Quick Verdict
Building your first MTG deck doesn't have to be overwhelming. Start with Foundations cards (legal until 2029), follow the Rule of 9, and build a 60-card deck with proper mana curve. This guide walks you through every step from choosing a strategy to testing your deck.
The Overwhelmed New Player
You've just finished your first Magic: The Gathering game. You borrowed a friend's deck, and the game was amazing. Now you want to build your own deck—but when you search online, you're hit with terms like "mana curve," "meta," "rotation," and "archetype." Where do you even start?
Building your first Magic: The Gathering deck feels overwhelming because the game has 30+ years of cards and countless strategies. But here's the truth: deck building follows a simple formula. Once you understand the basics—deck size, mana curve, and the Rule of 9—you can build a functional deck in under an hour.
This guide walks you through every step of building your first deck in 2025. We'll cover the foundational rules, a step-by-step building process, format-specific considerations, and budget-friendly strategies. Whether you're building for Standard, Commander, or casual kitchen table play, this is your complete roadmap from zero to your first 60-card deck.
Understanding the Basics: Deck Building Rules
Before you start building, you need to understand the fundamental rules that govern Magic deck construction. These rules apply across all formats, with some format-specific variations.
Core Deck Requirements
Deck Size:
- Standard/Modern/Pioneer: Minimum 60 cards, no maximum (but always aim for exactly 60 for consistency)
- Commander/EDH: Exactly 100 cards (1 Commander + 99 other cards)
- Limited (Draft/Sealed): 40 cards minimum
Card Limits:
- Constructed formats: Maximum 4 copies of any single card (except basic lands)
- Commander: Maximum 1 copy of any card (singleton format)
- Basic lands: Unlimited copies allowed in all formats
Sideboard:
- Up to 15 cards for Best-of-3 (Bo3) matches
- Used to adapt your deck between games
- Essential for competitive play, optional for casual
Format Legality (2025 Update)
Standard Format (Most Beginner-Friendly)
- Currently legal sets: Foundations, Innistrad Remastered, Aetherdrift, Tarkir: Dragonstorm, Final Fantasy, Edge of Eternities, Spider-Man, Avatar: The Last Airbender
- Rotation schedule: Sets rotate out approximately every 3 years
- Exception: Foundations cards remain legal until at least 2029 (5-year guarantee)
Commander/EDH (Casual Multiplayer)
- Almost all cards legal except those on the ban list
- No rotation—cards remain legal forever
- Best for social play and creative deck building
Modern/Pioneer (Advanced Formats)
- Non-rotating formats with deep card pools
- More expensive but more stable
- Recommended after mastering Standard
Key Resource: Check card legality at Scryfall.com or Gatherer
The 2025 Beginner's Advantage: Start with Foundations
Why Foundations Matters
The Foundations set (released November 2024) is a game-changer for new players. Unlike other sets that rotate out after 2-3 years, Foundations cards remain legal in Standard until at least 2029. This means you can buy Foundations cards today and play them for five years—the best investment security in Magic's history.
The Foundations Strategy:
- Start with the Foundations Beginner Box ($29.99) - Two 30-card decks, tutorial rulebook, and playmats
- Upgrade with the Foundations Starter Collection ($59.99) - 350+ cards organized by color
- Add singles from recent sets (Avatar, Spider-Man, Final Fantasy) to enhance your strategy
This approach gives you a stable card base that won't become illegal anytime soon, while allowing you to experiment with newer mechanics from Universes Beyond sets.
Deck Archetypes: Choosing Your Strategy
Every Magic deck falls into one of five core archetypes. Understanding these archetypes is the first step in building a focused, consistent deck.
1. Aggro (Aggressive/Fast)
Game Plan: Play cheap, efficient creatures and win quickly before the opponent can stabilize.
Key Characteristics:
- Low mana curve (mostly 1-3 mana cards)
- 20-24 creatures
- Fast damage and pressure
- Weak to board wipes
2025 Example: Mono-Red Aggro using Foundations creatures
2. Control (Defensive/Late Game)
Game Plan: Counter and remove opponent's threats, then win with a few powerful finishers.
