I've just started playing mtg again, and last month I managed to drag a few friends into the abyss with me. We're playing, drafting, and in general having fun and making merry, but one area they have particular trouble on is deckbuilding/evaluating cards (same with all newbies, I suppose). So, I thought I would make a list of some of the basic rules of deckbuilding for them:
1) Consistency -
Always have sixty cards. Luck is merely consistency at work, and you're more likely to draw that single Exalted Angel if it's not buried under a three hundred card pile of jank. Same with 4-ofs. If you have a card that's clearly better than another card, wouldn't you rather just play two copies of the first one?
2) Synergy -
Your deck should have an overall theme or plan that binds it together - say, aggro or control (or combo, but that's rare for newbies). A single card will do much more if it works towards some larger strategy, such as deal 20 by turn 5 or stall until you draw Exalted Angel. Sum of the parts and all that.
3) Card Effect/Cost Ratio -
This is obvious, but always see whether your card is actually worth it for its cost. I always see new players playing terrible cards because of some random ability that they think will be useful in some niche situation. Compare your card to the current benchmarks (i.e. Watchwolf, Ashenmoor Gouger, Loxodon Hierarch) and see whether it compares.
4) Versatility -
Similar to the previous. Use cards that have use in the maximum amount of situations (unless the effect/cost ratio is worth it, of course. See Spell Snare). A Shriekmaw or Terror will be useful in many situations, whereas a Rend Flesh ends up a dead card half the time (I honestly can't think of anything better right now, but I'm sure everyone can imagine their own crap common vs. Tarmogoyf situation).
5) Mana Curve -
Decks are only fun if you actually get to play something. Make sure you have a sufficient number of two/three drops so you can survive until that Exalted/Pristine Angel can come out and wow your friends.
And other stuff like 21-25 lands (depending on aggro/control), lifegain is terrible(except when it comes with another powerful effect. See Helix or Fetters), and to include removal no matter what color you're running (Wellwisher is fairly crap, but it will win games if no one bothers to run Shock). Oh, and never play Platinum Angel against new players. The *****ing you will receive is unbelievable.
Similar concept, but the main change is Idyllic Tutor as a toolbox (granted, it's a fairly weak toolbox, but that's all I could find at the moment). I also have Rites of Flourishing combined with Ward of Bones/Rule of Law to keep lands and enchantments flowing in without getting overwhelmed. Not perfect, but hopefully a start.
Turn 2 Buried Alive, Turn 3 Footsteps of the Goryo for Protean Hulk and Reanimate for Gilt-Leaf Archdruid. Unlikely, (something like Entomb and Exhume might help with the redundancy issue) but that's the basic concept. The Pinnacle and Dark Depths are superfluous (the win is guaranteed if you pull off Druid), but fun nonetheless.
The main problem with the Archdruid is that you need seven Druids that aren't going to get killed or wander off or anything. That's terribly unlikely, so Protean Hulk can search out up to six Boreal/Heritage Druids, the perfect number for the Archdruid. Phyrexian Vault serves as a draw engine early in the game with the druids and Llanowar Mentor, and you can sac the Hulk to it later.
The only problem is that I still can't deal with any threats at all, and it's not T2 anymore.
I just started playing again, and I need something really budget to get me started. My unlikely combo is Helix Pinnacle, Gilt-Leaf Archdruid and a whole lot of mana-producers - things like Boreal Druid and Bloom Tender. (You could argue that once you actually use the Archdruid you've already won, but the Pinnacle is quite fun).
The problem is, I have no removal, card draw, searchers, or something that will stop Firespout from Texas Chainsaw Massacring me. I want to keep the deck T2, but I don't know anything after Ravnica. I'm thinking a second color is obvious, maybe white for Oblivion Ring and protection, but I'm open to suggestions.
If you want cheap cards, use cardshark.com or something where you can buy a whole bunch of singles for a reasonable cost.
