![]() Yes, Naru Meha, Master Wizard, Ghitu Journeymage and Illusionist’s Stratagem can win you the game, but what happens when your opponent has a removal spell, or you don’t draw all three of them? You’re probably going to lose, since you’re playing mediocre cards, that don’t do that much by themselves. Building around synergies can be fun, but there are obvious problems with your three card combo of weak cards. If every one of your cards is good on its own, your deck just can’t be that bad. Well, this one is pretty self-explanatory. You want exactly one in your deck, which you can acquire with Acquisition when you need it. These are cards very good in specific situations, for example Naturalize. If you play a card that tutors, such as Grim Tutor you want some silver-bullets. But you certainly don’t want to draw it in the first few turns. Heavy control deck might play one Dream Trawler to close out the game. There are some cards that you don’t want to draw until very late in the game. You can decide to simply play two copies of each card. Both Hearthless Act and Bloodchief’s Thirst have their advantages in different situations. Let’s say you want to play four cheap removal spells in your deck. Two copies can also be used when you’re not entirely sure which of the similar effects will be better. You can’t do that, so you play 4 of them and two copies of another removal spell, like Bloodchief’s Thirst. For instance, let’s say you are playing Black deck which wants to play 6 copies of Hearthless Act. It’s often used for a card that accompanies other. Two is the most mediocre number in MTG deck building. ![]() That’s why many green decks these days cap at three copies of The Great Henge. The same goes for Planeswalkers and other legendary permanents. Think of legendary creatures – the first copy is often powerful, but the second one does absolutely nothing while the first is still alive. You want to draw the card every game, but you don’t want to get multiples of them. On the other hand, these can be corner-pieces of your deck, let’s say Showdown of the Skalds or Goldspan Dragon. They might be cards that you always want to see in your starting hand, such as Llanowar Elves or Fervent Champion. You don’t mind drawing multiples of them. These cards should be your most powerful cards, which you want to draw every game. Here are some general guidelines which should help you with that. But how should you decide between playing two or three copies. You can play up to four copies of a single card in your deck. However, be careful that they can all work together. Of course, you can always have a theme and a couple of sub-themes. All the cards in your deck should work towards it. So what do good plans have in common? They all focus on a single theme, and so should yours.
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