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The 14 Best Tips For Getting Good At MTG

In contrast, the goal of the defender’s deck is to stymie the aggressor’s attacks for long enough that its superior resources can win the game. The point is that you should always know what role you are playing in a matchup so that you can gear your play towards that role. TCGRocks was started in 2024 to provide trading card game fans with a universal source for all card gaming news. Powered by the team behind MTGRocks, TCGRocks dives deep into Pokemon, Yu Gi Oh & all the biggest card games. On one magical day each year Wizards allows themselves to ban cards in Standard to help make the format “fun.” Monday’s the day. Here’s what I would ban and what I think Wizards will ban.

Granted, there are decks where changing the mainboard to accomplish this becomes more difficult, but most decks are capable of being changed in such a way. Teching (preparing) for the metagame is one thing, but actually getting to know it is another entirely. A good Magic player knows what other popular decks are in the format they are playing. A great Magic player has played those decks, knows how they work, and understands their weaknesses. Chances are you’re going to draw a card that’s not useful in most games of Magic you play. However, that card can become useful if you hold it up like you’re waiting to play it — MTG will reward players who bluff and mislead their opponents.

New Standard and Alchemy Decks featuring Final Fantasy

Once a player has learned the rules and practiced a few games, they may wonder how they can push their game to the next level. There are many tips and strategies to pursue, and the pro players may know them all. A comprehensive list would be pretty long, but the following strategy suggestions may be a fine place to start. They are general enough that any player, using any sort of deck, can follow them. Experience makes this easier to do, and this might even help you see through bluffs or know when to mulligan a hand that is weak against a particular deck.

Return to one of Magic’s most iconic planes for an epic battle between dragons and clans. Tarkir is now bigger and bolder than ever, filled with cinematic action, dynamic clan gameplay, and powerful new dragons that add lasting firepower to your collection. In this episode of Fun & Jank, we’re looking at five sleeper cards that haven’t broken through—yet. From transformation tricks to discard engines and explosive ramp setups, these are the future all-stars that just need the right shell, support, or format shift to shine. Inspired by Enduring pauper decks Renewal, but with a Historic twist, Plum delves into a graveyard combo deck using Chitinous Crawler. In this guide, we go over the 10 archetypes in Final Fantasy (FIN) Limited, including example decks (archetype skeletons) for you to refer to.

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It’s time to get behind the wheel in Aetherdrift, a multiversal race filled with adrenaline-fueled Magic gameplay across three worlds. This week, Plum shows off 7-Land Belcher, a deck that manipulates lands for a Charbelcher kill, with Assault Formation as a surprise backup. Plum revives Enchantress Twiddle Storm with new upgrades, using enchantments for ramp and card draw, leading the deck all the way to Mythic this season.

With any luck, your opponent’s answers have run dry for the time being, and now it’s safer to play your biggest threats yet. Your 3/3 may bait out your opponent’s Terminate, and on your next turn, that Terminate isn’t around to deal with a sudden 5/4. This works especially well against control decks, which are afraid of creature pressure of any kind. Play conservatively at first, then bring out your big guns a turn or two after that. Don’t wait too long, though; control decks love the long game. Reduce their impact by creating a smooth curve of how powerful your creatures are.

The best Magic players are able to see three, four, or even five turns ahead. Before they cast a card, they have already considered the ramifications of playing that card now for many turns in advance. This is a rather general tip, but it’s an important one nonetheless. For example, in an aggro versus control matchup, the aggressor is obviously the aggressive deck and the defender is the control deck. The goal of the aggressor’s deck is to win the game before the defender’s deck can stabilize.

Start with creatures that are weaker, but still pose a threat, and pressure your opponent into using counterspells and removal on them. “Grindy” cards think long term, and they may cost your opponent many cards over time or let you draw many more. Huntmaster of the Fells, for example, is a Werewolf that makes 2/2 Wolf tokens and can burn away creatures more than once, as it transforms back and forth. Or, you may play a creature or a token-creating spell that your opponent will need more than one removal spell to deal with.

If your opponent runs out of cards, they will run out of steam, too. Mana is not the only resource in this game; life points and cards are the other two, and all three must be managed well. Life points can be spent to pay for effects or spells, and black mana, in particular, is savvy with that.

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MTG Trading, News, and Strategy Central

This works best if you’re using reactive decks such as control, or Jund (black/red/green) in the Modern format. As for aggressive decks, hang onto a dead card, and then make a bold attack while your lands are untapped. Your opponent may get the impression that you’re preparing to cast a devastating combat trick. Others are geared for a specific strategy, or even a particular deck.

If you draw an unneeded land, feel free to hang onto it, and play as though it were a juicy removal spell or counterspell. Back this up with some untapped lands or other mana sources, and your opponent may get the totally wrong idea about what you’re doing. For example, imagine you’re playing in a super heavy control meta.

New players will soon learn that a deck is not 60 cards, but 75. A sideboard may have up to 15 cards, and they can be swapped with the main deck to adjust to your opponent’s strategy. Some sideboard cards are broad and generic and are great inclusions, such as Pithing Needle, Ghost Quarter, Spellskite, and Wasteland.

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