Some people get started with Magic and instantly have a knack at recognising what cards pair well; they constantly build synergistic decks and always seem to have just the right card. I am not one of those people, or at least I wasn't. My first real deck after many failures was a dinosaur one based around the enrage ability; it paired a Forerunner of the Empire with a Polyraptor to make an almighty bomb. Since the release of Guilds of Ravnica I've been spending more and more time learning the details of the various cards, memorising the mana costs, and generally trying to work out what goes best with everything else.
Below you'll find a few of the decks I've worked on with many more on the way. They vary from what I consider to be good finished decks to prototype ones that may need several piloting attempts before you get to a satisfactory win. I always try and include two clear paths to victory but I'm also a sucker for a rare win condition such as that posed by Etrata, the Silencer.
Along with a full card list, each deck also includes some notes for play as well as a downloadable zip file containing a txt file with which you can import the game into Magic The Gathering: Arena and an image which you can use to import the deck into Tabletop Simulator. If you have any comments on these decks or have any suggestions for future ones, please get in touch.
Ruse of an Ooze
60 cards · DOM • GRN • RNA · £83.83
A deck built around the Biogenic Ooze and his many offspring coupled with Simic Ascendancy and Galloping Lizrog for an alternate +1/+1 counter win condition.
The Miller's Daughter
60 cards · DOM • GRN • M19 • RNA • XLN · £20.45
Psychic Corrosion the Wreckage
Etrata the Multifarious
60 cards · DOM • GRN • RNA • XLN · £35.68
Cloning a legend for a win condition