How do I make a tri color deck I'm Magic:the gathering?
I want it to be red, green and, white. I have powerful creatures but getting out the land is hard. Does anyone have any tips? How many cards should I have? How many lands?
Public Comments
- You should definitely add cards like Search for Tommorow, Rampant Growth, Harrow, and Khalni Heart Expidition to get lands faster. Also, if you need a lot of lands, make a deck with about 85 cards (lands included) and 38 lands. If you still have problems, you can purchase the Naya Behemoths intro pack from the Shards of Alara expansion: it's exactly the colors you want in the deck.
- Your deck should be 60 cards, the minimum size for a legal constructed deck. If your deck has more than 60 cards, then you can make it better by removing the least useful card. (There always is one--even if all of your cards are good, there are still some that are more useful than others.) How much land to run depends on what the costs of your cards are. If your most expensive cards cost about 6, then 24 land is usually pretty good. If your most expensive card costs 7 or 8, then you'll probably want more like 25-26 land. In most decks, I like to have at least nine ways to get each color of mana, and more if possible (especially if there's many cards of a certain color). So, for example, if you choose to run 24 land, you could have * 7 forest * 7 mountains * 7 plains * 3 Jungle Shrine (RGW land from Shards of Alara)
- You should always have your deck be the fewest number of cards allwoed in the format. If you add any more cards, you are adding in cards that are less efficient that what is already in your deck, and thus dilluting the power and making it more likely you won't draw the card you need. For most decks, you want 35-40% land. If you have less, you'll typically not get enough mana to play much of anything; if you have more, you'll frequently not have enough of anything to fight with. Obviously, the more powerful the creature, the more mana it will cost, and the farther into the game you'll typically have to be to be able to play it. So if you just load up on powerful creatures, you'll frequently lose the game before you can play anything. So first consider some less powerful, but still powerful for their mana cost, creatures, like Woolly Thoctar (5/4 for 3 mana) or Wild Nacatl (1/1, 2/2/, or 3/3 depending on the lands you have in play, all for just 1 mana). After this, you start getting into Magic mana-theory. There's really two aspects to it: mana-accelerators, and mana fixers. --Mana Accelerators are cards that lets you get more mana per turn than just the playing of one land per turn will allow. Examples include creatures like Llanowar Elves, Birds of Paradise, and Noble Hierarch as far as creatures, and Harrow and Khalni Heart Expedition for non-creautres. --Mana Fixers are cards that don't give you more mana, but help to make sure you have the right combination of mana colors available to you (so these are not useful for mono-color decks). Examples include any land capable of generating multiple colors of mana (such as Rupture Spire, Reflecting Pool, and the Alara-block tri-color lands like Jungle Shrine), Birds of Paradise, Knight of the Reliquary, and Mana Cyclix.
- put in the ravnica bounce lands, the ravnica dual lands, or the naya tri land. those should help out with mana troubles.
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