Key Characteristics:
- High land count (25-26 lands)
- Lots of removal and counterspells
- Card draw engines
- Expensive win conditions
2025 Example: Jeskai Airbending (using Avatar: The Last Airbender mechanics)
3. Midrange (Balanced/Value)
Game Plan: Efficient creatures and removal that outvalue both aggro and control.
Key Characteristics:
- Balanced curve (2-5 mana sweet spot)
- Versatile threats
- Both proactive and reactive
- Adapts to opponent's strategy
2025 Example: Dimir Spider-Man (Rogues/Tempo)
4. Combo (Synergistic/Win Condition Focused)
Game Plan: Assemble a specific combination of cards that creates an overwhelming advantage or instant win.
Key Characteristics:
- Card selection and tutors
- Protection for combo pieces
- "All-in" on the combo
- Vulnerable to disruption
2025 Example: Final Fantasy "Limit Break" combo decks
5. Tempo (Efficient Threats + Disruption)
Game Plan: Deploy efficient threats while disrupting opponent's game plan with cheap interaction.
Key Characteristics:
- Low-to-mid curve
- Counterspells and bounce effects
- Evasive creatures (flying, unblockable)
- Maintains board control
2025 Example: Blue/White Flash decks with Foundations cards
The Rule of 9: Your Deck Building Framework
The Rule of 9 is the most beginner-friendly deck building method. It creates consistency without overwhelming you with choices.
How It Works
- Choose 9 different cards that fit your strategy
- Play 4 copies of each (9 × 4 = 36 cards)
- Add 24 lands (36 + 24 = 60-card deck)
Why It Works
- Consistency: 4 copies of each card means you'll draw your key cards more often
- Focus: Limiting yourself to 9 cards forces you to pick only the best cards for your strategy
- Simplicity: Easy to remember and execute for beginners
Example: Budget Mono-Red Aggro (Foundations)
The 9 Cards:
- Heartfire Hero (1 mana creature)
- Burst Lightning (1 mana removal)
- Goblin Surprise (2 mana creature)
- Lightning Strike (2 mana removal)
- Thrill of Possibility (2 mana card draw)
- Ball Lightning (3 mana creature)
- Chandra's Incinerator (4 mana creature)
- Embercleave (4 mana equipment)
- Shivan Dragon (6 mana finisher)
× 4 copies each = 36 cards + 24 Mountains = 60-card deck
This deck has a clear game plan: play cheap creatures, remove blockers, and win with aggressive damage.
Step-by-Step Deck Building Process
Now that you understand the basics and the Rule of 9, let's walk through building your first deck from scratch.
Step 1: Choose Your Format and Archetype
Decision Point: What kind of Magic do you want to play?
- Competitive 1v1: Standard format
- Casual multiplayer: Commander format
- Budget-friendly: Standard with Foundations cards
Pick an archetype based on your playstyle:
- Aggressive player? → Aggro
- Defensive player? → Control
- Flexible player? → Midrange
Step 2: Identify Your "Anchor" Cards (Win Conditions)
Every deck needs 1-3 cards that actually win the game. These are your anchors—the cards your entire strategy revolves around.
Examples:
- Aggro anchor: A powerful creature that ends games quickly (e.g., Embercleave, Questing Beast)
- Control anchor: A late-game bomb that closes out long games (e.g., Atraxa, Grand Unifier)
- Combo anchor: The card that completes your combo (e.g., Thassa's Oracle in a self-mill strategy)
How to Find Anchors:
- Browse recent sets on Scryfall
- Search by keyword (e.g.,
o:flyingfor flying creatures) - Filter by format legality (e.g.,
f:standard) - Check MTGGoldfish for popular cards in your chosen archetype
Step 3: Apply the Rule of 9
Once you have your anchor card(s), select 8 more cards that support your game plan.
