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The Shortest MTG Deckbuilding Guide that is also the best one
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- Опубліковано 28 лип 2023
- Mana is for closers. Welcome to the surface level lesson on building your decks around concrete win conditions to avoid do nothing piles. There will be more to follow soon with a more fleshed out deckbuilding guide!
#mtg #magicthegathering #mtgcommunity #cardgame #mtgcommander
Step one: isolate combo
Step two: build deck around combo
Step three: have combo ready to play on an open gamestate
Step four: feel guilty about being so much better than the rest of the table you concede instead
I accidentally did this with my latest deck. I won a commander game by turn 4 or 5 several times in a row, and I felt so bad that I kicked my friends shit in so badly.
@@MisterJackTheAttack past two commander nights I've had my fave decks pop off in ways that cause me to have very complex very long game ending turns
I have actually built decks down dumb as possible to try and stop this from happening now
Step 5. Yell syke!!
@@Zettaizero That was the first time I had played that deck, so I didn't know it was going to happen. I just built a deck that I thought was going to be fun, but it did the opposite of what I thought.
@@MisterJackTheAttack the classic commander experience
I like that while you are putting on a funny voice and adding little jokes to the script, you're still answering the question in a thoughtful and helpful manner. I've been playing for a while now and the way you explain concepts like this shows me there's always more to learn even if I think I've learned everything. Thanks for the content Maldhound, it's always a pleasure to watch.
I know you arent a standard player but this is even helpful for that format. Great tips, also one more. DO NOT MAKE CHANGES TO DECK LIST WHEN TILTED.
Im guilty of this 😂
Needs more upvotes.
"Why does this deck have so many outs to Artifacts?"
"I need those for that ASSHAT"
@@aprinnyonbreak1290 Outs for hexproof and protection and aggro for me. (AKA board wipes.)
What is "tilted?"
This is actually a solid guide for breaking down common deck building (obviously there are outliers), well done.
Day 4 of requesting a video for Xantcha, Friendship Ender.
HAIL BEST GIRL XANTCHA
Strongly agree. There might be some "funny haha I'm being sassy" in the script, but this is all **super** solid advice and presently perfectly in terms of which concepts first and then how to act on them. Bravo!
Oh yay, we are requesting the same commander!
Day 5 of chasing Xantcha.
I was poor and homeless before this video and I applied this deck building guide to all aspects of my life and now I'm rich living in a huge house with lots of fancy cars and foreign women. Thanks for the life changing advice!
Regardless of how funny this video aims to be the concepts are actually very accurate to the core values of deck building. Having a win con and facilitating said win con are not the most important things but also they manifest their importance in different ways
I actually prefer reducing a number to 1 over reducing a number to 0-my life total, because I used it to win.
Kriik malone
I appreciate the balls to assume your opponent can’t deal 2 damage to you in metas full of drain and plink 😂
You don't win by reducing yourself to 1. You're picking your facilitators before your closers.
Near-death experience?
death’s shadow?
closers are SO IMPORTANT. a lot of new players me included thought enough synergy could naturally equal a win but dedicated bombs are an absolute must for any consistency
Don't bomb too hard. Players don't mind you casting creature board wipes usually but cast a 'destroy all lands' and you drop a closer on your friendships.
@@Melons987 Dude, that's what we're here to do. This guy has an entire series of video on 'how to destroy friendships in 60/99 cards or less.'
i did the same thing. now I ask myself “is this wincon gonna make my friend not want to play another game?”
As someone who plays Yugioh, you learn very quickly that it doesn't matter how much you can pop off with a mad combo if your endboard consists of nothing, there has to be a way to close out, and a way to not die before you close, and playing 40 cards in one round is not inherently either of those
Yugioh's design means that closing is usually going to involve an explosive round or two of going face, we don't have "grindy" combat too often anymore, but in the end, wiping a board and then swinging for lethal is the evergreen path nontheless, and getting there means you need an endboard, negates to restrain them from just building their board and breaking yours, and enough numbers to kill
Mald once again out here with very solid advice for new deckbuilders. Doing Magic God's work.
this is unironically very helpful info i just started playing like5~6 months ago and alot of my decks straight up just dont feel like they can win outside of whatever stupid combo 2-3 card combo i have decided to mindlessly jam into my pile of tribal synergies. i may have to start by ripping a deck or two apart and examining them with these criteria. thank you for an easy to follow guidelines!
bro ive been playing mtg for about 5 years now and that’s exactly how I started too- tribal and wonky combos
1:26 "You can fill it with whatever random crap" I wasn't expecting this video to become Midrange 101.
