As the game's website confirms, "each color has its own strengths, weaknesses, and personality" and "one of the coolest aspects of Magic is its unlimited freedom. With so many cards and combinations to explore, a huge part of the fun is discovering your own decks and using them to confound your opponents. Fewer things are more satisfying than playing a deck that nobody’s ever seen before, especially when you win with it!"
Any mtg player worth their planeswalker spark knows this to be an incontestable truth, yet I have found a special Deckbuilding approach (for 60-card standard format) that works for all colors and color-combinations – one which has won me far more games than lost. Hence I thought it would be nice to share it:
- A minimum of 23 lands (24 if a two-color deck, with 12 of each color).
- No more than three cards with a mana-cost of 5 or above.
- Exactly seven cards with mana-cost of 4.
- The remaining cards are all of 3 mana-cost or lower.
- Several creatures with Flying and/or cards capably of stopping flyers.
- Make sure every card has a special ability (i.e. no throwaways).
- (It is not strictly necessary, but, if possibly, a couple cards capable of destroying Enchantments & Artifacts can be helpful.)
Anyway, just thought I ought to share this and end by saying that this Deckbuilding style is based off something I learned from John Flanagan's Ranger's Apprentice series: In battle it is better to do a few simple things really well than count on the success of a long and/or complex strategy. The enemy will not wait for you.
(The four cards at the corners are those that I consider to be my signature cards, though some might argue that the Preserver should be replaced by a certain Lunarch Marshal. More to the point, thought, the one that has annoyed by friends most often is, at face value, the weakest of the lot: Dauntless River Marshal.)