These types can also be combined in a deck, and players are not restricted to a single mana type. After choosing what type of Magic: The Gathering deck they wish to make, players will need to pick out their cards. There can only be four of each card in a single deck, with the exception of basic lands, and the deck total must be at least One of the more important aspects of constructing a deck is the mana ratio.
Both of these leave players open for their opponent to attack their life points directly which works against them to win a game. Gabriel defended his 61st card by stating that he was getting mana screwed with 26 lands and 60 cards and getting flooded with 27 lands and 60 cards in playtesting. To avoid that, he went for 27 lands and 61 cards. I also studied the card equivalents. My algorithm enumerates all possible deck configurations, evaluates for each of them the average goldfish kill on the play under an optimal mulligan strategy, and determines the best one.
So, in all of these formats, the optimal card deck had a faster goldfish kill than the best card or card deck, and similarly for the card variants as well. This was a big surprise to me. I had honestly expected to find at least one example format in which a card deck would be best.
If there ever would be a format where that would happen, then it would be here. After all, the 41st card would be just as good as the 1st, and the improved land ratio could matter. But as it turned out, the minimum number of cards was still better. An intuitive explanation for this is that a smaller deck reduces variance. This reduction is slightly less than with 40 cards, which eventually leads to a slightly higher chance of mana flood.
If you really need to add half a land, then cut an expensive spell and add a cheap cantrip. In this article, I discussed various reasons for running big decks.
The results indicate that the optimal card or card deck is still better. Skip to content. Buy This List. While there are a few examples of plus card decks that have done well in tournaments, even many of those are quite arguable—and for every one of those, I can point to 20 other decks of a similar archetype that were successful running 60 cards.
It is extremely unlikely, unless you're Huey Jensen, that you've cracked a compelling reason to break the card rule. Patrick Chapin wrote a great article on this very subject that you can read here. Rather than keep describing why not to do this, I'd prefer to focus on a few very, very specific times you can try correctly playing more than the minimum.
There are three times I'd say this comes up most often without involving the words " Battle of Wits " :. Yes, that's right, the first one doesn't even involve playing a deck in a tournament. But it is a reasonable time to go over the minimum. Playtesting should be used for gathering information. Playing with an extra card, if you're not sure what to cut or want to try something out, can be a fine way to gather information. For example, if you want to try out two different cards and collect data on both and that puts you to 61, this can be an efficient way of doing so.
In Constructed, decking your opponent because you were playing plus is not a realistic thing. Not only is it unlikely to happen in today's era, but it's likely someone has card draw or Rampant Growth s to reduce deck size in a long game like that anyway. It's an interesting discussion point in theory, but not practical. Where it can come up is in Limited. I want to stress this is not a common scenario, so you shouldn't just start jamming an extra card into every deck to ensure you don't run out of cards.
However, if you have an extremely slow deck or one that builds up massive defenses, going for the kill by running your opponent out of cards can be realistic. It's important to keep all the variables here in mind though. Does your deck feature cards that draw you cards or ways to search for lands? Then this strategy doesn't really work unless you're willing to not cast those. Is there incidental milling or targeted card drawing in the format?
Because that can entirely mess this plan up. Humans are plenty fallible. I have updated this information to match current rules since it doesn't affect the answer. You certainly don't, not in any normal MtG format.
Commander decks are all the same size If you want to prove to someone that a Magic deck doesn't have to have exactly 60 cards in it, the quickest way is probably to refer them to Battle of Wits - a famous card that doesn't even make sense in a world of uniform card decks. The only official variant that changes this is Commander, which requires exactly one hundred cards:.
For the record, I have not played in a few years. If you are playing with friends than anything can go, if they are ok for it. Tournament rules are still as follows, "Players may have a sideboard of up to a maximum of 15 cards, and exchanges of cards between games are not required to be on a one-for-one basis, so long as the player adheres to the 60 card minimum deck size".
There was a rule were you could only have 4 cards with the same name unless the card had special rules limiting it, at the time you could only have one "Wrath of God" or any non-named land for example. Having said that most people would run around 15 land and around 45 other cards You would do this to increase your odds of getting your strategic cards.
When drawing randomly, it's not luck it is a number game, play the odds! Having said that, I once had a massive card deck. It played awful due to the odds being against me with every draw.
It is good to have a large deck because if someone had a decking deck you would lose instantly! It is also good to have a deck of 60 cards because you have a better chance to get your good card! This is my opinion! Sign up to join this community. The best answers are voted up and rise to the top. Stack Overflow for Teams — Collaborate and share knowledge with a private group. Create a free Team What is Teams? Learn more.
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