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Magic the Gathering Strategy and Deck Building Tips: A Complete Guide to Building a Magic Deck that Wins! (English Edition)
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Magic the Gathering Strategy and Deck Building Tips: A Complete Guide to Building a Magic Deck that Wins! (English Edition) [Format Kindle]

James Davis

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Magic the Gathering Strategy and Deck Building Tips: A Complete Guide to Building a Magic Deck that Wins!

Magic the Gathering is an amazing game to play. At its core it’s a game of strategy, planning and execution. If you’re deck is weak in strategy and you haven’t planned correctly you’ll never be able to execute a good game.

If you’re reading this book, then you’ve taken it upon yourself to learn exactly how to become a better player by learning Magic the Gathering strategy. And, by the end you will be.

In this book you’ll discover Magic the Gathering deck building tips and tricks that pro players use to build competitive decks. Through a specific set of strategies, that anyone can learn, you’ll soon be able to increase your chances of winning. Guaranteed.

Throughout each chapter, you’ll learn key strategies that you can instantly use to build a better, more competitive deck. If you’re looking to take your Magic the Gathering deck building skills to the next level, then this book is perfect for you.

If you want to become a great Magic the Gathering player and learn the art of building a magic deck that rivals the most competitive opponent, then grab your copy today. The key strategies await you.

Inside You’ll Discover

- How to craft the optimal size deck
- How much mana you should really include in your deck to harness the best advantage
- What a mana curve is and why it so important to winning the game
- A proven card selection strategy that increases your odds of drawing a great hand
- Ways to construct a deck around key cards that can generate a win
- Tips on developing a winning strategy for any type of deck
- How a deck theme can work to your advantage and help you dominate your opponent
- A break down of what exactly makes up a good card with numerous examples of good cards versus bad cards
- Crucial game play tips you must consider if you want to win the game
- And so much more!

Grab your copy of this Magic the Gathering deck building and strategy guide today and instantly be on your way to winning more games! If you're an Amazon Prime member you can borrow this book for FREE!

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Commentaires client les plus utiles sur (beta) 3.4 étoiles sur 5  44 commentaires
27 internautes sur 27 ont trouvé ce commentaire utile 
1.0 étoiles sur 5 A lot of mistakes 8 janvier 2014
Par Frank Karsten - Publié sur
Format:Format Kindle
This book was short (few pages, big font, too much white space, and overly huge black-and-white card images), incomplete (very few topics are treated, and only briefly at that), and filled with inaccuracies (I won't dwell on the spelling and interpunction errors, but the numerous Magic-related mistakes were off-putting).

To give some background: I am a very experienced Magic: the Gathering player and bought this book not because I was hoping to learn new strategies, but because I was hoping to learn how to adequately explain the basics to beginning players. Unfortunately, the explanations in the book were often misleading or wrong.

- Page 17: "if you have four [Evolving Wilds] in your deck, it's similar to only playing 56 cards." This is not true; the deck thinning effect doesn't come close to drawing an extra card. A deck with 4 Street Wraith would be similar to playing 56 cards; a deck with 4 Evolving Wilds is not.
- Page 18: A nonsensical formula is given to determine the number of Swamps and Islands to play in your deck. No experienced deck builder uses this formula. The formula primarily disregards color requirements. The proposed mana base would be horrendous if, for example, all 28 black cards cost a single black mana, and all 8 blue cards require triple blue.
- Page 21: Mana curve examples are presented without context. In contrast to what is suggested by the examples, the number of lands should increase as the mana curve and average mana cost increases.
- Page 34: The book recommends adding Angel's Mercy to an aggro deck, which is not only card disadvantage but also doesn't do anything useful for a deck that lacks late-game staying power.
- Page 53: In a certain combat situation, the book recommends blocks that would leave you with a 1/1 at the end of the turn, while alternative blocks that would leave you with a 3/3 would also be possible.
- Page 62: Regarding Vexing Devil, the book writes "You can play this card on turn one or turn twelve and it still has the same powerful effect. Your opponent will either lose 4 life instantly or allow a 4/3 creature to enter the game. You win either way." This explanation appears to run into a common beginner trap. Cards that give your opponent choices are typically bad because you always get the worst effect. On turn 1, the opponent will happily take four damage while he's adding actual creatures to the board. On turn 12, a 4/3 is likely to be outmatched by bigger creatures. You lose either way.
- Page 65: Regarding Razortip Whip, the book mentions "Regardless, it's a great card anytime you pull it during the game." No. This card is pretty much unplayable in Limited and even worse in Constructed.
- Page 71: "Compare Downpour to Blustersquall, which is also an instant but only allows you to tap one creature you don't control (unless you pay its overload cost. If you do it then it taps all instances of "target" creature.) It's obvious which card is better." It's obvious? Really? I have no idea which is better. This will depend on the format, deck, and matchup. Hand-waving with "it's obvious" is maddening and unsatisfactory to me.
- Page 74: "This is a great way to mill a person's deck and potentially get rid of their strong cards." Milling a strong card is typically card disadvantage and not a good way to attack the strong cards in the relevant zones of the game: the opponent's hand and battlefield.
- Page 86: The book recommends to keep a one-land hand with several "one man cost cards". This is questionable advice. Even with multiple one-drops, the decision to keep or not should depend on the deck, matchup, exact composition of cards in the opening hand, and so on. In my experience, especially if the deck runs many expensive cards, an average six-card hand will often still be better.

