Tag: Casual Magic

  • The Complete Guide to Casual MTG Deckbuilding

    The Complete Guide to Casual MTG Deckbuilding

    Building your own Magic: The Gathering deck is one of the most rewarding parts of the game. There is nothing quite like sitting down across from a friend, shuffling up sixty cards you chose yourself, and watching your plan come together. But if you have ever stared at a pile of cards and thought, “Where do I even start?” — you are not alone.

    This guide walks you through everything you need to build a casual MTG deck that actually works. Whether you are constructing your first 60-card kitchen table deck or assembling a Commander list for your Friday night group, the fundamentals here will help you build something focused, fun, and competitive enough to hold its own.

    Why Deck Size Matters More Than You Think

    Here is the single most important rule in deckbuilding, and the one that new players break most often: stick to the minimum deck size.

    For most constructed formats, that means 60 cards. For Commander (EDH), it means exactly 100 cards (99 cards plus your commander). You might feel tempted to squeeze in a few extra cards because they all seem good. Resist that urge.

    The math is straightforward. If you have a key card in your deck and you are running 60 cards with four copies, you have roughly a 40% chance of seeing it in your opening hand. Bump the deck to 75 cards and that probability drops to about 33%. At 90 cards, you are below 28%. Every card you add above the minimum makes your best cards harder to find.

    This is not just about probability — it affects your entire game plan:

    • Consistency drops. You draw the right card at the right time less often.
    • Mana ratios get blurry. A good deck needs a precise balance of lands to spells, and extra cards throw that ratio off.
    • Games take longer. Oversized decks are harder to shuffle, slower to execute their plan, and more frustrating to pilot.

    If you find yourself unable to cut down to the minimum, that is usually a sign your deck is trying to do too many things at once. Which brings us to the next point.

    Start With a Central Idea

    Every good deck starts with a question: What is this deck trying to do?

    Maybe your answer is “attack with a swarm of small creatures before the opponent stabilizes.” Maybe it is “control the board until I can land a massive game-ending threat.” Maybe it is “assemble a two-card combo and win on the spot.” All of those are valid answers — the key is picking one and committing to it.

    New deckbuilders often fall into the trap of building what experienced players call a “good stuff pile.” You open your collection, pull out every powerful card in your colors, and shuffle them together. The problem is that a deck full of individually strong cards with no shared purpose will lose to a focused deck with a clear plan almost every time. Synergy beats raw power.

    How to Find Your Focus

    1. Pick your win condition. How does this deck actually win the game? Name it specifically.
    2. Choose cards that support that plan. Every card in your deck should either advance your win condition, protect it, or buy you time to execute it.
    3. Ask the hard question for every card. Before including something, ask: “Does this help my deck do what it wants to do?” If the answer is no — even if the card is powerful — leave it out.

    Here is a practical example. Say you are building a green-white deck around the idea of going wide with creature tokens. Cards like Adeline, Resplendent Cathar, Raise the Alarm, and Intangible Virtue all support that plan directly. But if you also jam in a copy of Vorinclex, Monstrous Raider just because it is a big green creature you own, you are diluting your strategy. That card costs seven mana in a deck that wants to win before turn seven, and it does not create or buff tokens.

    Every card earns its slot, or it does not make the cut.

    Staying Focused in Commander

    Commander adds a unique challenge because you are working with 100 singleton cards instead of 60 cards with up to four copies each. Maintaining focus in a 100-card deck requires extra discipline.

    A popular method is the Rule of 8s (sometimes called the “8×8 method”). The idea is simple:

    1. Identify 8 categories your deck needs (such as ramp, card draw, removal, win conditions, protection, and so on).
    2. Assign roughly 8 cards to each category.
    3. That accounts for 64 cards. Add 36 lands, and you have your 100.

    This is not a rigid formula — some categories might get 6 cards while others get 10 — but it provides a solid skeleton that keeps your deck from drifting into unfocused territory. You can always tune the numbers after playtesting.

    For a deeper dive into aggressive strategies, check out How to Build an Aggro Deck. If you are more interested in reactive strategies, we also have a guide on Building Your First Control Deck.

    Building on a Budget

    Not everyone wants to drop hundreds of dollars on a deck, and you absolutely do not have to. Some of the most fun casual games happen with budget brews that cost less than a single chase mythic rare.

    Set a Budget Before You Start

    Before you start shopping for singles, decide how much you are willing to spend. Having a hard number in mind — whether that is $25, $50, or $100 — prevents you from rationalizing “just one more expensive card” over and over until you have accidentally spent far more than you planned.

