldrazi, the Treefolk that puts saprolings every turn (your's and you opponents'), a 9/9 with veil, etc. He uses Defense of the Heart in combination with and Angel that returns all cards put on your graveyard this turn on your hand, so he can drop 4 match-winnning creatures in one turn. (sorry but I don't remember all the names, and I'm in a hurry right now).

That kind of deck has problems is the opponent has a really fast deck, but he actualy wins most of MP matches with that deck.
 

chaos order

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Jan 27, 2010
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well if you want a defesnsive/offensive deck. the best colors would be red and white. red is good for fast creatures,haste and burn spells. and the white is good for defensive walls and killing attacking creatures, white also has enchantments that make it harder for your opponent to attack like ghostly prison and light mine field.
 

Chknboy

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Sep 10, 2008
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I've always found that building a deck around a really simple theme and then adding some control to offset any shortfalls work well for my casual game play. I've built several decks that work pretty well just from some bulk ebay buys, have a black/blue deck built around unblockables that I equip with artifacts, a blue/white that's almost all flyers, and a standard red aggro. If a deck doesn't work the way you think it will when you actually play it, time to reiterate, that's part of the fun.
 

taylorton147

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Feb 17, 2011
116
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chaos order said:
well if you want a defesnsive/offensive deck. the best colors would be red and white. red is good for fast creatures,haste and burn spells. and the white is good for defensive walls and killing attacking creatures, white also has enchantments that make it harder for your opponent to attack like ghostly prison and light mine field.
that sounds like a pretty good colour set for what i want, thanks i think i will start building around that.
Krantos said:
taylorton147 said:
i dont see myself being in tournaments, just casual playing with friends for now.i would like my deck to have a good defence. so cards with reach and such would be useful.i probably wouldnt like my deck to screw about. more straigh forward with a few aces in the sleeve to keep them in the game
Well, lets start with the "aces." From the sound of it, I'm guessing you mean you want to have a few big late game creatures to drop and punch people with, correct? My advice, then, would be to figure out what you want those to be. Once you have them selected you can start to fill the rest of the deck with defense/support cards.

As for defense, pretty much any of the spiders will have Reach, and they tend to have big back ends so they work pretty well as blockers. They do tend to be a bit on the expensive side (mana wise), and have little attack power, however. I personally really like Traproot Kami for defense, as it can be dropped on turn 1 and gets tougher the longer the game goes (especially if an opponent is also playing green). However, without any power, and has Defender, it's basically just a wall.

There are also cards like Fog and Moments Peace which can be handy to have for defense, or as fall back after an attack (i.e. you attack with everything, but your opponent survives. Drop a Fog on their next attack to avoid taking damage).

If you're playing big creatures, you're also going to want mana ramping cards. Rampant growth is a good standby, but Kodama's Reach and Cultivate are also good, just have to be used a turn later.

I would also suggest having your mid game creatures capable of attack as well. If it happens that you don't draw into any of your aces (or they get killed/removed from the game), you're going to want another way to win. Also, I'm assuming, since you have the Garrus Starter pack, you have Garruk's Packleader, right? If so, use it and find some mid game creatures that have power 3 or greater. This will help you find your game enders and keep your hand full.

If you needs a search engine for cards I really like Magiccards.info (type it in your browser just like that). I not only has a good search set up, it will also show you the Oracle text and appropriate rulings for each card.

Any other questions, just ask.
thanks for all advice man, and the website aswell :)