In my Mono Green Zopandrel I cannibalized the Naya Precon from March of The Machine for Conclave Sledge Captain and the Backup 3 Wurm that digs into the top of your deck and let me tell you going 36 cards deep to find something to turn "I can probably live this," into "Fuck your stupid single braincelled Green Stompy deck." Is glorious
I understood maybe 40% of that, but if you're happy, I'm happy!
Simple and effective, one of the best guidelines for deckbuilding in my opinion.
Commander is less about the deck being built around the commander and more of the commander giving ways to reach a goal via color options and abilities. Thats why ramp/draw/tax fraud commanders are so good like korvold, chulane, animar, many others
Or just to have a combo capstone within easy reach.
Depends on the deck. My Sythis deck, for example, doesn't need Sythis. But she's probably the single best Enchantress facilitator.
Some decks really do build around their commander, like my Ruxa deck. Ruxa buffs up vanilla creatures and is also recursion, but without him in play, I'm literally playing 2 mana vanilla 2/2s.
In this case Rielle does both. Offering massive draw and a lethal cane to beat people with.
Or Urza, High Lord Artificer. He doesn't draw - he snowballs everything you do into anything else.
@@kevinwestermann1001 winota too
Genius presentation. Loved the fireplace poker pointer. The sibling go to weapon of choice for a home brawl.
I expected more jokes but this is actually just 100% good deck building advice
This is a good tutorial for new players and I’ve been building decks for a while but ngl still helpful
Was expecting a meme, got a genuinely good guide with nice humor, good shit bro
I really like this videos, short, useful and funny. Thanks for the entertainment and education,really appreciate it.
Great video. I am going to force most of my play group to learn from this. Works not just for magic but almost any strategy game.
No lie, this is one of the best guides ive seen
I think a very important but often missed number that people try to turn to 0 to win (at least conceptually, lots of people play these decks but don't think of it this way) is the resources their opponents have. Resources could be lands, but every card is a resource in this sense and the most common way to go about this is to exhaust your opponent of cards in hand and resources on the battlefield using control spells. Once your opponent can't keep a single card in play because their resources have been overwhelmed in one way or another (usually because whatever they play gets killed or countered because you're drawing a bunch and they're drawing just one per turn) you can win with literally anything else so the final piece of the puzzle is finding ways to win. The last suggestion is finding a way to win outright that isn't useless when you're still in the resource building/trading part of the game. Often this can just be creature lands but other examples include blue sun's zenith to build card advantage midgame but also forces them to draw their deck late game, hero teferi can interact and draw but he also can tuck himself in your deck ensuring you'll never run out of cards once his ultimate has painstakingly exiled their lands away.
The "find a wincon that isn't dead when you aren't winning" is even true with some combo decks that aren't aiming to win the resource game such as krark clan ironworks when it was legal where players chose recycling pyrite spellbomb as a wincon as part of an infinite mana loop instead of just casting emrakul because pyrite spellbomb wasn't a dead card in the turns before the combo was executed.
Concise yet thorough.
This is unironically very accurate and helpful.
This is generally how I've learned to build decks over the years. It's the most important question I ask my brother or friends when they show me their deck: what's the wincon? I generally tell them to not neglect doing damage with combat, even if it's only a backup strategy. You never know when you'll need to close the game by beating someone with creatures.