    A few budget-friendly approaches:

    • Set a per-card ceiling. Decide that no single card in the deck will cost more than $2 (or $5, or whatever your threshold is). This forces creative card choices and often leads to more interesting decks.
    • Build the deck first, buy second. Assemble the full list on a free tool like Moxfield or Archidekt and check the total price before purchasing anything.
    • Upgrade over time. Start with budget versions and swap in pricier cards as you go. You do not need the perfect version on day one.

    Finding Budget Card Alternatives

    One of the best deckbuilding skills you can develop is finding cheaper cards that do a similar job to expensive staples. The effect will not always be identical — budget alternatives usually come with a slightly higher mana cost, a smaller body, or some other drawback — but they often get the job done well enough for casual play.

    Here are some examples of expensive cards and their budget-friendly substitutes:

    Expensive Card Budget Alternative Notes
    Swords to Plowshares (~$3-5) Path of Peril, Condemn, or Declaration in Stone Swords is still affordable compared to many staples, but these alternatives work well in casual
    Farewell (~$8-12) Austere Command, Cleansing Nova, or Doomskar Board wipes at different price points and flexibility levels
    Ignoble Hierarch (~$8) Llanowar Elves, Elvish Mystic, or Elves of the Navel One-mana dorks are plentiful and most cost pennies
    Shock Lands (~$10-15 each) Gain lands, campuses, or basic lands A mana base of basics and budget duals works fine at the kitchen table
    Rhystic Study (~$30-40) Curiosity Crafter, Reconnaissance Mission, or Keep Watch Commander staple with plenty of cheaper card-draw options available

    The best tool for finding alternatives is Scryfall. Use its advanced search syntax to find cards with similar abilities. For example, searching o:"destroy all creatures" cmc<=5 usd<1 shows you every budget board wipe in the game. Scryfall’s syntax takes some learning, but it is the single most powerful card search engine available and it is completely free.

    Use Proxies to Playtest

    Before spending real money, proxy your deck. A proxy is simply a stand-in for a card you do not own — you can write the card name and key abilities on a basic land with a marker, print paper proxies to slip in front of bulk commons in sleeves, or use a service like MakePlayingCards for higher-quality test prints.

    Proxies let you answer the most important question before you buy: “Is this deck actually fun to play?”

    Most casual playgroups are fine with proxies, especially during the testing phase. Just communicate with your group about it. The goal is to make sure you enjoy the deck before investing in it.

    Playtesting: Test Before You Invest

    Playtesting is not just for competitive players grinding tournament lists. Even casual deckbuilders benefit enormously from running their deck through a few games before committing to a final version. It shows you what works, what sits dead in your hand, and where the gaps are.

    Digital Playtesting Tools

    You have more free playtesting options in 2026 than ever before:

    • MTG Arena — The official free-to-play digital client. Great for testing Standard and Explorer-legal decks. The matchmaking system means you will face real opponents with real decks.
    • Cockatrice — A free, open-source client where you can build any deck with any card and play against others online. No card restrictions and no cost. The interface is not flashy, but it gets the job done and supports every format.
    • Tabletop Simulator — A paid app on Steam with community-made MTG modules. Feels closest to paper play. Good for testing Commander games with your actual playgroup remotely.
    • Moxfield — While primarily a deck builder, Moxfield has a playtest feature that lets you goldfish (play solo against no opponent) to test your mana curve, opening hands, and draw sequences. It also calculates deck price automatically and shows you mana distribution charts.
    • Archidekt — Another excellent deck builder with a built-in playtester, card recommendations, and Commander-specific analytics like color pip distribution and EDHREC synergy scores.

    What to Look for When Playtesting

    Run through at least 10-15 sample games (or goldfish sessions) and pay attention to:

    • Opening hands. Are you consistently getting a playable mix of lands and spells? If you are mulliganing more than 30% of the time, your ratios are off.
    • Mana curve. Do you have something to do on turns one through four? Or are you sitting idle until turn five? A common mistake in casual decks is loading up on expensive spells and having nothing to do early.
    • Dead draws. Are there cards that consistently sit in your hand doing nothing? That is a sign they do not belong.
    • Win condition access. Can you reliably find or draw into your win condition? If not, you may need more card draw, tutors, or redundant copies of similar effects.

    Playtesting saves money. There is no worse feeling than buying a full deck of singles, shuffling up, and realizing after three games that it does not work. Test first, buy second.

    Building Your Mana Base

    Your mana base is the engine of your deck. Even the most brilliant strategy falls apart if you cannot cast your spells on time. New deckbuilders tend to underthink their lands, but this is one of the areas where a little attention pays off the most.

