Build your first Magic deck: step by step
Never played, or out of the game for years? How to turn your cards into a playable Magic deck: colours, 24 lands, mana curve and the most common beginner mistakes.
Never played, or out of the game for years? How to turn your cards into a playable Magic deck: colours, 24 lands, mana curve and the most common beginner mistakes.
Many collectors own hundreds of Magic cards but have never built a deck of their own. Or their last game was decades ago. This guide takes you in 7 steps from “I have cards” to “I have a playable deck”. No prior knowledge needed.
If you last played in 1995, most of it will feel familiar. A few things are different today:
Your old cards are still fine for playing. In a casual game with friends you can play anything you own.
Magic has many formats, rules about which cards are allowed. Two are enough to start:
Tournament formats such as Standard or Modern only allow certain sets. You only need them once you want to play at a store.
Each of the 5 colours plays differently:
| Colour | Strengths |
|---|---|
| White | lots of small creatures, gaining life, protection |
| Blue | drawing cards, countering spells, flying creatures |
| Black | destroying creatures, power at the cost of life, using the graveyard |
| Red | direct damage, fast attacks |
| Green | big creatures, extra mana |
Tip for collectors: first check which colour you have the most playable cards in. Two colours give you more choice, one colour makes the deck more reliable. More than two colours is not worth it at the start, because you will often lack the right mana.
A deck doesn't win because it has the strongest single cards, but because all its cards want the same thing. The easiest plan for a first deck: play creatures and attack. Red-green or white-green work especially well. Later there are decks that defend for a long time and win late, or decks built around a specific combination.
| Part | Count | Purpose |
|---|---|---|
| Lands | 24 | so you have mana every turn |
| Creatures | 16 to 20 | your plan to win |
| Removal | 4 to 8 | getting rid of opposing creatures |
| Other | the rest | card draw, combat tricks, buffs |
With two colours, split the lands according to the coloured symbols on your cards. Roughly equal symbols: 12 and 12. One colour dominates: more like 14 and 10.
24 lands sounds like a lot. But too few lands is the most common reason beginners lose: a full hand and nothing you can pay for.
The mana curve shows how many cards cost how much. It makes sure you can act early and still have power later. A good guideline for a creature deck:
| Cost | Number of cards |
|---|---|
| 1 mana | 4 to 6 |
| 2 mana | 8 to 10 |
| 3 mana | 6 to 8 |
| 4 mana | 4 to 6 |
| 5 mana or more | 2 to 4 |
The typical collector's mistake: lots of impressive cards for 6 or 7 mana. They sit in your hand while your opponent is already attacking.
Each card may be in your deck at most 4 times, only basic lands (Plains, Island, Swamp, Mountain, Forest) as often as you like. Use it: your best cards belong in the deck 3 or 4 times, so you actually draw them. A deck of 36 different single cards plays differently every time and rarely well.
This is how a first deck could look. The names are examples, use what your collection offers:
The fastest way into the game is a ready-made deck. Wizards publishes starter decks and preconstructed Commander decks whose card lists are online. Take such a list as a template and see what is already in your collection. That is exactly what the deck builder in TCG-Completist is for.
The deck builder is free. How to record your collection quickly is explained in Scan your collection instead of typing it.
That's all your first deck needs. Build it, play it and improve it after every game. That's how everyone learns Magic, the pros included.