This also reminded me of the Rigo deck I'm gonna make. Still deciding on a wincon exactly but my current idea is poison counters, having a way to generate mites so Rigo can get me more resources if need be. If I can find a Falco Spara card at my lgs then I'll switch to him with a counters strategy mostly
The advamtage of the Commander format is that Commander damage is always an alternate win-con. Maybe it's because of my unending love of Voltron decks, but mo matter how I intend to win, I always slip in some equipment/pocket 'roids/unblockable tricks so that I can eke out a kill via Commander damage. This has become more viable at our table thanks to our new love of Treasure Cruise as a format.
This is a super good video. Never seen it so succinctly described
Man, you are really funny, you have made my day! 😂 .. and also is the most clever point of view of the game than I had seen. I love the idea of the closers and facilitators and It helps to view the Big picture! Thanks!
I personally like picking a thing and then doing that thing and only that thing and then I somehow win. Example play dragons, or play cards from graveyard, or play robots, or play elementals. If I just do that thing I typically end up winning and if I don't win I won in my heart because I did the thing.
This is the most consise and utilitarian deck building guide I've ever seen and I've been in this game literally over 20 years. :V
You're forgetting the option of making your opponent(s) so miserable that they inevitably scoop. One of my favorite strategies!
Card games are my main Genre , and I can say these tips work for alot of them , I sent this to all my card game playing friends even those who don't okay mtg
My first question when looking at a deck is "How does it win?" Great advice!
This is excellent advice, and my decks follow very little of it.
Father mald has given us yet another glorious gift!
Ive built a lot of decks and build around closers is something i should do more. My brain just likes to see the wheels spin.
that is really helpful and identified why a lot of my decks suck. well. thank you very much
this 2 minute video is better than most deck building advice I've seen online tbh. Remember one thing everyone, try to make the game fun for all the players unless you know its going to be competitive. Nobody likes dudes who play demonic consultation into thassas oracle against precons
Pretty sound advice. Another piece of advice for playing competitive, look at the meta and figure out what's winning. Next, figure out what beats that and how. Then figure out what beats that and play that one. Most people stopped at step 2 so if you want to win against them go to step 3. Got that out of some book, but I don't remember which.
I like counting to 10 instead of doing subtraction. (Joking aside, this is a really great breakdown)
product review: did what the description said it would do. 10/10 , will recommend to others. 👍
Legit this is the most helpful advice I've gotten for deck building
Closers just gotta follow my ABH's always be bringin hydras
not clickbait. is actually the best one ive seen
I’m saving this for teaching purposes thank you
This video just gave me an idea for Training Grounds.
I know that his content is focuses around mtg but i feel like this can be applied to most games that require deck building (i say most because i am sure someone can point out games that this doesnt apply to)
Yes and no. Closers are important to any game, but not every game has resource cards. Basic ideas are there though.
@@MisterJackTheAttack true but most other games do still have interaction and facilitators. They likely function differently but do still exist.
Obviously this is a joke but goddamn that was the best, most concise deckbuilding advice I have ever seen.
Only exception I can think of is Control
whose Closer is often "Oh you're out of gas and can't stop my minor repeated number reduction, guess I win"
So for them the Fascilitators often become more important to get right I think
Those still need a closer. "Control" isn't the win condition, it's the theme. The closer would be something like a Planeswalker you've cleared the way for or a big beast like classic Nicol Bolas.
I think this really helped me actually, too many facilitators, not enough closers, thank you
A wise man always has a win-con, I pick Teferi, Hero of Dominaria.
short and simple. Choose an endgoal, choose a path to that endgoal, consider a backup option to the endgoal, do not overfill with unrelated ideas tangentially related to the endgoal. Just gotta slap a color on at the end there and pick a favorite card so that you never draw it when needed dspite having 4 copies, and kick your local green player in the shins.
I want to see you make more videos like this one because you explain this really well
I just started playing MTGA in historic brawl. I built myself a Rivaz deck, so I'm going to apply these tips next time l modify it. Thanks!