    Land Count Guidelines

    As a starting point:

    Format Typical Land Count Notes
    60-card aggro 20-22 lands Low curve, wants to spend mana on spells every turn
    60-card midrange 23-25 lands Needs to hit land drops through turn 4-5
    60-card control 25-27 lands Wants to hit every land drop, often runs expensive spells
    Commander 35-38 lands Plus 8-12 pieces of ramp (mana rocks, mana dorks, land ramp)

    These are guidelines, not rules. A deck packed with cheap one-mana and two-mana spells can afford fewer lands. A deck with multiple six-drops needs more.

    Choosing the Right Lands

    If you are playing more than one color, you need lands that produce multiple colors of mana. Here is a quick rundown of the major options from least to most expensive:

    • Basic lands — Free, reliable, and never enter tapped. Do not underestimate a mana base that is mostly basics.
    • Gain lands / life lands — Enter tapped but gain you 1 life. Available for every color pair and cost pennies. Fine for casual play.
    • Slow lands (Haunted Ridge, Dreamroot Cascade, etc.) — Enter untapped if you control two or more other lands. Excellent for mid-game and very affordable.
    • Pain lands (Yavimaya Coast, Caves of Koilos, etc.) — Tap for colorless freely, or pay 1 life for a color. Untapped and budget-friendly. A classic that has aged well.
    • Pathway lands (Branchloft Pathway, Clearwater Pathway, etc.) — Modal double-faced lands that you choose a side for when you play them. Always enter untapped.
    • Shock lands (Breeding Pool, Blood Crypt, etc.) — Enter untapped if you pay 2 life. The gold standard for multicolor mana bases, searchable with fetch effects, but they run $10-15 each.
    • Surveil lands (Underground Mortuary, Thundering Falls, etc.) — The newest dual land cycle. Enter tapped unless you pay 3 life, and let you surveil 1 when they enter. A strong budget-to-mid option.

    For casual play, a mix of basics, pain lands, and slow lands gives you a smooth, affordable mana base. You do not need fetch lands and shock lands to have fun at the kitchen table.

    For a more detailed breakdown, check out our Guide to Building a Mana Base.

    Know Your Metagame

    Deckbuilding does not happen in a vacuum. The best casual deck in the world is the one that is tuned to beat the decks you actually play against.

    Your metagame — often shortened to “the meta” — is the collection of decks and strategies you regularly face. In competitive Magic, the meta is defined by tournament results and online data. In casual Magic, it is defined by your playgroup.

    Questions to Ask About Your Meta

    • What decks do your friends play? Does your group lean toward creature-heavy strategies, combo decks, or control?
    • What cards give you the most trouble? If one friend’s Atraxa deck takes over every game, your deck needs a plan for that.
    • What do you consistently lose to? Identifying patterns in your losses is the fastest way to improve your deckbuilding.

    Adapting Without Losing Focus

    The key to metagame adjustment is making targeted changes without gutting your core strategy. A few examples:

    • If your group plays lots of creatures, include efficient removal like Go for the Throat, Swords to Plowshares, or Path to Exile.
    • If someone always resolves a game-ending enchantment, make sure you have answers like Nature’s Claim, Boseiju, Who Endures, or Farewell.
    • If graveyard strategies are common, slot in Unlicensed Hearse, Rest in Peace, or Soul-Guide Lantern.
    • If artifacts are everywhere, Collector’s Vault, Vandalblast, or Brotherhood’s End can clean up the board.

    In Commander specifically, you can use EDHREC to look up any commander and see the most commonly played cards. This helps you anticipate what your opponents might be running and plan accordingly.

    The goal is not to turn your deck into a pile of answers — it is to make smart, surgical swaps that shore up your weaknesses while keeping your main plan intact.

    Putting It All Together: The Deckbuilding Checklist

    Before you sleeve up and shuffle, run through this checklist:

    1. Stick to the minimum deck size. 60 cards for constructed, 100 for Commander. No exceptions.
    2. Define your win condition. You should be able to explain in one sentence how this deck wins.
    3. Every card earns its slot. If a card does not advance your plan, protect it, or buy time, cut it.
    4. Check your mana base. Make sure your land count and color distribution support your curve.
    5. Playtest before you buy. Use Moxfield, Cockatrice, or paper proxies to test the deck first.
    6. Adapt to your playgroup. Tune your removal, answers, and interaction based on what you actually face.

    These fundamentals apply whether you are building a $20 budget brew or a $500 optimized Commander deck. The principles do not change — only the card quality does.

