Build TCG Deck
Construct TCG deck archetype → final optimization. Works across Pokemon TCG, MTG, FaB, other major TCGs.
Use When
- New deck for tournament format or casual
- Adapt existing deck to changed meta
- Eval whether new card/set warrants change
- Teach deck construction principles
- Convert concept → tournament-ready list
In
- Required: Game (Pokemon TCG, MTG, FaB, etc.)
- Required: Format (Standard, Expanded, Modern, Legacy, Blitz, etc.)
- Required: Goal (competitive, casual, budget)
- Optional: Preferred archetype (aggro, control, combo, midrange)
- Optional: Budget constraints
- Optional: Current meta (top decks, expected field)
Do
Step 1: Define Archetype
Choose strategic identity.
- ID available archetypes in format:
- Aggro: Early pressure + efficient attackers
- Control: Answer threats, win late via card advantage
- Combo: Assemble card combos → powerful synergy / instant wins
- Midrange: Flexible, shifts aggro ↔ control
- Tempo: Resource advantage via efficient timing + disruption
- Select based on:
- Playstyle
- Meta positioning (what beats top?)
- Budget (combo needs specific expensive)
- Format legality (bans, rotation)
- ID 1-2 primary win conditions:
- How does deck actually win?
- Ideal game state to reach?
- State archetype + win condition clearly
→ Clear archetype + win conditions. Specific enough to guide selection, flexible to adapt.
If err: No archetype feels right → start w/ strongest individual cards, let archetype emerge from pool. Sometimes best deck built around a card, not concept.
Step 2: Build Core
Select cards defining strategy.
- Core engine (12-20 cards depending on game):
- Directly enable win condition
- Max legal copies
- Non-negotiable — deck fails w/o
- Support (8-15):
- Find/protect core
- Draw/search for consistency
- Protection (counters, shields, removal)
- Interaction (8-12):
- Removal for opponent threats
- Disruption for opponent strategy
- Defensive opts appropriate to format
- Resource base (game-specific):
- MTG: Lands (24-26 for 60-card, 16-17 for 40-card)
- Pokemon: Energy (8-12 basic + special)
- FaB: Pitch value distribution (balance red/yellow/blue)
→ Complete list at/near min deck size. Every card has role (core, support, interaction, resource).
If err: Exceeds format size → cut weakest support first. Core needs too many (>25) → strategy too fragile, simplify win condition.
Step 3: Analyze Curve
Verify resource distribution supports strategy.
- Plot mana/energy/cost curve:
- Count cards at each cost (0, 1, 2, 3, 4, 5+)
- Match archetype:
- Aggro: peaks 1-2, drops after 3
- Midrange: peaks 2-3, moderate at 4-5
- Control: flatter, more high-cost finishers
- Combo: concentrated at combo-piece costs
- Check color/type distribution (MTG: color balance; Pokemon: energy coverage):
- Resource base can reliably cast on curve?
- Color-intensive cards need dedicated support?
- Verify card type balance:
- Enough creatures/attackers for pressure
- Enough spells/trainers for interaction + consistency
- No critical category missing
- Adjust if curve doesn't support
→ Smooth curve → deck executes strategy on time. Aggro fast, control survives early, combo assembles on schedule.
If err: Lumpy (too many expensive, not enough early) → swap expensive support for cheaper. Curve > any individual card.
Step 4: Meta Positioning
Eval vs expected field.
- ID top 5 decks in current meta (tournament results, tier lists)
- Each top deck:
- Favorable: Strategy counters theirs (+1)
- Even: No structural advantage (0)
- Unfavorable: Theirs counters yours (-1)
- Calc expected win rate vs field:
- Weight by opponent meta share
- 60%+ vs top 5 = well-positioned
- Poor positioning → consider:
- Switch interaction to target worst matchups
- Sideboard (if format allows) for unfavorable
- Whether diff archetype better positioned
→ Clear picture of where deck sits. Favorable + unfavorable matchups ID'd w/ specific reasons.
If err: Meta data unavailable → focus on versatility, interact w/ multiple strategies vs optimizing for one matchup.
