

Newer players and players with smaller collections are more likely to play noncompetitive decks. When crafting noncompetitive environments, there are many types of players we cater to. There's a lot more to Magic than what deck won the last Grand Prix. However, there are also many players who don't think about Magic in that way. Many players, and a huge chunk of the audience of this article, play Magic competitively and think about decks in terms of what are the top performing decks at the highest levels. What are we looking for when we design for noncompetitive environments?

As long as there isn't one best deck, decks will naturally fall into these three categories as they are discovered. What we are trying to do is craft an environment with lots of options and things to explore. If play designers agree on which deck is strongest, we're going to make some changes, either to that deck or to other decks, so that the best deck isn't clear. One of the major points of the article was that we aren't trying to craft an environment where the best deck is known. Last week, Adam Prosak talked about finding the strongest deck in a format. These decks won't win a Grand Prix, but can win a less competitive tournament, like Friday Night Magic or Standard Showdown. These decks usually involve an off-the-wall strategy or combo, and are not strong enough to consistently perform well at premier events.
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These decks are very likely to win a Grand Prix or Pro Tour.
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If you're preparing for a competitive tournament such as a Grand Prix, you better know what these decks are and how to beat them. The top decks-these are the decks you will see time and time again.There is lots of fun to be had in deck building and exploration of the formats we play, and Play Design's job is to provide enough options that there are a variety of decks, from the top-performing Grand Prix decks all the way to the off-the-wall fringe decks played at the kitchen table.įor this article I'm going to be grouping decks into three categories: Magic: The Gathering is a deck-building game, and there is more to the game than the matches themselves. This week we're going to talk about why and how we design cards for noncompetitive environments.