    Recommended Deckbuilding Resources

    If you want to go deeper, here are the tools and sites worth bookmarking:

    • Scryfall — The best card search engine. Learn the advanced syntax and you can find any card for any situation.
    • EDHREC — The definitive Commander resource. Shows you the most popular cards for any commander, plus budget filters and theme pages.
    • Moxfield — Clean deck builder with playtesting, price tracking, and community deck sharing.
    • Archidekt — Feature-rich deck builder with Commander-focused analytics and recommendations.
    • MTG Goldfish — Deck lists, metagame data, budget deck series, and price tracking across formats.

    Frequently Asked Questions

    How many lands should I put in a 60-card deck?

    Most 60-card decks run between 22 and 26 lands, depending on the average mana cost of your spells. Aggressive decks with low curves (lots of one-drops and two-drops) can get away with 20-22. Midrange and control decks that need to hit land drops consistently should run 24-26. Use the Frank Karsten mana base article as a reference for precise numbers.

    How many lands do I need in a Commander deck?

    A typical Commander deck runs 35-38 lands, supplemented by 8-12 ramp sources (Sol Ring, Arcane Signet, Cultivate, mana dorks, and similar effects). Lower-curve decks can go down to 33-34 lands with heavy ramp packages, while higher-curve decks should lean toward 37-38. The Rule of 8s framework from earlier in this guide is a good starting point.

    Is it okay to use proxies in casual play?

    Yes, and you should — especially during the playtesting phase. Most casual playgroups welcome proxies as long as you communicate openly about it. Proxies let you test a deck before spending money, try out expensive cards you are considering purchasing, and keep power levels balanced in your group. Just ask your playgroup what their policy is before showing up with a fully proxied deck.

    What is the best format for a new player to start deckbuilding in?

    Commander is the most popular casual format and has the widest card pool, but that can be overwhelming for a brand-new deckbuilder. If you are just starting out, consider building a simple 60-card casual deck first to learn the fundamentals — land ratios, mana curves, and card selection. Once you are comfortable with those basics, Commander is an excellent next step. Preconstructed Commander decks are also a fantastic entry point that you can customize over time.


    This post is part of The Ultimate Guide to Deckbuilding series, a modernized version of The Casual Planeswalker’s original guide. Check out the other posts in this series:


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    Example Decks

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  • Casual Friday–The Surge of the Immersturm

    Casual Friday–The Surge of the Immersturm

    Warstorm SurgeThe Planechase format brought about a new way to experience the many places of the Magic Multiverse. We had a look at planes both new and old, from Murasa
    Murasa
     in Zendikar to Cliffside Market
    Cliffside Market
    from the plane in which the set Mercadian Masques originates. The planechase set also gave us a look at planes that have not been used or even seen in any cards before, with the Immersturm of Valla being one such card. Now with M12’s Warstorm Surge, we can harness the power of the Immersturm for ourselves.

    While the plane is very new, the ability of dealing damage when creatures enter the battlefield is not. Pandemonium
    Pandemonium
    is a cheaper alternative that allows creatures to deal damage equal to their power when they enter the battlefield as well. However this card is more like the Immersturm plane than Warstorm Surge, allowing even opponent’s creatures to deal damage. Where Ancients Tread
    Where Ancients Tread
    allows you to deal 5 damage whenever you play a creature with power 5 or greater, appropriate to the theme of Naya. Yet this card isn’t able to truly make use of the power of creatures like Warstorm Surge, which can deal even more damage if you can get creatures that are big enough for it. Immersturm

    The biggest drawback of Warstorm Surge over these other cards is that it costs 6 mana to play. In red that’s a lot of time that could be spent burning your opponent to death, but this is definitely a casual card to build a deck around. A Pyretic Ritual
    Pyretic Ritual
    or two can help get you the enchantment out a little earlier. Otherwise the deck can be filled with creatures. Burn spells aren’t really needed since Warstorm Surge turns every creature into a burn spell. There are plenty of red creatures with tons of power that can utilize the Immersturm well. Even if they have low toughness they can now get through to deal damage. Lightning Elemental
    Lightning Elemental
    can scorch your opponent or perhaps that one creature that is blocking for them. Even a wall can be a deadly opponent in the Immersturm, particularly one made of torches. The coolest card for this from M12 is definitely Furyborn Hellkite. If you dealt damage to your opponent then that means you can get 12 more damage on him from one creature entering the battlefield! So late in the game that should spell the end for your opponent. Furyborn Hellkite

