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Summary
Core deckbuilding principle: relentless focus. An average Magic deck can reliably do about five things well; adding more trades reliability for whimsy or greed, and reliability is what makes a deck good and feel good. The more those five things synergize, the better the deck plays and executes its plan. Build by starting with the end in mind, then use focus to reach that endgame vision. Example: a Vincent (Matt Mercer) commander deck aiming to deal heavy commander damage. Its five focused pillars: (1) low-cost creatures with evasion to grow the commander; (2) pump spells, ideally granting evasion too; (3) damage multipliersΓÇödouble strike, power doubling, extra combats; (4) protection so the commander survives to attack. Focus produces a fast, powerful mono-red deck that normally doesn't exist in Commander. A deck is a finite resourceΓÇögetting one thing means giving up another; a whimsical 'mystical pile' is only fun when it still functions. Worst outcome is a whimsical deck that doesn't work. Referenced further guidance: 'the 33 card secret' and the 'deck so good it feels like cheating' review series.
Key Clips
- [00:20] The average magic deck can do about five things well. Any more than that, and we start trading reliability for whimsy or greed. And it's reliability that either makes a Magic Deck good to begin with or feel good to play.
- [00:32] The more that those five things synergize with each other, the better the deck's going to feel to play and the better it will be at doing the thing that it came to do.
- [00:51] The game plan is for Vincent to do a ton of damage to our opponents. To facilitate that, we need some low-cost guys with evasion to help make him bigger. We also need pump spells, and ideally if they have evasion, it's even better.
- [01:43] Then we need damage multipliers, things like double strike, power doubling, or extra combats. And finally, we need some protection to make sure that he doesn't get removed when we go to attack.
- [00:39] A deck is a finite resource, and in getting one thing, we are immediately not getting something else. The only thing worse than a functional deck with no whimsy is a whimsical deck that doesn't function.
- [00:33] A deck is only fun when it does something useful or does what you want it to. While a mystical pile of treasure giving a different experience every time is great and potentially fun, it's only fun when the deck functions.
Tags
Archetypes/Strategy: voltron, aggro Format/Bracket: Upgraded Card Categories: protection, finishers, win-cons