ManaBuilder
    Deck Building Guide

    How to Build a Magic Deck

    Net-decking a pro list teaches you to drive; building your own deck teaches you how the engine works. These five phases take you from a stack of cards to a strategy that's actually yours.

    Building a 60-card deck?

    You're in the right place - read on.

    Building Commander?

    Step-by-step Commander guide

    Last updated: September 20262 min read

    This is the complete deck-building walkthrough - every phase from a one-sentence game plan to a tested, tournament-ready list. Just want the ratios? the numbers. Brand new to Magic? start here.

    No shame in net-decking - everyone does it, and it's the fastest way to learn a meta. But the first time you win FNM with a list nobody else has ever seen, you'll understand why brewers never go back.

    Phase 1: The "Mission Statement"

    Every great deck can describe its goal in one sentence. Before you pick a single card, ask: "How do I win?"

    Not sure which style fits you? Pick the right MTG deck type for your playstyle.

    Pro Tip: One warning from long experience: 'a little bit of everything' is how sixty perfectly good cards become one deck that never wins. Pick a plan. Cut everything that isn't the plan.

    See It in Action: Example Decks

    Phase 2: The "Rule of 9" (Standard/Modern)

    If you're building a 60-card deck, the math is simple:

    • 1.Subtract 24 lands from the total (the standard baseline).
    • 2.That leaves you with 36 non-land cards.
    • 3.Find 9 cards that support your mission statement and play 4 copies of each (9 × 4 = 36).

    As you refine the deck, you can break this rule (running 1-ofs or 2-ofs), but for a beginner, the "Rule of 9" ensures you actually draw the cards you need to win.

    Let AI Pick Your 9 Cards

    Our deck builder analyzes your collection and selects the optimal "Rule of 9" synergies automatically.

    Phase 3: Mastering the Mana Curve

    You cannot play a deck full of 6-mana Dragons; you'll be dead before you cast the first one. Your "Mana Curve" is the distribution of your spells' costs.

    The "Bell Curve":

    1
    2
    3
    4
    5+

    Most decks want a few 1-drops, a lot of 2- and 3-drops, and a few "top-end" 4+ mana spells.

    2026 Pro tip: Having a strong "Turn 2" play is currently mandatory. If your curve starts at 3, you are likely too slow for current Standard.

    Phase 4: The Power Grid (Lands)

    The most common mistake in deck building is not running enough lands.

    The 24 Rule

    For a 60-card deck, start with 24 lands. If your deck is very fast (Aggro), you can go down to 20. If it is very slow (Control), go up to 26.

    Color Fixing

    If you are playing two or more colors, you need "Dual Lands." In the current 2026 meta, "Tri-Lands" (lands that tap for three colors) are essential for 3-color decks, even if they enter the battlefield tapped.

    Calculate Your Ideal Land Ratio

    Upload your collection and we'll calculate the perfect mana base for your deck's colors and curve.

    Phase 5: Testing and "Sideboarding"

    A deck is never finished; it is only "in progress."

    Goldfishing

    Play the first 5 turns of a game by yourself. If you consistently have nothing to do on Turn 2, your curve is too high.

    The Sideboard (15 cards)

    These are cards for specific problems. Losing to artifacts? Pack some Disenchant effects. Losing to fast creatures? Add more board wipes.

    Building for Commander (100-Card Format)

    Commander works differently: 100 singleton cards instead of 60, so builders lean on the "8x8" idea - pick 8 things your deck needs to do, find 8 cards for each, and you've filled 64 slots. Add 36-38 lands and your commander on top and the deck is functional before you've agonised over a single card.

    Commander deserves its own walkthrough - color identity, the full quota template, mana base and budget options.

    How to build a Commander deck, step by step

    Continue learning

    Frequently Asked Questions

    The standard starting point is 24 lands in a 60-card deck, giving you roughly a 40% chance of drawing a land each turn. Aggressive decks with low mana curves can go as low as 20-22, while control decks with expensive spells may run 25-27. Adjust based on your average mana value and test through gameplay.
    The Rule of 9 is a deck-building shortcut: pick 9 cards that work toward your game plan, run 4 copies of each (9 × 4 = 36 spells), then add 24 lands. This ensures consistency because you'll draw your key cards more often. It's a great starting framework before fine-tuning individual slots.
    A healthy mana curve looks like a bell curve peaking at 2-3 mana. You want plenty of 1-3 cost cards so you have plays every turn, a moderate number of 4-cost cards, and only a few 5+ cost finishers. If you're frequently stuck with unplayable hands, your curve is probably too top-heavy.
    It depends on your archetype. Aggro decks typically run 24-28 creatures, midrange decks around 16-22, and control decks may only have 4-8 win conditions. A good rule of thumb: if your deck wants to attack, aim for at least 20 creatures. If it wants to control the board, prioritize removal and card draw instead.
    Standard uses only the most recent sets (roughly the last three years of cards), making it more accessible and budget-friendly. Modern includes cards from 2003 onward, offering a vastly larger card pool with more powerful combos and higher-cost staples. Standard decks rotate once a year, while Modern decks can stay viable for years.
    Start with a commander that has a clear strategy, then use the 8x8 method with budget alternatives. Many powerful Commander staples cost under $1. Focus on mana rocks like Sol Ring and Arcane Signet, run 36-38 lands with budget dual lands, and avoid expensive reserved list cards. Precon upgrades are also a great starting point.
    Your mana base is the collection of lands in your deck that produces colored mana. For a mono-color deck, basic lands suffice. For two colors, use a mix of dual lands (shock lands, check lands, fast lands) plus basics. For three+ colors, tri-lands and fetch lands become essential. Count your colored mana symbols across all spells to determine the right ratio.
    In most formats (Standard, Modern, Vintage), you can run up to 4 copies of any card except basic lands, which are unlimited. Vintage adds a Restricted List where those cards are limited to a single copy. In Commander/EDH, the rule is 1 copy of each card (singleton) except basic lands. Some cards like Relentless Rats or Shadowborn Apostle explicitly override this limit.

    Let the AI Do the Heavy Lifting

    Or hand us the box. The deck builder runs all five phases against your actual collection — mission statement, Rule of 9, curve, mana base — and flags the weak slots before your opponents find them for you.