    Warstorm Surge can also be very useful with help from its ally colors, black and green. Green is a clear winner for having the most big creatures to fling damage at your opponent. Garruk’s Horde
    Garruk’s Horde
    is 7 damage right there and it can help you draw into even more creatures for more damage. Doubling Chant
    Doubling Chant
    can get you more damage from some creatures that may have already been on the battlefield prior to the Warstorm Surge being played. In black there are some trickier ways to get damage through with Warstorm Surge. Reassembling Skeleton
    Reassembling Skeleton
    can be a constant source of 1 damage if you’re willing to pay the two mana to bring it back every time. Grave Titan
    Grave Titan
    , a 6/6 himself, also comes with two 2/2s that allow you to distribute damage a little bit. Sutured Ghoul
    Sutured Ghoul
    also has a lot of potential late in the game. You can exile the rest of your graveyard to make him as big as you want, perhaps even beyond 20 to win the game with one attack!

    Warstorm Surge is a great card with an effect that we don’t see on a whole lot of cards. For a little more mana than Pandemonium, it keeps the damage-causing effect to your creatures only. What kind of creatures do you think would fit well with Warstorm Surge? I know I’m itching to make use of Norin the Wary
    Norin the Wary
    with this card!

  • Gather Your Allies and D12

    Gather Your Allies and D12

    Last week saw the release of the latest Duels of the Planeswalkers video game. Just like last year’s game, Duels of the Planeswalkers 2012, or D12, challenges your Magic skills against the planeswalkers of the multiverse. D12 gives you both regular 1-on-1 games against opponents as well as challenges that force you to try to win the game in one turn given a specific situation just like the last game. The newest addition to this game is a great one for us casual Magic players. D12 adds Archenemy to the mix, allowing you to play 3-on-1 games against the AI or with two human allies. This latest game also comes with a number of new decks to use as well as new improvements to make for a pretty cool game.D12

    The most important part of any game of Magic is the deck, and this time around they are a lot more exciting. I played through most of the game with Gideon’s white deck, which focuses on equipment. Many of the decks include cards from Commander, or even M12, giving you the first chance to use cards such as Gideon’s Avenger
    Gideon’s Avenger
    and Lord of the Unreal
    Lord of the Unreal
    . Through the playing of these decks, it is also possible to unlock new cards for the deck and many of them are now very useful. These all feel like more competitive decks now with good synergy, rare cards, and mythic rare cards such as the Sword of War and Peace
    Sword of War and Peace
    . If these decks are ever printed as pre-cons like the last Duels of the Planeswalkers they are sure to be very fun decks to play.

    The new D12 is improved greatly in allowing greater customization of the decks you build, even though they are still limited to preconstructed decks. Each deck comes with 16 new cards that you unlock by using those decks in the D12 campaign. Unlike the first game, however, you are able to take cards out of the deck rather than just add in the bonus cards. Most Magic players would agree that it is best to have a deck only have around 60 cards in order to allow it to consistently play at its best and now this is possible in D12. Like any pre-con there are a couple cards that aren’t quite the best fit and now you don’t have to suffer through playing them against your opponents. Kiora Atua

    Opponents in D12 include all the newest planeswalkers such as Gideon and Jace all the way up to the baddest dudes including Karn and Nicol Bolas. They have also introduced a new planeswalker, Kiora Atua. She has a U/G deck that puts a focus on creatures which is new for a blue planeswalker. If she makes it to a card then I would expect some awesome merfolk or leviathan decks. All the planeswalkers, except for Nicol Bolas, are a part of the normal campaign made up of 1-on-1 games. You also face these planeswalkers in the Archenemy campaign with Nicol Bolas as the final opponent. The first few games of both campaigns shouldn’t be too difficult because they basically have preconstructed decks, but there are extra challenges for those that find them a little too easy.

    A third campaign, called revenge, has you facing off against the planeswalkers again in rematches with their stronger cards unlocked. This campaign is the real test of your Magic skills and can be a bit tougher even if you are able to utilize your bonus cards. For those looking to further test their skills there are also the one-turn-win challenges. These challenges also serve as tutorials for newer Magic players testing your knowledge of trickier abilities such as trample, flying and reach, and first strike with deathtouch. For Magic veterans the more difficult challenges should still put your skills to the test. One even starts on your opponents turn with one of your creatures about to kill you once your turn starts!

    Frost TitanInferno TitanGrave Titan

    D12 has a lot to offer and whether you like a casual game with friends in 1-on-1, Two-headed Giant, or Archenemy you’re sure to enjoy this game. If you prefer to test your Magic skills there are games against increasingly more powerful AI opponents as well as challenges against decks that use new cards that have only recently been revealed and some that haven’t even been released yet!

