Exploring the Art of Opening Magic Decks: Tips and Tricks

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Opening magic decks is an exciting and thrilling experience for card game enthusiasts. The anticipation of discovering which powerful and rare cards are hidden within the deck is a major draw for players. When opening a magic deck, it is essential to carefully remove the packaging without damaging the cards. Often, decks are packaged in shrink wrap or sealed boxes, requiring players to slice or tear through the protective covering. **It is important to exercise caution during this process to prevent any unintended damage to the cards.** Once the packaging is removed, the true magic begins as players explore the contents of the deck.


The strategy of affinity decks is to play a lot of cheap artifacts and win using cards that reward you for having lots of artifacts in play. Ornithopter , Memnite , and Welding Jar look harmless on their own, but they let you cast spells like Thoughtcast and Thought Monitor for 1 mana. With enough artifacts on the board, the Affinity player can close the game with Cranial Plating or Nettlecyst before his opponent has time to develop.

With the growth of the internet over the years since Magic was first released, the sharing of decklists known as netdecking became more prevalent, allowing players to assemble and use decks without coming up with an idea and carefully refining decks themselves. The more colors you choose for your deck to incorporate, the higher the chance that you will encounter a situation where you will be unable to cast one or more of the spells in your hand due to lacking one or more of the colors of mana those spells require in their mana cost.

Opening magic decks

** Once the packaging is removed, the true magic begins as players explore the contents of the deck. **The deck typically consists of a combination of land cards, creature cards, spell cards, and other special cards.** Each deck follows a specific theme or strategy, such as aggro, control, or combo, which influences the types of cards included.

How to Make a Magic: The Gathering Deck

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This article will assist you in building any version of a Magic: The Gathering deck, and this method will work on any format of the game. There will be no ‘required’ foreknowledge of the game or the cards in order to follow this walkthrough to its completion and build a functioning Magic: The Gathering deck. However, any familiarity the user has before beginning this undertaking will be helpful. [1] X Research source

Steps Part 1 Part 1 of 3:

Preparing to Select Cards

  • There are several game types that are commonly used in MTG. These include “Modern”, “Standard”, “Legacy”, “Vintage”, “Commander (EDH)”, and others. Each game type allows a different collection of cards to be used. [3] X Research source
  • The color(s) you will use in your MTG deck will determine which “Land” cards that you will put in the deck. You will be able to cast “Colorless” spells (spells that have no colored mana symbols in their “mana cost”) regardless of the color(s) you choose. The more colors you choose for your deck to incorporate, the higher the chance that you will encounter a situation where you will be unable to cast one or more of the spells in your hand due to lacking one (or more) of the colors of mana those spells require in their “mana cost”. Plan accordingly.
  • White's strengths are a roster of small creatures that are strong collectively: protecting those creatures with enchantments, gaining life, preventing damage to creatures or players, imposing restrictions on players, reducing the capabilities of opposing creatures, and powerful spells that "equalize" the playing field by destroying all cards of a given type. White creatures are known for their "protection" from various other colors, or even types of cards rendering them nearly impervious to harm from those things. Numerous white creatures also have "First Strike", "Lifelink", and "Vigilance". White's weaknesses include a focus on creatures, its unwillingness to simply kill creatures outright (instead hobbling them with restrictions that can be undone), and the fact that many of its most powerful spells affect all players equally—including the casting player.
  • Blue is best at letting a player draw additional cards; permanently taking control of an opponent's cards; returning cards to their owner's hand; and countering spells, causing them to be discarded and the Mana used to pay them wasted. Blue's creatures tend to be weaker than creatures of other colors, but commonly have abilities and traits which make them difficult to damage or block, particularly "flying" and to a lesser extent "shroud". Blue's weaknesses include having trouble permanently dealing with spells that have already been played, the reactive nature of most of its spells, and a small (and expensive) roster of creatures.
  • Black is best at destroying creatures, forcing players to discard cards from their hand, making players lose life, and returning creatures from the dead. Furthermore, because Black seeks to win at all costs, it has limited access to many abilities or effects that are normally available only to one of the other colors; but these abilities often require large sacrifices of life totals, creatures, cards in hand, cards in library, and other difficult-to-replace resources. Black is known for having creatures with the ability "Intimidate", making them difficult to block. Lesser black abilities include "Deathtouch" and "Regeneration". Black's main weaknesses are an almost complete inability to deal with enchantments and artifacts, its tendency to hurt itself almost as badly as it hurts the opponent, and difficulties in removing other Black creatures.
  • Red's interests include destroying opposing lands and artifacts, sacrificing permanent resources for temporary but great power, and playing spells that deal "direct damage" to creatures or players, usually via applications of fire. Red has a wide array of creatures, but with the exception of extremely powerful dragons, most are fast and weak, or with low toughness, rendering them easier to destroy. Some of Red's cards can turn against or hurt their owner in return for being more powerful for their cost. Red also shares the trickery theme with Blue and can temporarily steal opponents' creatures or divert spells, although generally not permanently. Many of Red's most famous creatures have the "Haste" trait, which lets them attack and use many abilities earlier. The ability to raise a creature's power temporarily is also common among Red's creatures. Red's weaknesses include its inability to destroy enchantments, the self-destructive nature of many of its spells, and the way in which it trades early-game speed at the cost of late-game staying power. Red also has the vast majority of cards that involve random chance.
  • Green has a large number of creatures, which tend to be the largest in the game for their cost. Many of its spells make them stronger temporarily. It can also destroy "unnatural" artifacts and enchantments, increase a player's life total, get extra lands or other mana sources into play, and produce the other four colors of mana. Green creatures often have "Trample", an ability which lets them deal attack damage to an opponent if blocked by a weaker creature. Green's weaknesses include its difficulty destroying creatures directly; a distinct shortage of flying creatures, and a lack of strategic options other than its signature large creatures.
Opening magic decks