Categories to Consider:
For Aggro:
- 5-6 creature cards (1-3 mana)
- 2-3 removal/burn spells
- 1 card draw spell
For Control:
- 2-3 removal spells
- 2-3 counterspells
- 2-3 card draw spells
- 1 win condition
For Midrange:
- 4-5 creature cards (2-4 mana)
- 2-3 removal spells
- 1-2 value engines (card draw, token generators)
Step 4: Build Your Mana Base
The mana base is the foundation of your deck. Without the right lands, you can't cast your spells.
Standard Deck (60 cards):
- 24 lands is the default starting point
- Adjust based on curve:
- Aggro (low curve): 22-23 lands
- Midrange: 24 lands
- Control (high curve): 25-26 lands
Commander Deck (100 cards):
- 37-38 lands is the modern baseline
- Add 10-12 mana ramp cards (Sol Ring, Arcane Signet, etc.)
Color Requirements:
Mono-color (one color):
- All basic lands (simple and budget-friendly)
Two-color:
- 8-12 dual lands (lands that produce both colors)
- Remaining basic lands split based on color requirements
- Budget option: Tap lands from Foundations (enters tapped but produces two colors)
Three+ colors:
- 12-16 dual lands
- Consider mana fixing artifacts (Chromatic Lantern, etc.)
- More complex and expensive
Mana Base Calculator: Use MTGOnCurve to test if your land count supports your spell costs.
Step 5: Understand and Shape Your Mana Curve
The mana curve is a graph showing the distribution of your cards by mana cost. A healthy curve ensures you have plays at every stage of the game.
What a Good Curve Looks Like:
Aggro Curve (Low and Fast):
- 1 mana: 8-12 cards
- 2 mana: 12-16 cards
- 3 mana: 8-10 cards
- 4+ mana: 4-6 cards
- Lands: 22-23
Midrange Curve (Balanced):
- 1 mana: 4-6 cards
- 2 mana: 8-12 cards
- 3 mana: 10-12 cards
- 4 mana: 6-8 cards
- 5+ mana: 4-6 cards
- Lands: 24
Control Curve (High and Heavy):
- 1-2 mana: 8-12 cards (removal/counterspells)
- 3-4 mana: 12-16 cards (card draw/removal)
- 5+ mana: 8-10 cards (win conditions)
- Lands: 25-26
Visualize Your Curve:
- Use Moxfield or Archidekt
- These tools automatically generate curve graphs as you build
- Pro Tip: In Moxfield, go to View → Visual Grid to see your mana curve instantly displayed as you add cards. This makes it easy to spot curve problems before you finish building.
Step 6: The Interaction Check (Don't Ignore This!)
The biggest beginner mistake: Building a deck with no interaction—no way to deal with opponent's threats.
Minimum Interaction Requirements:
Aggro:
- 4-6 removal spells (Lightning Strike, Fatal Push)
Midrange:
- 8-10 removal spells or counterspells
Control:
- 12-16 removal/counterspells (this is your primary strategy)
Where to Find Interaction:
- Search Scryfall:
o:destroy o:target o:creature(finds creature removal) - Search Scryfall:
o:counter o:target o:spell(finds counterspells)
Step 7: Test and Refine
Your first draft is never your final deck. Testing reveals weaknesses and opportunities for improvement.
Playtesting Methods:
Free Digital Testing:
- MTG Arena (https://magic.wizards.com/en/mtgarena) - Free-to-play, Standard format
- Moxfield Playtest - Goldfish (play against yourself) to test draws
- Cockatrice - Free, open-source, supports all formats
Paper Testing:
- Play against friends
- Attend Friday Night Magic (FNM) at local game stores
- Test in casual environments before buying expensive cards
What to Look For:
- Mana screw (not drawing enough lands)
- Mana flood (drawing too many lands)
- Dead cards (cards that don't help your game plan)
- Consistency (do you draw your key cards regularly?)