    For those that also play the physical card game regularly there are special promo cards for purchasing the game as well! For $10 you can buy D12 online and receive a coupon for a Frost Titan if you bought it on Steam, an Inferno Titan if you buy it on Playstation 3, and a Grave Titan if you bought it on Xbox Live! All these promo cards are foil and look awesome so if you’re looking to get one of these titans you might as well get a cool promo card and a new game to try out other new cards and decks!

  • Deck Library – “Montoya’s B/R Vampires”: A Victory for Casual Play

    Deck Library – “Montoya’s B/R Vampires”: A Victory for Casual Play

    This may seem counterintuitive, even paradoxical, but I’m going to take a moment on this blog to praise the decklist of the winning player at this weekend’s SCG Open Series in Denver. This isn’t unusual at all for a Magic blog, but we’re more of a kitchen-table crowd here and we like our Magic like we like our Fridays – casual.

    Because this site is geared toward casual players, we’ve got a lot to say to and about those of you who don’t spend hundreds of dollars on a single deck. Obviously, there are a lot of casual players who are willing to wheel and deal (and spend big) for their playset of Jace, The Mind Sculptor, but if you’ve played in a competitive setting recently you’re probably more than sick of Jace, of Stoneforge Mystic, of Lotus Cobra, and the rest of the standard fare out there.

    To fully “suit up” with all the best mythic rares can cost hundreds of dollars, which isn’t exactly an option for a lot of us, that’s why I want to highlight Bradon Montoya’s deck from this weekend’s competition.

    B/R Vampires
    Creatures:Gatekeeper of Malakir
    Manic Vandal
    Manic Vandal
    X3
    Pulse Tracker
    Pulse Tracker
    X4
    Kalastria Highborn
    Kalastria Highborn
    X4
    Bloodghast
    Bloodghast
    X4
    Gatekeeper of Malakir
    Gatekeeper of Malakir
    X4
    Vampire Lacerator
    Vampire Lacerator
    X4
    Viscera Seer
    Viscera Seer
    X3 

    Instants:
    Lightning Bolt
    Lightning Bolt
    X4
    Dismember
    Dismember
    X3
    Go for the Throat
    Go for the Throat
    X4

    Land:
    Swamp
    Swamp
    X6
    Marsh Flats
    Marsh Flats
    X1
    Dragonskull Summit
    Dragonskull Summit
    X4
    Verdant Catacombs
    Verdant Catacombs
    X4Bloodghast
    Lavaclaw Reaches
    Lavaclaw Reaches
    X4
    Blackcleave Cliffs
    Blackcleave Cliffs
    X4

    Sideboard:
    Skinrender
    Skinrender
    X2
    Dark Tutelage
    Dark Tutelage
    X3
    Crush
    Crush
    X2
    Doom Blade
    Doom Blade
    X1
    Arc Trail
    Arc Trail
    X4
    Mark of Mutiny
    Mark of Mutiny
    X3

     

    Why I like it:

    1. It’s got great flavor: One of my favorite aspects of deck building is putting together a deck with a cohesive flavor. This deck is not only tribal, centering on vampires, but the splash of Red is consistent with the aggressive nature of the Black core.
    2. It’s cheap: The most expensive aspect of this deck is the lands, and even they’re not bad. There are no mythic rares here, and much of this deck’s core consists of commons and uncommons. Most players, even if they’re reasonably new to the game would have little trouble doing some small-time trading with friends and assembling this deck, though perhaps with some modification to account for a limited supply of the rare lands.
    3. It beat Caw-Blade: Most people have had it up to Squardron Hawk cruising-height with Caw-Blade. This deck does a great job answering Caw-Blade with minimal artifact and creature hate without going way out of its way to be the anti-Caw. Any deck right now that is not Planeswalker-Pals w/ Titan Support or Caw-Blade has my vote, and this deck has done that exceptionally well.
    4. It’s creative: Okay, so maybe liking vampires isn’t the most cultural innovative thing a person can do right now, but at least it’s not the by-the-book “Competitive Magic” deck. It resists the temptation of Stoneforge, Planeswalkers, Tempered Steel, the titans, and even Infect. Not even a Phyrexian mana symbol in sight.

     

    So, kudos to you, Brandon, from The Casual Planeswalker. Congrats on your win this weekend and thank you for doing your part to shake up competitive play in Standard just a little bit.

  • Casual Commander Cards

    Casual Commander Cards

    Elder Dragon Highlander, or EDH, has always been popular among casual players. EDH decks always have the biggest spells that would usually be too expensive to be useful in constructed formats. Now that Wizards is supporting the format, officially calling it Commander, they are adding 51 new cards that are not a part of standard Magic. These cards are made with casual play in mind and a lot of them support multiplayer games or plain old fun. Here are a few examples cool cards that will add a lot of fun to casual Magic.