This is very helpful, thank you Maldhound
Thank you I’m glad it’s helpful 🙏
I had a deck that I loved, it was fun to play but GOOD GOD was it bad at closing games, it was so bad that I literally added Protean Hulk and had no way to win that turn off of a pile, it was insane how I managed to 'almost' get the deck to work. I think it was the game I TWICE had to tutor for another (slightly better) tutor, at which point I STILL couldn't win that revealed the deck's issue. I also cut lands from it when I was angry because I kept flooding, now it's down to 28, but it runs so much ramp that it really only needs to hit 2 or 3 land drops most games. After some retooling the deck can finally win on the spot, and I don't need to spend 20 minutes figuring out 'nope, I can't win this turn' and pass into the inevitable wipe. That's fine once in awhile, but unless you're trying to build a deck for online content you really need to figure out how your deck wins from the get go, if not that then you need to figure it out very early in the process. I think the deck was perfect for what it was (an unfun to play against 7), but if you're trying to sell a deck as a High Power list it actually needs to win in a reasonable time frame; you can't win by just taking away people's toys, just like it's very hard to win a race by spending your time trying to trip people instead of actually running said race!
For all the jokes he normally makes this is actually pretty good advice lol
Woah, good advice being given straight without any jokes or asides… what have you done with Maldhound?!
This works for many games. You gotta pick your signatures. The ones where the audience watching your anime sit up and go "aw here it comes."
Who is your Dark Magician?
Genuinely a very helpful video. Thanks!
Simply said. Love it.
Funny I deal with triggers, beat face AND instant/sorceries. Vito, exquisite blood archangel of thune and nexus of fate I'm looking at you!!
Damn, didn't expect the title to be accurate.
I did not expect this level of education when clicking the video lol
There is a fourth closer, a D, D for Despair, D for draining their wills to live, D for dragging them so far into blood moon prison that they come out the other side and into real life.
Requesting the trial and roast of Umbris fear manifest. The commander who makes you wish you were against mill.
This is actually an insanely good guide 😂
I'm gonna try this next deck I build, I usually start with a theme, but my decks always fizzle out with no way to really close out the game save for Korvold and Atarka
Oh, hey speaking of Atarka, World render I again request you do a vid on that gal.
Honestly that's actually good advice
Mald out here proving he *is* the Dark Lord of MtG.
Can someone supply this man with several million dollars so we can have a Rich Magic Icon who’s *actually* cool?
0:38 Izzet wizard money gang, we love casting spells
This is a great video. Very well done.
I respect the spellslingers out there wanting to bamboozle and shove a shotgun blast of cantrip spells down there but I've been completely enraptured by the Ghruul mindset of tokyo drifting King Kong directly into your skull by turn 4 and it has become a problem please help.
2:09 alternatively to Blue, if you dont want to make your opponents immediately recognize that you are going to be incredibly annoying or are in your edge teen phase, you can splash black instead. That has the additional benefit of being the current favorite child of WotC, so you have no shortage of rage inducing broken stuff (fuckin Sheoldred the Apocalypse....)
Ya know its time for day 5 of asking for Yuriko :p (good shit my man always a banger)
Jokes aside, this is really solid advice
For those playing commander, your general DOES NOT need to be your closer, but if it isn't and it doesn't facilitate you getting your closer then it will not be an effective deck.
You got 100 cards and only one of them is garanteed, so that better be a 100% satisfaction or your mana back garantee or you will get bodied every time.
Wow, that’s some very good advice. I should go put those Blood Artists in
Or you can ignore all this and spend the next twenty games losing with a Riku of 2 Reflections deck because “NO WAIT I CAN DOUBLE IT” cant be reasonably applied even though you want it to work so very badly…
Just resolve an Eye of the Storm and watch the chaos unfold.
Sounds like you're doubling your losses, so at least you're doubling something, right?
This. Is. Brilliant.
I admit as someone that dislikes blue I had that just splash blue thought pop up a lot so now if I have to put blue in anything its just counter spells and maybe 1 or 2 blue creatures.
I like the idea of combining creature overrun with _Shoot Them In The God Damn Face._
This is really good deckbuilding advice! I came here for the dickbutt memes and learned something along the way!
I have a Lazav deck that has 2 of the 3 win cons. It can win with Commander damage, or the Thasa combo.
