HOW TO BUILD A DECK

It gets much more extensive than this but for beginners id start with these two charts.

One of the coolest aspects of Magic is its unlimited freedom.  With so many cards and combinations to explore, a huge part of the fun is discovering your own decks and using them to confound your opponents.  Fewer things are more satisfying than playing a deck that nobody’s ever seen before, especially when you win with it!

Exploring Magic through the various combinations and strategies is your next step to mastering Magic.  Your only limit is your imagination.

FIRST THINGS FIRST

The first choice you’ll make when you build a deck is which colors you’ll include. Magic’s cards span five different colors, and each color has its own strengths, weaknesses, and personality. It’ll be up to you to choose the colors that will put your chosen strategy into action on the table.

While you can play all five colors if you wish, it’s generally better to focus on one or two. The more colors you have, the less consistent your deck will play, so by focusing down to a couple of colors, you increase your chances of pulling off your deck’s strategy successfully.

Take a look at each of the colors. Once you have a good idea of what each color is about, focus on your favorite two colors for your first few decks.

GETTING STARTED

Generally speaking your deck should have 60 cards. of course there is different modes such as commander, but we will get to that later

with the mixing of your deck the one constant should be mana. the average deck runs on 20. but everything needs balance. one of my personal favorites is:

First up is Goodship01’s G/W Angels deck. This deck runs only 21 lands, with eight alternate mana producers (4 Llanowar Elves, 2 Priest of Titania, and 2 Quirion Elves) and one mana reducer (Urza’s Incubator). Meanwhile, the business spells in this deck start at five, and curve all the way up to nine! With eight elves in the deck, Goodship01 can expect to see one Elf per opening hand (eight in sixty cards), and a land about one in every three cards (twenty-one out of sixty). It will be a rare game when Akroma, Reya, or a kicked Thicket Elemental will be cast.
Make sure you deck has enough lands and mana sources to support the spells you want to cast. There is a huge temptation to try to cut lands to get more spells into your deck, but this makes the deck prone to getting mana screwed. Imagine running a deck with sixty good spells and no lands – you’d lose every game! Sure, your draw would look amazing each game – but without the ability to cast any cards in your hand, it’d be over for you. In the case of this deck, I’d cut a couple of the support cards (Humble, Ancestral Mask, Serra’s Embrace) for more Elves (to capitalize on Priest of Titania) and for more lands. Adding three Elfhame Palaces and four Elves to this deck would do wonders to stabilize its mana base.