As for your decks, have every one of your cards be one of:
1. Powerful for it's cost. Isamaru is powerful, Grizzly Bears is not. An easy way of telling if a card is good is if its power and toughness is greater or equal to its converted mana cost. An additional ability is great as well (but only if it actually does something).
2. Versatile. For example, Might of Old Krosa can either be used as a burn spell (pumping up your creature during the main phase) or as a combat trick (to save a creature from dying).
3. Part of a combo. This, not so much. Only have cards that are good in a combo in your deck if that combo will win you the game (such as Donate/Illusions of Grandeur).
Quirion Ranger seems like a must for this deck, it can easily generate two or mana a turn by itself. Take out all your non-elf cards other than Overrun, and put in Concordant Crossroads, Timberwatch Elf, and Berserk. Should speed your deck up a lot.
Is there a tool in Photoshop which lets you set up a perspective grid (just lines from a vanishing point) without having to draw lines in individually?
I don't see the point of Momentary Blink when Stuffy Doll is indestructible. (Well, I guess in multiplayer, but wouldn't it be easier just to play another one?)
You need some tutors, Enlightened Tutor is fairly obvious here.
Some more Earthquake/Starstorm type spells would be useful here.
-Your mana base is ****. Put in four of all the neccesary duals (which are only the ones in your main colors like White), and take out the storage lands. Four Gemstone Mines are obvious here as well. Farseek is awesome in a five color deck.
-Why is this deck 5 colors? The only reason you play black at all is for Angel of Dispair. Take it out and put some early creatures in instead. And Lightning Serpent isn't an early creature, its a burn spell.
-Is this deck aggro or control? I'd focus more on the control aspect, and put in four Wraths and some more burn like Char/Psionic Blast.
The charliedonaldson text on the bottom doesn't fit with the above text or the rest of the image at all.
Her face has no contrast with the sky, making it blend in and not stick out.
A more clear and brightly colored border would be better suited for a banner like this.
Throw in a Whispersilk Cloak and you have a deck.
1) Consistency -
Always have sixty cards. Luck is merely consistency at work, and you're more likely to draw that single Exalted Angel if it's not buried under a three hundred card pile of jank. Same with 4-ofs. If you have a card that's clearly better than another card, wouldn't you rather just play two copies of the first one?
2) Synergy -
Your deck should have an overall theme or plan that binds it together - say, aggro or control (or combo, but that's rare for newbies). A single card will do much more if it works towards some larger strategy, such as deal 20 by turn 5 or stall until you draw Exalted Angel. Sum of the parts and all that.
3) Card Effect/Cost Ratio -
This is obvious, but always see whether your card is actually worth it for its cost. I always see new players playing terrible cards because of some random ability that they think will be useful in some niche situation. Compare your card to the current benchmarks (i.e. Watchwolf, Ashenmoor Gouger, Loxodon Hierarch) and see whether it compares.
4) Versatility -
Similar to the previous. Use cards that have use in the maximum amount of situations (unless the effect/cost ratio is worth it, of course. See Spell Snare). A Shriekmaw or Terror will be useful in many situations, whereas a Rend Flesh ends up a dead card half the time (I honestly can't think of anything better right now, but I'm sure everyone can imagine their own crap common vs. Tarmogoyf situation).
5) Mana Curve -
Decks are only fun if you actually get to play something. Make sure you have a sufficient number of two/three drops so you can survive until that Exalted/Pristine Angel can come out and wow your friends.
And other stuff like 21-25 lands (depending on aggro/control), lifegain is terrible(except when it comes with another powerful effect. See Helix or Fetters), and to include removal no matter what color you're running (Wellwisher is fairly crap, but it will win games if no one bothers to run Shock). Oh, and never play Platinum Angel against new players. The *****ing you will receive is unbelievable.
Anything big I missed?
