4 {Plains} 4 {Swamp} 4 {Forest} 1 {Woodland Cemetery} 1 {Isolated Chapel} 3 {Gavony Township} 1 {Sunpetal Grove} 2 {Vault of the Archangel} 4 {Razorverge Thicket}
24 lands
1 {Mikaeus, the Unhallowed} 1 {Arachnus Spinner} 1 {Gideon's Lawkeeper} 2 {Ambush Viper} 1 {Primordial Hydra} 1 {Vorapede} 1 {Vital Splicer} 1 {Auramancer} 1 {Copperhorn Scout} 1 {Sangromancer} 1 {Engulfing Slagwurm}
12 creatures
2 {Mimic Vat} 3 {Pacifism} 1 {Day of Judgment} 1 {Dead Weight} 1 {Arrest} 1 {True Conviction} 1 {Painful Quandary} 1 {Burden of Guilt} 4 {Whitesun's Passage} 1 {Memoricide} 1 {Curse of Exhaustion} 2 {Noxious Revival} 1 {Arachnus Web} 1 {Garruk, Primal Hunter} 1 {Green Sun's Zenith} 2 {Tragic Slip}
24 other spells
Sideboard
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This is my first deck that I made in MtG...please tell me what I did wrong/right, thank you.
Quote from: Coffee Vampire on February 11, 2012, 01:01:56 PM
This is my first deck that I made in MtG...please tell me what I did wrong/right, thank you.
Welcome to Magic!
Quick question, how imporant is winning to you? Are you open to strong but constructive criticism?
I made this deck with the intention of going to a fnm with it and winning at least one match but hopefully more.
And yes if you say this deck can't even be edited because the whole thing is a failure then I'll accept it as long as it's constructive.
Good to hear, although I will refrain from the competitive advice somewhat. I'll leave that up to the Deck Techs around here. But brace yourself. 😉
Being a fairly new player, is it safe to say that you don't have a huge collection yet. Maybe try to keep the ideas budget oriented? Or are you willing to shell out up to, say, $50 for a solid competitive deck. I'm not saying that you need and expensive deck to win games, there are good budget decks out there, but this might help with the initial suggestions.
Yeah I'm willing to spend 60 dollars on it to start, and then save for the rest. I already have some of the less expensive cards.
Well one thigs for im very jealous of ur complete sets of dual lands. To me those are cornerstones of having competitive decls. Puts my collection to shame. Good job keep them all.
Well, you have play-sets of dual-lands, that is a very good start. The mana-base (your lands) is a little questionable, but at your level of deck building that is completely fine, over time you will understand what does, and doesn't work.
For now, especially because you're just starting out, I would suggest cutting the deck down to simply 2 colors. 3-color decks are a little more complicated to nail as far as land goes.
Choose your two favorite colors from this deck, (and later on, once you understand how to manipulate your mana-base a little better, you can "splash" the third color if you so choose) and then go from there.
For starters:
- Do you like to play more aggressively? (Do you like to kill your opponent quickly. Do you enjoy overwhelming them for a victory?)
- Or do you like to play conservatively? (Do you like to counteract their movements in order to put yourself ahead? Do you like to use intellect over a more brute-force approach?)
These are the main decktypes of magic. The first example is called Aggro, and the second, is Control. And they don't always have to be either A or B. You can have a very Aggressive deck with Control elements and vice-versa.
There is also another type called Combo. In this type, the deck is centered around a specific combo (or combos) that (is/are) usually very powerful, and tends to include a lot of synergy and mini-combos that work well or even the same as the central combo(s). But this style is better suited for experienced players. Although having some cards in your deck that work well or even combo off together can never hurt.
The main idea though is to always have a game-plan for your deck. What do you want/expect it to do? Once you find that answer, you build around it. It's always good to have a deck full of synergetic cards, or cards that work well with each other/help the deck strategy as a whole.
But as many people will surely say, ask tons of questions, they don't hurt anybody, and more knowledge of the game will only improve your skill.
