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To play your deck at an official ("DCI-sanctioned") tournament you need a deck registration sheet. Here you can download such a sheet pre-filled with the cards in this deck!
Please note: This is not an official DCI service. So please always make extra sure that the sheet contains all the cards in your deck and fulfils all DCI requirements. If you notice anything wrong, please let us know. DCI is a trademark of of Wizards of the Coast LLC.
I think it's crucial to briefly clarify the goals of my deck building to better understand what are the choices that led me to choose a certain type of cards, instead of others. My MTG experience started back in 2003 when I bought my very first deck and since then I slowly improved my knowledge in the game mechanics and decks building. I always played for fun against friends and so my ultimate goal is having good time together. This viewpoint drastically limits my Magic deck building experience to non-tournament only, but it definitely has its own benefits in money saved and a much wider card choice I can pick from.
Said so, these non-written rules apply to all my decks and lead to good games more often than not.
The cards must:
Devour and Landfall are two examples of good game mechanics, +1/+1 Counters and Tribal are too: sinergy improves the overall deck gameplan and focus more on the play and less on the single cards. Perfect sinergy means that no matter what card I draw this turn, I'm sure it will fit my strategy. A deck based on a crazy-powerful card naturally shrinks the strategy to focus on that card only, worsening the overall deck mechanics and enjoyment. Infinite combos are the nemesi of good games: play them to win, or lose otherwise. I don't like them, there's no point in having one into my for-fun decks.
Energy counters represent aether, magical energy that is found throughout the Multiverse. While it made its debut in Kaladesh, it’s a successful format that has been present in various sets afterwards. Energy is used as a resource: stored at first and then consumed later to pay various abilities cost. Most energy-using cards serve as both sources and outlets for energy and make the mechanics quite straightforward. The goal of this deck is to embrace the energy counter theme into a deck somewhat fun to play and that can include different winning options.
Looking at the cards availability, green seems to offer the most balanced abilities: mana fixing (Servant of the Conduit), tokens (Architect of the Untamed) and one of the most overpowered drop-1 of the game (Greenbelt Rampager). While these three cards need to spend energy counters, we have others that
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Name | Hand | Turn 1 | Turn 2 | Turn 3 | Turn 4 | Turn 5 | Turn 6 | Turn 7 | Turn 8 | Turn 9 | Turn 10 | |
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Compare | Revision | Created | By | |||
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» | Revision 13 | March 2, 2024 | Federico Rosano | |||
Revision 12 | March 2, 2024 | Federico Rosano | ||||
Revision 11 | July 3, 2021 | Federico Rosano | ||||
Revision 10 | October 8, 2020 | Federico Rosano | ||||
Revision 9 | June 25, 2020 | Federico Rosano | ||||
Revision 8 | August 5, 2018 | Federico Rosano | ||||
Revision 7 | August 2, 2018 | Federico Rosano | ||||
Revision 6 | June 29, 2018 | Federico Rosano | ||||
Revision 5 | June 7, 2018 | Federico Rosano | ||||
Revision 4 | May 29, 2018 | Federico Rosano | ||||
Revision 3 | May 23, 2018 | Federico Rosano | ||||
Revision 2 | April 11, 2018 | Federico Rosano | ||||
Revision 1 | April 1, 2018 | Federico Rosano |