build-tcg-deck
Acerca de
Esta habilidad ayuda a los desarrolladores a construir o adaptar mazos competitivos/casuales de TCG para juegos como Magic: The Gathering y Pokémon. Maneja la selección de arquetipos, el análisis de la curva de maná, la identificación de condiciones de victoria, el posicionamiento en el meta-juego y la construcción del sideboard. Úsala al crear mazos nuevos, al adaptarse a cambios en el meta o al evaluar nuevos sets de cartas para juegos de torneo.
Instalación rápida
Claude Code
Recomendadonpx skills add pjt222/agent-almanac -a claude-code/plugin add https://github.com/pjt222/agent-almanacgit clone https://github.com/pjt222/agent-almanac.git ~/.claude/skills/build-tcg-deckCopia y pega este comando en Claude Code para instalar esta habilidad
Documentación
Build TCG Deck
Construct trading card game deck from archetype selection through final optimization. Follows structured process that works across Pokemon TCG, Magic: The Gathering, Flesh and Blood, other major TCGs.
When Use
- Building new deck for specific tournament format or casual play
- Adapting existing deck to changed meta-game
- Evaluating whether new card or set release warrants deck change
- Teaching someone principles of deck construction
- Converting deck concept into tournament-ready list
Inputs
- Required: Card game (Pokemon TCG, MTG, FaB, etc.)
- Required: Format (Standard, Expanded, Modern, Legacy, Blitz, etc.)
- Required: Goal (competitive tournament, casual play, budget build)
- Optional: Preferred archetype or strategy (aggro, control, combo, midrange)
- Optional: Budget constraints (maximum spend, cards already owned)
- Optional: Current meta-game snapshot (top decks, expected field)
Steps
Step 1: Define the Archetype
Choose deck's strategic identity.
- Identify available archetypes in current format:
- Aggro: Win quickly through early pressure and efficient attackers
- Control: Answer threats efficiently, win in late game with card advantage
- Combo: Assemble specific card combinations for powerful synergy or instant wins
- Midrange: Flexible strategy shifting between aggro and control as needed
- Tempo: Gain resource advantage through efficient timing and disruption
- Select archetype based on:
- Player preference and playstyle
- Meta-game positioning (what beats top decks?)
- Budget constraints (combo decks often need specific expensive cards)
- Format legality (check ban lists and rotation status)
- Identify 1-2 primary win conditions:
- How does this deck actually win game?
- What is ideal game state this deck is trying to reach?
- State archetype selection and win condition clearly
Got: Clear archetype with defined win conditions. Strategy specific enough to guide card selection but flexible enough to adapt.
If fail: No archetype feels right? Start with strongest individual cards available, let archetype emerge from card pool. Sometimes best deck is built around a card, not a concept.
Step 2: Build the Core
Select cards defining deck's strategy.
- Identify core engine (12-20 cards depending on game):
- Cards directly enabling win condition
- Maximum legal copies of each core card
- Non-negotiable — deck doesn't function without them
- Add support cards (8-15 cards):
- Cards finding or protecting core engine
- Draw/search effects to improve consistency
- Protection for key pieces (counters, shields, removal)
- Add interaction (8-12 cards):
- Removal for opponent's threats
- Disruption for opponent's strategy
- Defensive options appropriate to format
- Fill resource base (game-specific):
- MTG: Lands (typically 24-26 for 60-card, 16-17 for 40-card)
- Pokemon: Energy cards (8-12 basic + special)
- FaB: Pitch value distribution (balance red/yellow/blue)
Got: Complete deck list at or near minimum deck size for format. Every card has clear role (core, support, interaction, resource).
If fail: Deck list exceeds format size? Cut weakest support cards first. Core engine requires too many cards (>25)? Strategy may be too fragile — simplify win condition.
Step 3: Analyze the Curve
Verify deck's resource distribution supports its strategy.
