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?"
Aggro: "I play low-cost creatures to kill the opponent before they can react."
Control: "I stop everything the opponent does until I can play one massive finisher."
Combo: "I protect my board until I can trigger a specific interaction that wins instantly."
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":
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