Step 5: Sideboard
Construct sideboard/side deck for format adaptation (if applicable).
- Each unfavorable matchup (Step 4):
- 2-4 cards significantly improve
- High-impact, not marginal
- Each sideboard card, know:
- What matchup(s) it comes in against
- What it replaces from main
- Whether bringing it changes curve significantly
- Verify sideboard ≤ format limits (MTG: 15, FaB: varies)
- No sideboard card only relevant vs one fringe deck
- Each slot covers ≥2 matchups if possible
→ Focused sideboard meaningfully improves worst matchups w/o diluting main.
If err: Sideboard can't fix worst matchups → deck poorly positioned in meta. Core strategy may need adjust, not sideboard patches.
Check
Traps
- Too many win conditions: 3 ways to win → none done well. Focus 1-2
- Curve blindness: Powerful expensive cards w/o checking if deck casts on time
- Ignore meta: Building in vacuum. Best in theory loses to most common in practice
- Emotional inclusion: Pet card not serving strategy. Every slot earns place
- Sideboard afterthought: Last w/ leftover. Sideboard = part of deck, not appendix
- Over-teching: Narrow answers to specific decks vs proactive strategy
→
grade-tcg-card — card condition assessment for tournament legality + collection value
manage-tcg-collection — inventory mgmt for tracking which cards available
1---2name: build-tcg-deck-103description: Build a competitive or casual trading card game deck. Covers archetype selection, mana/energy curve analysis, win condition identification, meta-game positioning, and sideboard construction for Pokemon TCG, Magic: The Gathering, Flesh and Blood, and other TCGs. Use when building a new deck for a tournament format or casual play, adapting an existing deck to a changed meta-game, evaluating whether a new set warrants a deck change, or converting a deck concept into a tournament-ready list.4license: MIT5---67# Build TCG Deck89Construct TCG deck archetype → final optimization. Works across Pokemon TCG, MTG, FaB, other major TCGs.1011## Use When1213- New deck for tournament format or casual14- Adapt existing deck to changed meta15- Eval whether new card/set warrants change16- Teach deck construction principles17- Convert concept → tournament-ready list1819## In2021- **Required**: Game (Pokemon TCG, MTG, FaB, etc.)22- **Required**: Format (Standard, Expanded, Modern, Legacy, Blitz, etc.)23- **Required**: Goal (competitive, casual, budget)24- **Optional**: Preferred archetype (aggro, control, combo, midrange)25- **Optional**: Budget constraints26- **Optional**: Current meta (top decks, expected field)2728## Do2930### Step 1: Define Archetype3132Choose strategic identity.33341. ID available archetypes in format:35 - **Aggro**: Early pressure + efficient attackers36 - **Control**: Answer threats, win late via card advantage37 - **Combo**: Assemble card combos → powerful synergy / instant wins38 - **Midrange**: Flexible, shifts aggro ↔ control39 - **Tempo**: Resource advantage via efficient timing + disruption402. Select based on:41 - Playstyle42 - Meta positioning (what beats top?)43 - Budget (combo needs specific expensive)44 - Format legality (bans, rotation)453. ID 1-2 primary win conditions:46 - How does deck actually win?47 - Ideal game state to reach?484. State archetype + win condition clearly4950**→** Clear archetype + win conditions. Specific enough to guide selection, flexible to adapt.5152**If err:** No archetype feels right → start w/ strongest individual cards, let archetype emerge from pool. Sometimes best deck built around a card, not concept.5354### Step 2: Build Core5556Select cards defining strategy.57581. **Core engine** (12-20 cards depending on game):59 - Directly enable win condition60 - Max legal copies61 - Non-negotiable — deck fails w/o622. **Support** (8-15):63 - Find/protect core64 - Draw/search for consistency65 - Protection (counters, shields, removal)663. **Interaction** (8-12):67 - Removal for opponent threats68 - Disruption for opponent strategy69 - Defensive opts appropriate to format704. **Resource base** (game-specific):71 - MTG: Lands (24-26 