- Plot mana/energy/cost curve:
- Count cards at each cost point (0, 1, 2, 3, 4, 5+)
- Verify curve matches archetype:
- Aggro: peaks at 1-2, drops sharply after 3
- Midrange: peaks at 2-3, moderate presence at 4-5
- Control: flatter curve, more high-cost finishers
- Combo: concentrated at combo-piece costs
- Check color/type distribution (MTG: color balance; Pokemon: energy type coverage):
- Can resource base reliably cast cards on curve?
- Color-intensive cards needing dedicated resource support?
- Verify card type balance:
- Sufficient creatures/attackers to apply pressure
- Sufficient spells/trainers for interaction and consistency
- No critical category completely missing
- Adjust if curve doesn't support strategy
Got: Smooth curve letting deck execute its strategy on time. Aggro plays out fast, control survives early, combo assembles on schedule.
If fail: Curve lumpy (too many expensive cards, not enough early plays)? Swap expensive support cards for cheaper alternatives. Curve more important than any individual card.
Step 4: Meta-Game Positioning
Evaluate deck vs expected field.
- Identify top 5 decks in current meta (use tournament results, tier lists)
- For each top deck, evaluate:
- Favorable: Your strategy naturally counters theirs (score: +1)
- Even: Neither deck has structural advantage (score: 0)
- Unfavorable: Their strategy naturally counters yours (score: -1)
- Calculate expected win rate against field:
- Weight matchups by opponent's meta share
- Deck with 60%+ expected win rate against top 5 is well-positioned
- Positioning poor? Consider:
- Switching interaction cards to target worst matchups
- Adding sideboard (if format allows) for unfavorable matchups
- Whether different archetype is better positioned
Got: Clear picture of where deck sits in meta. Favorable and unfavorable matchups identified with specific reasons.
If fail: Meta data not available? Focus on versatility — ensure deck can interact with multiple strategies rather than being optimized for one matchup.
Step 5: Build the Sideboard
Construct sideboard/side deck for format-specific adaptation (if applicable).
- For each unfavorable matchup from Step 4:
- Identify 2-4 cards improving matchup significantly
- These should be high-impact cards, not marginal improvements
- For each card in sideboard, know:
- What matchup(s) it comes in against
- What it replaces from main deck
- Whether bringing it in changes deck's curve significantly
- Verify sideboard doesn't exceed format limits (MTG: 15 cards, FaB: varies)
- Ensure no sideboard card only relevant against one fringe deck
- Each sideboard slot should cover at least 2 matchups if possible
Got: Focused sideboard meaningfully improves worst matchups without diluting main strategy.
If fail: Sideboard can't fix worst matchups? Deck may be poorly positioned in current meta. Consider whether core strategy needs adjustment rather than sideboard patches.
Checks
- Archetype and win conditions clearly defined
- Deck meets format legality (ban list, rotation, card count)
- Every card has defined role (core, support, interaction, resource)
- Mana/energy curve supports strategy's speed
- Resource base can reliably cast cards on curve
- Meta matchups evaluated with specific reasoning
- Sideboard targets worst matchups with clear swap plans
- Budget constraints satisfied (if applicable)
Pitfalls
- Too many win conditions: Deck with 3 different ways to win usually does none well. Focus on 1-2
- Curve blindness: Adding powerful expensive cards without checking if deck can cast them on time
- Ignoring meta: Building in vacuum. Best deck in theory loses to most common deck in practice
- Emotional card inclusion: Keeping pet card that doesn't serve strategy. Every slot must earn its place
- Sideboard afterthought: Building sideboard last with leftover cards. Sideboard is part of deck, not appendix
- Over-teching: Filling deck with narrow answers to specific decks instead of proactive strategy
See Also
grade-tcg-card— Card condition assessment for tournament legality and collection valuemanage-tcg-collection— Inventory management for tracking which cards are available for deck building
Repositorio GitHub
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