    Collective VoyageJoin Forces Cards – Join Forces is a new mechanic that is unique to the Commander set and is highly geared toward multiplayer Magic. These cards allow every player to come together to spend their extra mana for some powerful effects. I’ve noticed that a lot of these cards speed up the game, letting everyone get big effects if they can put in the mana for it. The coolest card of these is undoubtedly Collective Voyage. Most EDH games don’t have a whole lot happening on the first few turns because if anyone wanted to play cheap cards they could play a 60-card deck. This card lets everyone ramp up their mana to play the coolest cards in their deck.

     

     

    Vow of WildnessThe Vows – This cycle of cards is really something that can only be done in the casual format. These power up creatures but the enchanted creature can’t attack you. The Vows could be put on your creatures, but they would reach their full potential on other creatures in a multiplayer game. You can beef up another creature, which makes them want to attack with it, but they can’t attack you! With the vows on your opponent’s creatures you get a little bit of control over them and they will probably be attacking some other opponents.

     

    Archangel of StrifeArchangel of Strife – I like Archangel of Strife because it offers some simple choices: war or peace. Both choices give great bonuses that can wreck your opponent or make your creatures able to take a big beating. I’m not sure how useful the ability will be, but it players can make interesting choices to mix up the game a bit. In a game with 2 players, a card like this wouldn’t be nearly as fun. Even with 3 players there is probably someone that made the other choice and they can start playing differently once the Archangel hits the field.

    Death by DragonsDeath by Dragons – This is a really fun card that allows you to pick on someone that is getting a pretty big lead. They won’t be feeling so hot when everyone else gets a 5/5 flying dragon to even the odds. The card works great in multiplayer games and should encourage players to attack the person without a 5/5 dragon available to block. Of course sometimes in games with spells this powerful, the lonely opponent without a dragon is probably capable of wiping the board clean. Either way, Death by Dragons is a great wake to shake up the game state.

     

    Edric_Spymaster_of_TrestEdric, Spymaster of Trest – Edric is a great new creature that adds some diplomacy to your games. As long as you have him on the field other players have a pretty big incentive to attack one of your opponents. While it does give other players cards, you do get some peace as they point they’re creatures at someone else. Of course Edric can also give you cards too for doing what you normally do and in a team game he is even better!

  • Just for Fun – Webcomics

    Just for Fun – Webcomics

    Playing casual is a lifestyle. As a casual player, you think less about sideboards and more about Fatties. You spend less time following the big decks from last week’s Grand Prix, and more time innovating combos that will rock your playgroup.

    Most of what you do is “Just for Fun” and we think that’s awesome. So, in our effort to always make you smile and to deliver content that players like you will love, we give you

    Our Top 5

    Magic: The Gathering Webcomics


    1. Top Dorks/Casual Crew – Since I know you already salivate at the idea of your bi-weekly dose of the Top Dorks webcomic, created by our own Nick Roelofs, I’ll just consider this a reminder. They’re new every Tuesday and Thursday and they’re only getting better!

     

    2. Inkwell Looter – This is my favorite new source of great MTG parody and satire. There is about a year’s worth of archive to check out, and, though the posts aren’t regular, the art and humor is second to none. Be sure to support him by following him on Twitter and “Like”ing his Facebook page.

    Below is a lovely homage to the Stoneforge/Squadron Hawk combo that has been so prominent in Standard for what seems like years…


    3. Tales from the Pit – Created by Mark Rosewater, Magic’s head designer, these comics center on the misadventures and productivity issues of the R&D department at Wizards of the Coast.

    They’re pretty funny even if you don’t always understand the finer points of R&D which are being mocked. In the past month they’ve also been a source of spoiler-esque information on upcoming sets, like the victory of Giant Spider over Giant Growth.

    4. Lotus Cobra is EvilHave you ever had the sneaking suspicion that a card wasn’t just “mythic” or “in need of nerfing”, but actually downright evil? If so, the folks at ColorPie.com share your paranoia.

    In this webcomic, Lotus Cobra is depicted not as merely evil, but as the harbinger of hatred, death, and disease in this world – the very snake that tempted Adam and Eve. Basically, if you could imagine what it would be like if Storm Crow used his power for evil instead of good, that would be Lotus Cobra.


    5. Manascrewed – This is the only webcomic to make our list that isn’t actually being produced any longer. Manascrewed was a great comic and the entire archive is still available on the site.