for 60-card, 16-17 for 40-card)72 - Pokemon: Energy (8-12 basic + special)73 - FaB: Pitch value distribution (balance red/yellow/blue)7475**→** Complete list at/near min deck size. Every card has role (core, support, interaction, resource).7677**If err:** Exceeds format size → cut weakest support first. Core needs too many (>25) → strategy too fragile, simplify win condition.7879### Step 3: Analyze Curve8081Verify resource distribution supports strategy.82831. Plot **mana/energy/cost curve**:84 - Count cards at each cost (0, 1, 2, 3, 4, 5+)85 - Match archetype:86 - Aggro: peaks 1-2, drops after 387 - Midrange: peaks 2-3, moderate at 4-588 - Control: flatter, more high-cost finishers89 - Combo: concentrated at combo-piece costs902. Check **color/type distribution** (MTG: color balance; Pokemon: energy coverage):91 - Resource base can reliably cast on curve?92 - Color-intensive cards need dedicated support?933. Verify **card type balance**:94 - Enough creatures/attackers for pressure95 - Enough spells/trainers for interaction + consistency96 - No critical category missing974. Adjust if curve doesn't support9899**→** Smooth curve → deck executes strategy on time. Aggro fast, control survives early, combo assembles on schedule.100101**If err:** Lumpy (too many expensive, not enough early) → swap expensive support for cheaper. Curve > any individual card.102103### Step 4: Meta Positioning104105Eval vs expected field.1061071. ID top 5 decks in current meta (tournament results, tier lists)1082. Each top deck:109 - **Favorable**: Strategy counters theirs (+1)110 - **Even**: No structural advantage (0)111 - **Unfavorable**: Theirs counters yours (-1)1123. Calc expected win rate vs field:113 - Weight by opponent meta share114 - 60%+ vs top 5 = well-positioned1154. Poor positioning → consider:116 - Switch interaction to target worst matchups117 - Sideboard (if format allows) for unfavorable118 - Whether diff archetype better positioned119120**→** Clear picture of where deck sits. Favorable + unfavorable matchups ID'd w/ specific reasons.121122**If err:** Meta data unavailable → focus on versatility, interact w/ multiple strategies vs optimizing for one matchup.123124### Step 5: Sideboard125126Construct sideboard/side deck for format adaptation (if applicable).1271281. Each unfavorable matchup (Step 4):129 - 2-4 cards significantly improve130 - High-impact, not marginal1312. Each sideboard card, know:132 - What matchup(s) it comes in against133 - What it replaces from main134 - Whether bringing it changes curve significantly1353. Verify sideboard ≤ format limits (MTG: 15, FaB: varies)1364. No sideboard card only relevant vs one fringe deck137 - Each slot covers ≥2 matchups if possible138139**→** Focused sideboard meaningfully improves worst matchups w/o diluting main.140141**If err:** Sideboard can't fix worst matchups → deck poorly positioned in meta. Core strategy may need adjust, not sideboard patches.142143## Check144145- [ ] Archetype + win conditions clearly defined146- [ ] Format legality met (bans, rotation, card count)147- [ ] Every card has defined role (core, support, interaction, resource)148- [ ] Curve supports strategy speed149- [ ] Resource base reliably casts on curve150- [ ] Meta matchups evaluated w/ specific reasoning151- [ ] Sideboard targets worst matchups w/ clear swap plans152- [ ] Budget satisfied (if applicable)153154## Traps155156- **Too many win conditions**: 3 ways to win → none done well. Focus 1-2157- **Curve blindness**: Powerful expensive cards w/o checking if deck casts on time158- **Ignore meta**: Building in vacuum. Best in theory loses to most common in practice159- **Emotional inclusion**: Pet card not serving strategy. Every slot earns place160- **Sideboard afterthought**: Last w/ leftover. Sideboard = part of deck, not appendix161- **Over-teching**: Narrow answers to specific decks vs proactive strategy162163## →164165- `grade-tcg-card` — card condition assessment for tournament legality + collection value166- `manage-tcg-collection` — inventory mgmt for tracking which cards available