Kalamax gang rise up. We can do it all. Cast spells and trigger kalamax. And if that fails, just use the huge Dino boi that has been tapped for 80% of the game to just beat face. Or throw him at people. That is also an option
My dude I need you to do a kaervek the merciless roast. PLEASE I AM BEGGING😂
Very helpful, thanks
Great method, I used a similar one to make my azorius deck recently
My favourite closer, one with nothing
Fun fact: there is a 4th way to close, which is to reduce your health to 0. Yes, it will result in your loss, but would you rather go out on your own terms or your opponent’s
ABC: always be countering
Amazing guide. I play mostly Commander, and I tend to struggle with deck-building mostly because I can't decide which way I want to try and win.
I would like to add that in Commander specifically, once you have built around your closer, if there is an alternate win condition that plays to the strengths of your deck without adding a bunch of dead cards, you may want to consider adding it, since someone likely has a way to prevent your main method of winning.
For example, I have a Jetmir deck that focuses on ramping lands a lot then animating those lands to attack my opponents for lethal in one fell swoop using the massive buffs Jetmir provides. Sometimes combat damage isn't going to do it though (cards that say "your life total can't change" for example), so I put Halo Fountain into the deck. Lands provide a way to tap themselves safely, so once I animate them all I can just tap them for mana and activate the "win the game" ability immediately. It can also provide blockers and card draw early on for a small cost and untapping some tapped creatures, something I need when most of my efforts are spent getting more lands out and finding things to animate lands.
Any thoughts on doing a Timmy vs. Johnny vs. Spike PSA like those old-school safety videos? I could see it being really funny! Cheers
Alternative: play burn and let every card in the deck be the closer
I'm not sure I agree with having exactly one win-con, though it is definitely right over 99% of the time. I think back to born of the gods standard when I was running a UB devotion build. It was basically a removal heavy mono-blue devotion build with some... odd... choices for the supporting creatures, ashiok, desecration demon, and phenax. I'd say like 80% of games were won through damage, but every now and again, I'd drop phenax on a stalled board and my frostburn weirds and wall of frosts would close out the game in a couple turns.
Sometimes the right card for your deck is just sitting there
Its not "Only have one wincon" its "Focus on one or two core goals to win" with those being very broad yet material goals, and also simplified by focusing only on the simplest goals of "make number go down" in this case, but applicable to any wincon, once you have a goal and build around it, including other wincons is something you can think about if its conveniently close(eg you're doing something Burn based and go "huh there sure is a lot of cards that go +1/1 when I ping people, maybe I can have a combat engine"), but going "Oh it would be cool to also add this" without focus on a single end state is a rapid way to end up packing twelve game winning combos that have no overlap and drawing none of them
I’m just slapping all the draft/conjure cards arena has to offer into my deck, and no one can stop me.
Well, I can be stopped, but people fail to stop me a surprising number of times as well.
Although this is a good guide, please note that at a certain point, you will want to make your decks *less* optimal, unless you're playing cEDH
thank you. being a target is bad and also casual games are good
For me it's
Pick at least two closers/combos that way if one is disrupted you can still win
Second ramp/mana
For me it's 30-33 lands and 12-15 ramp (landfall gets extra)
Third interaction
Cheap removal or counterspells 3cmc and under (color dependant on choice)
At least 2-3 board wipes unless your all in on board
Draw/tutors color dependant but consistency is key
Protection is needed weather it's counterspells or booties
Finally it's all a game if you lose or get stopped don't lose your cool as wel. Nobody likes a raging baby or a person who acts super depressed when they lose 😂
I have gone beyond silly needs for “closers”, I only make themed EDH decks at this point. Like running Urza, Planeswalker and the OG Golgothin Sylex. And just looking at the players in the pod as I slap that useless card onto the battlefield.
These tips do not affect Goblin Decks, because goblins win from every angle: Fast Aggro (play 1/1s with haste and pump them with Lords), Hard Combo (Persist shenanigans with Grumgully, Conspicuous Snoop/Kiki-Jiki combo), Arisocrats (Pashalik Mons, Sling-Gang Lieutenant), and just plain midrange threats like Muxus.
You MUST choose your closers based on whether or not they can get it