How to Improve:
- Too much mana screw? Add 1-2 lands
- Too much flood? Cut 1-2 lands, add card draw
- Losing to specific strategies? Add sideboard hate cards
The Mulligan Decision:
Knowing when to keep or mulligan (redraw) your opening hand is crucial for deck testing. Here's a simple guide:
Keep Your Hand If:
- You have 2-4 lands (for most decks)
- You have at least one playable spell in your first 2-3 turns
- Your hand supports your deck's game plan
Mulligan (Redraw) If:
- You have 0-1 lands (you'll be stuck)
- You have 6-7 lands (too many, you'll flood)
- You have no playable spells until turn 4+ (you'll fall behind)
- Your hand doesn't match your strategy (e.g., all control cards in an aggro deck)
General Rule: If you're unsure, it's usually better to mulligan. A 6-card hand with good cards is better than a 7-card hand with unplayable cards.
Learning from Others: Netdecking is Okay
"Netdecking" means copying a deck list from the internet (usually from tournament results or popular deck building sites). Some players feel guilty about this, but here's the truth: netdecking is a valuable learning tool.
Why Netdecking Helps Beginners:
- Learn the Meta: Copying a top-tier deck shows you what actually works in competitive play
- Understand Synergies: You'll see how experienced players combine cards
- Study Mana Curves: Top decks have refined curves you can learn from
- Test Your Skills: Playing a proven deck helps you focus on gameplay, not deck building mistakes
How to Netdeck Effectively:
- Start with Budget Versions: Find budget alternatives to expensive cards on MTGGoldfish Budget Magic
- Understand Why: Don't just copy—ask yourself why each card is included
- Make Small Changes: Once comfortable, swap 2-3 cards to see how it affects the deck
- Use as a Baseline: Start with a netdeck, then modify it to match your playstyle
Where to Find Deck Lists:
- MTGGoldfish Metagame - Current competitive decks
- MTGTop8 - Tournament-winning deck lists
- EDHRec - Commander deck lists and statistics
Remember: Every professional player started by learning from others. There's no shame in using proven deck lists as a foundation for your own building.
Format-Specific Deep Dive
Standard Format (Competitive 1v1)
Current Meta (November 2025):
- Tier 1: Jeskai Airbending (control), Dimir Spider-Man (tempo), Mono-Red Aggro
- Key Card: Avatar Aang // Aang, Master of Elements (Avatar set) is defining the control meta
Deck Building Tips:
- Use Foundations cards as your base (5-year legality)
- Add specific cards from Avatar, Spider-Man, or Final Fantasy to enhance synergies
- Expect a volatile meta due to back-to-back Universes Beyond releases
Note on Universes Beyond: Cards from Spider-Man, Avatar, and Final Fantasy sets are mechanically unique Magic cards (not just cosmetic skins). They're fully legal in Standard and other formats, which is why they're included in competitive deck lists. This is a common point of confusion for returning players who might think these are just promotional cards.
Resources:
- MTGGoldfish Standard Metagame - See what's winning
- MTGTop8 - Tournament results and deck lists
Commander/EDH (Casual Multiplayer)
Deck Structure (100 cards):
- 1 Commander (legendary creature)
- 37-38 lands
- 10 ramp cards (Sol Ring, Arcane Signet, etc.)
- 10 card draw cards
- 10 removal cards
- 32-33 cards for your unique strategy
The "10/10/10" Rule:
- 10 ramp effects (mana acceleration)
- 10 draw effects (card advantage)
- 10 removal effects (interaction)
This ensures you can play your spells, draw cards, and interact with opponents.
Popular 2025 Commanders:
- Cloud Strife (Final Fantasy)
- Doctor Octopus, Master Planner (Spider-Man)
- The Ur-Dragon (Evergreen reprint)
Resources:
- EDHRec - The Commander bible (shows synergy scores and popular cards)
- Command Zone Podcast - Strategy and deck techs
Budget Deck Building Strategies
Magic can be expensive, but you don't need to spend hundreds of dollars to have fun or even win games.