4 Birds of Paradise
1 Helix Pinnacle
2 Mana Reflection
4 Rites of Flourishing
4 Idyllic Tutor
4 Recumbent Bliss
2 Austere Command
3 Ward of Bones
2 Rule of Law
1 Story Circle
1 Endless Horizons
1 Greater Auramancy
1 Porphyry Nodes
10 Plains
Similar concept, but the main change is Idyllic Tutor as a toolbox (granted, it's a fairly weak toolbox, but that's all I could find at the moment). I also have Rites of Flourishing combined with Ward of Bones/Rule of Law to keep lands and enchantments flowing in without getting overwhelmed. Not perfect, but hopefully a start.
And another shot at the Archdruid combo:
4 Boreal Druid
4 Birds of Paradise
4 Protean Hulk
1 Glit-Leaf Archdruid
3 Diabolic Intent
4 Footsteps of the Goryo
4 Reanimate
3 Putrefy
1 Dark Depths
13 Forest
10 Swamp
Turn 2 Buried Alive, Turn 3 Footsteps of the Goryo for Protean Hulk and Reanimate for Gilt-Leaf Archdruid. Unlikely, (something like Entomb and Exhume might help with the redundancy issue) but that's the basic concept. The Pinnacle and Dark Depths are superfluous (the win is guaranteed if you pull off Druid), but fun nonetheless.
4 Devoted Druid
4 Heritage Druid
3 Gilt-Leaf Archdruid
3 Llanowar Mentor
4 Protean Hulk
2 Mana Reflection
3 Primal Command
2 Summonor's Pact
2 Fracturing Gust
4 Phyrexian Vault
4 Treetop Village
17 Forest
The main problem with the Archdruid is that you need seven Druids that aren't going to get killed or wander off or anything. That's terribly unlikely, so Protean Hulk can search out up to six Boreal/Heritage Druids, the perfect number for the Archdruid. Phyrexian Vault serves as a draw engine early in the game with the druids and Llanowar Mentor, and you can sac the Hulk to it later.
The only problem is that I still can't deal with any threats at all, and it's not T2 anymore.
The problem is, I have no removal, card draw, searchers, or something that will stop Firespout from Texas Chainsaw Massacring me. I want to keep the deck T2, but I don't know anything after Ravnica. I'm thinking a second color is obvious, maybe white for Oblivion Ring and protection, but I'm open to suggestions.
4 Devoted Druid
4 Heritage Druid
4 Elvish Harbinger
3 Llanowar Mentor
3 Bloom Tender
4 Helix Pinnacle
2 Mana Reflection
4 Harmonize
3 Primal Command
3 Mosswort Bridge
1 Pendlehaven
13 Forest
Not if you buy cards from the same seller. Just find a couple sellers that have all the cards you want, then the shipping is fairly cheap.
As for your decks, have every one of your cards be one of:
1. Powerful for it's cost. Isamaru is powerful, Grizzly Bears is not. An easy way of telling if a card is good is if its power and toughness is greater or equal to its converted mana cost. An additional ability is great as well (but only if it actually does something).
2. Versatile. For example, Might of Old Krosa can either be used as a burn spell (pumping up your creature during the main phase) or as a combat trick (to save a creature from dying).
3. Part of a combo. This, not so much. Only have cards that are good in a combo in your deck if that combo will win you the game (such as Donate/Illusions of Grandeur).
You need some tutors, Enlightened Tutor is fairly obvious here.
Some more Earthquake/Starstorm type spells would be useful here.
-Your mana base is ****. Put in four of all the neccesary duals (which are only the ones in your main colors like White), and take out the storage lands. Four Gemstone Mines are obvious here as well. Farseek is awesome in a five color deck.
-Why is this deck 5 colors? The only reason you play black at all is for Angel of Dispair. Take it out and put some early creatures in instead. And Lightning Serpent isn't an early creature, its a burn spell.
-Is this deck aggro or control? I'd focus more on the control aspect, and put in four Wraths and some more burn like Char/Psionic Blast.
The charliedonaldson text on the bottom doesn't fit with the above text or the rest of the image at all.
Her face has no contrast with the sky, making it blend in and not stick out.
A more clear and brightly colored border would be better suited for a banner like this.