Magic the gathering theme decks

How to create an effective theme deck for the fantasy card game

Since its inception in 1993, Magic: The Gathering has seized millions of imaginations with its combination of fantasy, strategy and card collecting. From the very first editions of this game, players have attempted to assemble "theme" decks; that is, decks that are oriented around a single strategic point. However, because the rules of Magic: The Gathering restrict players to no more than 4 of a single card per deck (basic lands excluded), constructing an effective theme deck can be a difficult and challenging task.

The first step toward a successful theme deck is to select a good theme. This is less obvious than it at first appears. Many less-experienced players will stack their decks with every card they think might ever be useful. The resulting 5-color, 90+ card decks are very ineffective during play. The same problem invariably haunts beginner theme decks; a player attempting to create a Circle of Protection-based deck finds himself or herself adding Prismatic Wards and creatures with Protection from Black, even though they have nothing to do with the central theme.

An effective theme can be usually summed up in one simple sentence. If you find yourself taking 5 minutes to explain your theme deck to a friend, you need to rethink your plan. A favorite theme of mine has always been the Blue/Black "Tap & Destroy" deck. It revolves around immobilizing your opponent's creatures with cards like Twiddle, Flood and Icy Manipulator, then killing them off with cards like Giant Oyster, Norrit and Royal Assassin, leaving your opponent defenseless against creature attacks. Other popular themes are usually Red/Green Direct Damage (in which Green's mana producing capacity is combined with Red's ability to directly damage opponents and creatures) or Card Reduction/Expansion (in which you attempt to run your opponent out of cards by forcing them to discard or draw excessively).



A good theme deck should have no more than three colors (preferably two), and no more than 65 cards. The fewer cards and colors you add, the more likely you are to draw cards central to your theme earlier in the game. At the core of your deck should be 2 or 3 cards that you have 4 of. If you're attempting to make a Green/Red direct damage deck, you have no excuses not to have 4 Llanowar Elves and 4 Fireballs. From this core, add cards that support your theme, but have other uses as well, such as, in this case, Fellwar Stone (production of mana you do not have) or Wall of Tinder (fast protection against small creatures).

It's important to note that Building a deck entirely of theme cards is generally a bad idea. Going back to the "Tap & Destroy" deck, you could pack the thing with Pit Traps and Ice Floes, but these cards have a very narrow effect during game play. At least Norrits can attack, and Icy Manipulator can be used to tap lands and artifacts in addition to creatures. Best to select a few creatures and spells that a generally regarded as the best in a given color that could, if necessary, work with your theme (in this case, Ray of Command and Sengir Vampire would be good choices).

After you've assembled your theme deck, the best thing you can do is play it as much as possible. See what card combos work well, and which never really come together. Don't let the theme aspect keep you from cutting deadweight. If a theme card is only marginally useful, get rid of it; that makes one less card in the way of something good. Frequent gameplay will also alert you to some of the weaknesses in your deck. Adding 4-5 cards to address these weaknesses is fine, even if they do not relate to your theme. After a few weeks of trading, playing and fine-tuning, you should have a formidable little deck that will impress your friends and earn the respect of your enemies.

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