The Budget Mindset
Rule #1: Buy Singles, Never Packs
Opening booster packs is fun but inefficient. A $4 booster gives you random cards you might not need. Spending $4 on singles guarantees exactly the cards you want.
Where to Buy:
- TCGPlayer (USA)
- CardMarket (Europe)
- Local game store singles bins
Budget-Friendly Strategies
1. The Foundations Beginner Box Strategy
Start with the Foundations Beginner Box ($29.99):
- Two 30-card decks
- Tutorial rulebook
- Playmats
Then upgrade with $10-20 worth of singles from TCGPlayer.
Total cost: $40-50 for a complete, Standard-legal deck that remains legal until 2029.
2. Commons and Uncommons Are Powerful
You don't need mythic rares to win. Many of the best cards in Magic are commons and uncommons.
Examples:
- Lightning Strike (common) - Efficient removal
- Counterspell (common) - Best counterspell ever printed
- Evolving Wilds (common) - Budget mana fixing
Search Scryfall:
f:standard r:common(finds all Standard-legal commons)f:standard r:uncommon(finds all Standard-legal uncommons)
3. Start with Pre-Built Decks
For the absolute best value, start with a pre-constructed deck and upgrade it. Check out our guide to the best Magic: The Gathering starter decks for 2025 to find budget-friendly options that you can enhance with singles.
3. MTGGoldfish Budget Magic
MTGGoldfish Budget Magic publishes competitive decks under $50-100.
These decks are tested, proven, and updated regularly for current metas.
4. Format Choice Matters
Most Budget-Friendly: Standard (using Foundations cards) Mid-Range Budget: Commander (buy once, play forever) Expensive: Modern, Legacy (deep card pools, expensive staples)
Essential Tools for Deck Building
Modern deck building is enhanced by powerful digital tools. Here are the essentials for 2025.
Deck Building Platforms
Moxfield (https://www.moxfield.com/)
- Best for: Most players (clean UI, excellent playtesting)
- Visual mana curve
- Goldfish playtesting simulator
- Card price tracking
- Export to MTG Arena
Archidekt (https://archidekt.com/)
- Best for: Commander players (visual card pile sorting)
- Drag-and-drop interface
- Category organization
- Primer/description tools
TappedOut (https://tappedout.net/)
- Best for: Finding legacy/older deck lists
- Massive database
- Active community
Card Search and Rules
Scryfall (https://scryfall.com/)
- Most powerful search engine
- Advanced syntax (e.g.,
f:standard o:flyingfinds Standard-legal cards with flying) - Card prices, legality, rulings
Gatherer (https://gatherer.wizards.com/)
- Official WotC database
- Official rulings and errata
- Format legality checker
Meta Analysis
MTGGoldfish (https://www.mtggoldfish.com/)
- Current Standard metagame
- Deck lists from tournaments
- Card prices and trends
- Budget Magic articles
EDHRec (https://edhrec.com/)
- Commander-specific
- Synergy scores for commanders
- Popular cards and trends
Common Deck Building Mistakes (And How to Fix Them)
Mistake #1: "One-of" Syndrome
The Problem: Playing 1 copy of many different cards instead of 4 copies of fewer cards.
Why It's Bad: You'll never draw your best cards consistently.
The Fix: Use the Rule of 9. Pick your best 9 cards and play 4 copies of each.
Mistake #2: Not Enough Lands
The Problem: Playing 20 lands in a 60-card deck because "I want more spells."
Why It's Bad: You'll get mana screwed (stuck with uncastable spells in hand).
The Fix: Start with 24 lands for Standard, 37-38 for Commander. Test and adjust from there.
Mistake #3: Ignoring the Mana Curve
The Problem: Playing too many expensive cards (4+ mana) without enough cheap cards.
Why It's Bad: You'll do nothing for the first 3-4 turns while your opponent builds a board.
The Fix: Most of your cards should cost 1-3 mana. Use Moxfield/Archidekt to visualize your curve.
Mistake #4: No Interaction
The Problem: Building a deck with all threats and no answers to opponent's threats.
