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The central problem of deck construction is to reduce the randomness of outcomes inherent in the shuffle, cut, and ante. This leads directly to three guiding principles:
Therefore, O student, number thyself not among the weenies who confuse the size of their decks with the size of their di... er, generative organs. Keep your decks small.
Thy decks should consist of a viable 60-card base (to be tourney-legal) plus an optional few (as in, a small handful) of extras.
Resist stringently the impulse to construct larger decks; it will magnify thy losses. Resist also the temptation to construct smaller decks for non-tournament play; it will unfit thee for tourneys.
Therefore, thy critical card types (whether they be creatures, magic, or anything else) should appear in thy decks in twos, threes, and fours.
Design, therefore, with thy rarities in the `optional extras' column; use them to accelerate and intensify the base deck's theme and nature, rather than attempting to use them as main cards or to plug the holes in the remainder of the construction.
Dominia is replete with artifact weenies. While they squabble over glittering trash that will usually be lurking in the inaccessible bottoms of their decks when most needed, you can be quietly building decks that will win. And win. And win again.
Therefore, design thy decks around two colors. Often it will naturally ensue that one color is creature-heavy while the other is magic-heavy. This is no bad thing, but have some of both in both colors, lest thou findest either color stopped.
It is often merely a slower path to ignominy to have only small creatures in one's train. It is bootless to be able to summon many minions reliably if the result is only that they are destroyed seriatim before thou canst accumulate an overwhelming mob of them,
Therefore: when allotting creatures to a deck, include a balance of both "lights" and "heavies". Better yet, in colors that permit it, include a balanced set of "lights", "mediums" and "heavies".
Thy goal is to ensure that, as often as possible, you will both be able to summon a "light" by the second turn and be able to field a "medium" or "heavy" creature by the fourth or fifth -- ideally, with no unused mana at any stage.
Available mana that is not usable represents a waste, a lost opportunity. Accordingly, there should be a smooth rise of creature costs to match thy rise in available mana as the duel progresses.
Thus, in general, Unholy Strength is a better investment than (say) Lightning Bolt. You will only get to use Lightning Bolt once, while a strengthened creature may deal damage for many turns.
If thy chosen colors do not offer many fliers, it is worth having multiples of one or two quick-kill spells specifically for stopping fliers. This is a good use for Lightning Bolts.
Finally, add no more than five specials. Specials are rarities and singletons. Thou shouldst design thy deck to win without these; their purpose is to accelerate thy victory, intimidate thy opponent, and add an aesthetic frisson to the duel.
Back to Eric's Home Page | Up to Site Map | $Date: 1998/11/22 05:44:19 $ |