The most exciting part of opening a magic deck is the discovery of rare and powerful cards. **These cards often have unique abilities, high mana costs, or special artwork that sets them apart from common cards.** Finding a rare card can greatly enhance a player's deck and increase their chances of winning matches. In addition to rare cards, players may also uncover foils or alternate art versions of cards. These cards have a shiny or different design that makes them even more collectible and aesthetically appealing. **Finding foil or alternate art cards can be a highlight for many players during the deck opening process.** After the initial excitement of opening the deck, players can begin to strategize and build their deck using the new cards they have acquired. **This involves careful consideration of the cards' abilities, power levels, and synergy with the rest of the deck.** Building an effective and balanced deck is crucial for success in magic. Overall, opening magic decks is a thrilling experience that keeps players coming back for more. The mix of anticipation, rare card discoveries, and deck-building possibilities make it an integral part of the magic card game experience. Whether it is for collecting, competitive play, or casual enjoyment, opening magic decks never fails to inject an element of magic into the lives of players..

Reviews for "Opening Magic Decks as a Collectible Hobby: An In-Depth Look"

1. John - Rating: 1/5
I found the "Opening magic decks" show to be incredibly boring and uneventful. The host lacked any enthusiasm, and it seemed like he was just going through the motions. The tricks were predictable and unimpressive, and there was no sense of suspense or excitement. I was hoping for some mind-blowing magic, but all I got was a yawn-inducing performance.
2. Sarah - Rating: 2/5
"Opening magic decks" was a letdown for me. While the concept of revealing the secrets behind magic tricks could have been interesting, the execution fell flat. The host's explanations were confusing and hard to follow, making it difficult to grasp the tricks' underlying mechanics. Additionally, the production quality was low, with poor camera angles and choppy editing. Overall, it was a disappointing experience that failed to deliver on its promises.
3. Mark - Rating: 2/5
I had high hopes for "Opening magic decks," but unfortunately, it didn't live up to my expectations. The host's presentation style was lackluster, and his attempts to explain the tricks only added to the confusion. The tricks themselves were underwhelming, with no wow-factor or any particularly clever or innovative elements. I believe the show needs a more charismatic host and a major revamp to be worth watching. Until then, I would not recommend it to any magic enthusiast looking for genuine entertainment.
4. Emily - Rating: 1/5
"Opening magic decks" had the potential to be a captivating show, but it missed the mark completely. The host's explanations were convoluted and hard to understand, leaving me feeling more bewildered than enlightened. The tricks themselves were nothing remarkable, and it felt like I had wasted my time watching the show. I would rather spend my time and money on a live magic performance or a well-produced magic video that can truly amaze and bewilder.

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