Why It's Bad: You can't deal with problematic creatures, enchantments, or planeswalkers.
The Fix: Include 8-10 removal/counterspells in every deck (except pure aggro, which needs 4-6).
Mistake #5: Format Legality Confusion
The Problem: Buying cards that aren't legal in your chosen format.
Why It's Bad: You can't play the deck at sanctioned events.
The Fix: Always check legality on Scryfall or Gatherer before buying. Filter searches by format (e.g., f:standard).
Mistake #6: Deck Size Over 60 Cards
The Problem: "More cards means more options, right?"
Why It's Bad: Every card over 60 reduces consistency. You're less likely to draw your best cards.
The Fix: Always build exactly 60 cards for Constructed formats. Cut the weakest cards ruthlessly.
Advanced Concepts (Quick Reference)
Once you master the basics, these advanced concepts will improve your deck building.
Consistency Tools
- Redundancy: Multiple cards that do similar things (e.g., 4× Lightning Strike + 4× Shock)
- Card Selection: Scry, Surveil, and the new Warp mechanic from Edge of Eternities
- Tutors: Cards that search your library for specific cards (expensive but powerful)
Synergy vs. Goodstuff
- Synergy: Cards that work together (e.g., "Bending" mechanics from Avatar)
- Goodstuff: Individual powerful cards with no specific synergy
- Current Meta: Synergy decks outperform Goodstuff in 2025
Sideboard Construction
- 15-card sideboard for Best-of-3 matches
- Include answers to specific strategies (graveyard hate, artifact destruction, etc.)
- Adjust between games to improve matchups
Your First Deck: Complete Budget Example
Let's put everything together with a complete budget deck list you can build today.
Budget Mono-Red Aggro (Standard Legal)
Total Cost: ~$35 Strategy: Fast aggressive creatures and burn spells Format: Standard (Foundations + recent sets)
Creatures (20):
- 4× Heartfire Hero (1 mana)
- 4× Goblin Surprise (2 mana)
- 4× Raging Goblin (2 mana)
- 4× Ball Lightning (3 mana)
- 4× Shivan Dragon (6 mana - finisher)
Spells (16):
- 4× Burst Lightning (1 mana removal)
- 4× Lightning Strike (2 mana removal)
- 4× Thrill of Possibility (2 mana card draw)
- 4× Lava Axe (5 mana burn)
Lands (24):
- 24× Mountain
How to Play:
- Play cheap creatures turns 1-3
- Attack every turn
- Remove blockers with burn spells
- Finish with Shivan Dragon or Lava Axe
Upgrade Path: Add Embercleave ($5-8) and Chandra planeswalkers as budget allows.
Conclusion: Your Deck Building Journey Starts Now
Building your first Magic: The Gathering deck is a milestone—it's the moment you stop borrowing decks and start expressing your own strategy and personality through card choices.
Key Takeaways:
- Start with Foundations cards (legal until 2029 for maximum investment security)
- Use the Rule of 9 (9 cards × 4 copies + 24 lands = 60-card deck)
- Build a proper mana curve (mostly 1-3 mana cards for aggro/midrange)
- Include interaction (8-10 removal/counterspells)
- Test and refine (your first draft is never your final deck)
Your Next Steps:
- Choose your format (Standard or Commander)
- Pick an archetype (Aggro, Control, Midrange)
- Find your anchor card (your win condition)
- Apply the Rule of 9
- Build your mana base (24 lands for 60-card decks)
- Test on MTG Arena or Moxfield
- Buy singles (not packs!) from TCGPlayer or CardMarket
The most important thing? Start building. Every experienced deck builder started with a messy first deck. You'll learn more from building and testing one deck than reading a dozen articles. Your first deck won't be perfect—and that's okay. The journey of refinement and improvement is what makes Magic: The Gathering endlessly engaging.
Welcome to the world of deck building. Your next game-winning creation is just 60 cards away.
External References
Frequently Asked Questions
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