Sadly, I do not recommend this book to anyone. The freely available strategy that can be found online will be of better quality.
3 internautes sur 3 ont trouvé ce commentaire utile 
1.0 étoiles sur 5 Not enough value compared to what you could find online for free 18 décembre 2013
Par Jordan H - Publié sur
Format:Broché|Achat vérifié
As a longtime casual player, I bought this book mostly for its curiosity value as, either due to lack of interest on the part of strategy writers, the overwhelming preference for online articles on Magic strategy, or licensing issues, there seems to be a dearth of print on Magic: The Gathering strategy.

First of all, I couldn't find any relevant credentials on the author James Davis, something that's important when you're claiming to write a "Complete Guide to Building a Magic Deck that Wins!" Is he the same guy as Jim Davis? If so, it doesn't seem like he's actually won any high profile official tournaments. And why does Amazon list the author's name to be Stephen Hockman? No clue who that is.

As far as the content of the book is concerned, there isn't all that much to be had for the new player looking to get more out of the game. There isn't any discussion of the Color Pie, what each colors are strong at, why you would want to choose more than one color (or why not), the importance of combat, what card advantage is, or even explanations as to how a mana curve works. Examples pick and choose to various Magic cards from recent sets such as Innistrad and Ravnica Returns without rhyme or reason, which isn't particularly helpful to the new-ish player who isn't all that familiar with the context of these cards. The way information is presented is clumsy, piecemeal, and unsatisfying. On page 24, one of the strategies is, "So, try to construct a deck that has 9 cards that work well together. Cards that complement each others abilities." Then moves on without giving any examples. Not helpful.

Looking at the design of the book itself, it appears to be entirely printed from a neighborhood copy shop. No color illustrations, and a definite feeling of "I used something online to put this book together," which looks and feels like a very long English 101 essay.

I'm all for amateur productions, and at under $10 this book isn't a complete disaster, but taking into account the high quality of strategy you can find on the net for free compared to the lack of quality of this book (and I'm talking about lack of quality compared to other paperback books under $10, not to Magic strategy in general), I'm afraid I cannot recommend this book to anyone.
9 internautes sur 11 ont trouvé ce commentaire utile 
1.0 étoiles sur 5 mostly card screenshots and misspelled words 14 septembre 2013
Par FairyAthena - Publié sur
Format:Format Kindle|Achat vérifié
Of what very little is in here, it's all common sense. They didn't bother to proofread either - it's clearly a cash grab.
3.0 étoiles sur 5 If you read and do a little research and like to do that about new games you play 12 septembre 2014
Par AMY L VANDEWATER - Publié sur
Format:Format Kindle|Achat vérifié
If you read and do a little research and like to do that about new games you play, this book isn't really that useful. Especially about magic as there are a lot of good sites/webpages with really good info. I kept waiting for him to get to something I hadn't already heard/known. On the other hand if you're impatient, or just not used to do any internet research at all, or maybe new to magic but know the basic rules, this would be a good book for you.
2 internautes sur 3 ont trouvé ce commentaire utile 
3.0 étoiles sur 5 A Fair Read for Beginners 2 octobre 2013
Par N. K. Holte - Publié sur
Format:Format Kindle|Achat vérifié
If you just started playing Magic, this book will give you some good pointers on to-do's and not-to-do's. It contains information that I'd wish I'd learned sooner as a Magic player. That said, it's really only beneficial for beginners.

For more experienced players (maybe 3-4 months in with playing and discussing) most, if not all, of the contents of this book will be common sense. Save your money and go play some extra matches instead, you'll probably be better off doing so.

The book is recent and uses several current cards (read: standard legal cards) in the examples provided, which helps create value for the reader. Including pictures of the relevant cards is another plus.

It's great how covers a wide range of topics. However, being quite short, each topic feels a bit "thin".

Two examples in the book didn't make sense to me though;
Comparing Killing Glare to Go for the Throat - not a good comparison as they were never in rotation with each other (in standard, that is - I'm making the assumption that standard is the relevant format for new players, learning the smaller format of standard before moving onto modern). It does make the point of which card has better value, though I'd suggest Doom Blade as a better comparison to Killing Glare.

This example was annoying - again, it proves the point of the topic(power of the Flash mechanic) but simple math should've caught this one. In short - page 49: No, you would have 1 creature left, not 2, as Briarpack Alpha dies to Crossway Vampire.

A final plus on the book - it's fairly cheap.

In conclusion - a fair read for beginners.

I saw a comment on another review asking for proof reading errors, here are some:
1. page 82: Its just worth it - word missing, assuming a "not" should be in there.
2. page 83: 1 man cost cards - man -> mana
3. Also, I'd regard the Flash mechanic example as a proof reading error based on basic math.

These aren't big, bad errors, but for me as a reader it detracts from the professionalism and credibility of the book as a whole, and they should not be there.
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