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build-tcg-deck

pjt222
更新于 2 days ago
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design

关于

This Claude Skill helps developers build and optimize trading card game decks for competitive or casual play across games like Magic: The Gathering and Pokémon TCG. It handles archetype selection, mana curve analysis, win condition identification, and sideboard construction. Use it when creating new decks, adapting to meta-game changes, or evaluating new card sets for tournament readiness.

快速安装

Claude Code

推荐
主要方式
npx skills add pjt222/agent-almanac -a claude-code
插件命令备选方式
/plugin add https://github.com/pjt222/agent-almanac
Git 克隆备选方式
git clone https://github.com/pjt222/agent-almanac.git ~/.claude/skills/build-tcg-deck

在 Claude Code 中复制并粘贴此命令以安装该技能

技能文档

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.

  1. 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
  2. Select based on:
    • Playstyle
    • Meta positioning (what beats top?)
    • Budget (combo needs specific expensive)
    • Format legality (bans, rotation)
  3. ID 1-2 primary win conditions:
    • How does deck actually win?
    • Ideal game state to reach?
  4. 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.

  1. Core engine (12-20 cards depending on game):
    • Directly enable win condition
    • Max legal copies
    • Non-negotiable — deck fails w/o
  2. Support (8-15):
    • Find/protect core
    • Draw/search for consistency
    • Protection (counters, shields, removal)
  3. Interaction (8-12):
    • Removal for opponent threats
    • Disruption for opponent strategy
    • Defensive opts appropriate to format
  4. 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.

  1. 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
  2. Check color/type distribution (MTG: color balance; Pokemon: energy coverage):
    • Resource base can reliably cast on curve?
    • Color-intensive cards need dedicated support?
  3. Verify card type balance:
    • Enough creatures/attackers for pressure
    • Enough spells/trainers for interaction + consistency
    • No critical category missing
  4. 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.

  1. ID top 5 decks in current meta (tournament results, tier lists)
  2. Each top deck:
    • Favorable: Strategy counters theirs (+1)
    • Even: No structural advantage (0)
    • Unfavorable: Theirs counters yours (-1)
  3. Calc expected win rate vs field:
    • Weight by opponent meta share
    • 60%+ vs top 5 = well-positioned
  4. 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).

  1. Each unfavorable matchup (Step 4):
    • 2-4 cards significantly improve
    • High-impact, not marginal
  2. Each sideboard card, know:
    • What matchup(s) it comes in against
    • What it replaces from main
    • Whether bringing it changes curve significantly
  3. Verify sideboard ≤ format limits (MTG: 15, FaB: varies)
  4. 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

  • Archetype + win conditions clearly defined
  • Format legality met (bans, rotation, card count)
  • Every card has defined role (core, support, interaction, resource)
  • Curve supports strategy speed
  • Resource base reliably casts on curve
  • Meta matchups evaluated w/ specific reasoning
  • Sideboard targets worst matchups w/ clear swap plans
  • Budget satisfied (if applicable)

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

GitHub 仓库

pjt222/agent-almanac
路径: i18n/caveman-ultra/skills/build-tcg-deck
0
agentsagentskillsai-assisted-developmentclaude-codeskillsteams

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