    As you can see from the announcements on the mainpage, the artist just ran into that too-typical problem of having something he loved doing conflict with his “real life” obligations. This is one more reason to support the small-businesses in your cultural niche.

     

     

    So, that’s the quick and dirty list of our favorite webcomics. Do you have some favorites that didn’t make the list? We are always looking to support artists, writers, and other creative minds involved in the MTG sub-culture, so let us know about your favorite comics, blogs, etc.

     

  • Pre-Pre-Release Inklings – Phyrexian Firebreathing

    Pre-Pre-Release Inklings – Phyrexian Firebreathing

    Immolating SouleaterEveryone here at the Casual Planeswalker is eagerly anticipating our trip to Denver’s Pre-Release for New Phyrexia, hosted by Front Range Magic. While there’s a lot to look forward to in the new set, including the Praetors
    March of the Praetors Post
    , a whole menagerie of new Living Weapons, and more Infect than you can shake a Staff of the AgesStaff of the Ages
    Staff of the Ages
    at, there are few things about the set that have occurred to us as being a little less obvious, but nonetheless significant.

    One factor that we think might play a game-changing role on Saturday is the phenomenon we’ve affectionately dubbed “Phyrexian Firebreathing”.

    There certainly isn’t an abundance of creatures with this ability, but there is the potential to use Immolating Souleater to deal 10+ damage on the third turn and that’s nothing to sneeze at. While Ogre Menial might not exactly look appealing,Ogre Menial he’s got Infect built in and will only need half as much pumping for the kill-shot.

    Of course, the most obvious member of this elite club is Moltensteel Dragon. Under most circumstances you’ll be able to use Phyrexian mana to power Moltensteel Dragon onto the battlefield on the third or fourth turn. Because this format will be light on fliers (with the exception of some over-priced Blue drakes) Molty will be that much more likely to go unblocked. Then, pump ad nauseum (your own) and enjoy the satisfaction of knowing that you are using the luxuries provided by Phyrexian domination to the fullest.

    But wait, folks, that’s not all. There are few ways to take Phyrexian Firebreathing from good to great. In addition to the obvious compliment provided by Green in pumping and life gain, there is the possibility of lending your Firebreathers Infect via Triumph of the Hordes.

    Moltensteel Dragon

    Similar to employing life gain to bring yourself back from the brink is the use of Phyrexian Unlife which would allow you to utilize ALL of your life total for pumping, leaving you open to death by poison, but probably within range of the win.

    Of course mana acceleration in the form of GeosurgeGeosurgeGeosurge would allow you to deal the damage your need without borrowing so hard against your life total. Priest of Urabrask, the red-headed stepchild of Priest of Gix
    Priest of Gix
    , similarly pays for himself but with the additional benefit of mana-fixing.

    Finally, the presence of both Moltensteel and Souleater in the Life for Death Intro Pack makes it one of our favorites as far as the New Phyrexia pre-cons go. These aggressive creatures combined with life gain and great defenders like Cathedral Membrane
    Cathedral Membrane
    , make us super-excited to play with this new deck. More than likely we’ll make “dibs” on Life for Death the consolation prize for being the first guy to drop out off his respective event.

    As with any great new ability, there are a myriad of ways to get your jollies using Phyrexian Firebreathing. We think it’s going to be a significant, or at least enjoyable, aspect of our gameplay this coming Saturday, but we’d love to hear what you think.

    Triumph of the HordesPhyrexian UnlifePriest of Urabrask

  • Your Journey Begins… Here

    Your Journey Begins… Here

    Welcome to the first of many posts on Magic: The Gathering with your new source for what’s hot, Josh. Together we will uncover the hot, the not-so-hot, and the downright newsworthy things happening in the Multiverse. I imagine that most people here have found this site thanks to a deep appreciation of Magic and its ability to offer hours of endless fun and enjoyment with like-minded individuals. That is, like minded assuming that you aren’t the only Timmy playing in a group of Spikes. In that case I weep for you and my soul reaches out to you. My advice? Find some new friends (just kidding… sort of).

    I have been mulling back and forth between topics to enter the blogging community (it’s no easy task deciding how to enter a new world), and I found inspiration from Mark Rosewater’s two part series, Fun-Off part 1 and part 2 from a few weeks ago. The theme of those articles reminded me of the ideals on which The Casual Planesalker was founded. Good times with good friends (and of course some caffeinated beverages and pizza). This blog will be focusing on things that we at The Casual Planeswalker find fun and interesting for not only you and your playgroup but us as well. I sincerely hope that you enjoy making the journey with us. We are growing fast so be sure to check back soon for all sorts of fun new things from your new source for casual Magic: The Gathering pleasure!