Quote from: Nypinto123 on February 11, 2012, 05:27:05 PM
Well one thigs for im very jealous of ur complete sets of dual lands. To me those are cornerstones of having competitive decls. Puts my collection to shame. Good job keep them all.
Exactly 
This is something I said earlier, and it is always good to know.
The minimum amount of cards a deck can have is 60. You want to get your deck to the number, mainly because if you have it at the bare minimum of legal card count, your chances of aquiring the cards that you need are that much higher, and of course, it improves consistency.
Although, I'm sure Jester will disagree î,,
Quote from: InfinitiveDivinity on February 11, 2012, 06:05:29 PM
Although, I'm sure Jester will disagree î,,
And just what's THAT supposed to mean? ??? You're right though, I will disagree! XD
While its important to keep the card count low to increase the odds of of drawing your power cards, statistically the change in probability of drawing a given card doesn't change a whole lot going from 60 to 61 or 62.
Math Time:
Odds of pulling a playset card (4-ofs): 4:60 or 1:15 = 6.667%
Odds in a 61 card deck: 4:61 or 6.556% a difference of about 0.1%
Adding a second card that could be useful goes from 1:60 or 1.667% doubled to 3.33%
The odds of drawing a card that isn't in the deck: 0%
Quote from: BlackJester on February 11, 2012, 06:45:35 PM
The odds of drawing a card that isn't in the deck: 0%
XD My favorite statistic by far.
That is true though, back when I started playing standard I ran a 70 card deck. It still played very well. I just developed a preference for 60 card-ers.
Oh, and i remembered you saying you like to break the norm =P
So, I tend not to sweat adding in and extra card or two, but not much beyond that.
The important thing about keeping your card count low is it forces you to question every card. "Should I cut this?" "Which is better in this deck A or B?" this makes you focus your decks goals.
Quote from: BlackJester on February 11, 2012, 07:10:17 PM
So, I tend not to sweat adding in and extra card or two, but not much beyond that.
The important thing about keeping your card count low is it forces you to question every card. "Should I cut this?" "Which is better in this deck A or B?" this makes you focus your decks goals.
That was the point I was trying to make î,,
I'm all for the idea of a few extra, but 8, is a little too much.
Okay thanks for all the advice guys. I think I like control/aggressive...I know control is blue but I wanted white control because of the life gain. I put black in because it's my favorite color. I have graveborn and vampire onslaught (both altered a little) and I like them a lot but I am getting sick of black only. Also both my decks are illegal and I really want to make a standard deck.
And btw I wish I had all those duals...but I actually only have a few cheap cards in this deck. Sorry to be misleading. I just wanted advice before biuying them all. :) the only dual land I have is a blk/blu I pulled from a deck builder tool kit.
I could probably take 2 pacifisms out I guess...and maybe some others. And maybe lose some dual lands so I have room for regular lands so duals don't always come tapped. I wish I didn't like every card I see so I won't want to add them all lol
There now down to 60! :D
Quote from: Coffee Vampire on February 11, 2012, 07:46:23 PM
...so duals don't always come tapped.
This is exactly what I meant by questionable, almost always they will come in tapped due to lack of basics, good eye î...
And as for the liking every card, don't throw that away, ever. All good decks came from the mind of an individual who found certain cards to be good. It took me forever to learn this, but almost any card can be good when accompanied by the right tools. Always have an optimistic and open palette, but it's okay to be picky when you simply feel certain card sare bad. Bad cards are bad î,,
Also, you don't need 4 {Vault of the Archangel}s and 4 {Gavony Township}s. Two Vaults is just fine, and 2-3 Townships is just right, and you have to take your creature # into account. Those lands all benefit creatures, and you don't have a bunch to start with.
Ok check it now...just added 2 creatures, messed with the lands, and took out some spells to make room for the creatures.
Just keep it up, always look for weaknesses, make improvements, keep at it until you feel your deck is the best it can be.
Okay thank you!
No problem dude.
î€î,,