Teaching Decks: Equipment

by ToastasaurusRex on 07 April 2018

Main Deck (60 cards)

Sideboard (15 cards)

Creatures (4)


Sorceries (3)


Artifacts (2)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

So this is a project I wanted to engage in- To make a set of 10+ super-budget 60-card decks that are simple, relatively easy to play, relatively easy to understand, and bring across the fundamentals of how Magic Works. We've since gone way past 10, with tons more in the works, and I've really enjoyed the challenge of trying to make these decks easy to play and understand, fun, and all under a $15 budget, sideboard included.

The main goal here is that you could easily build these deck for a low cost and use them as an easy introduction to how magic works, to teach a group of new players both how to play, and give them a sense of Why, a sense of what fun things they're getting into. These decks aren't gonna be particularly good, or even legal in any particular format if it stops me from including a card I think is good for the deck, but they should be fun and interesting without being too hard to get into. They should be an easily-accessible example of how fun Magic: The Gathering can be.

Yeah, when this one got going, it kinda just put itself together. A bunch of Equipment payoff creatures I thought were going to be more expensive than they turned out to be, particularly Kor Duelist, who is a freaking beating if you can manage to protect the thing, a bunch of fair and powerful equipment to make the most of it, and away we go.

As for budget: Maindeck cost is currently at ~$9.60 (according to the middle blue numbers on this very site under estimated value), sideboard at about ~$4, which gets us in nicely under budget (Note- I'm not 100% sure about that sideboard number, mostly because the range of cost on Argentum armor goes from 80 cents to 40 cents between different copies. I calculated it as 60 because I thought that was fair, though you can afford the 80c version and still be under-budget).

How to Play

So mostly this section is going to be notes on why I think these are good cards to learn from:

Kor Duelist, Kitesail Apprentice, and Sunspear Shikari are sweet equipment-holders, great creatures to carry the nasty surplus of equipment we've thrown together here. Kitsail is evasive, Duelist hits like a truck, and Sunspear fights well and has lifelink, both of which are quite valuable.

Stone Haven Outfitter should effectively serve as a Lord in this deck, and can carry a weapon just fine herself (She can benefit from her own effects), and lets you restock resources a little when your opponents remove your creatures.

Honed Khopesh and Trusty Machete are your main stat buff equipment, and their cheap costs make them damn good at it. Swiftfoot Boots lets you pull a haste trick or two, and provides Hexproof, which can be huge, Gorgon Flail is just unfair when combined with First Strike on the Sunspear, or Double Strike on Duelist, and boosts some stats too in the package, and Rogue's Gloves is sweet with creatures this hard to block- they're either flying or huge with first strike or always something.

Pacifism and Puncturing Light are all-purpose white removal spells. Every decks needs a bit of interaction, and that's what this deck has. Previous version has Pacifism and Banishing Light, but I switched it around on a comments suggestion to have at least some removal that doesn't get nullified by enchantment hate.

Finally, Make a Stand and Sheltering Light are how you protect your own creatures- Make a Stand can even be a 3-mana answer to an enemy boardwipe, which is just brutal.

Manabase is meant to be a touch lacking, but also super-budget, and is even more so in the mono-color decks like this one.

As for the sideboard, this IS supposed to be a sideboard they learn how to use, to make their deck perform better in the right matchups, or just in general to customize their decks within constraints.

I replaced Arashin Cleric (which I usually use) in the sideboard with Aerial Responder, which can serve more purposes and is a much sweeter card to put equipment on, Revoke Essence is an answer to most anything you'd board in hate for, extra copies of Sheltering Light and Make a Stand are there for control matchups where you're gonna need to protect your dudes, Harm's Way is just a sweet card that I like throwing into these sideboards to give new players a chance to try and realize when it's useful, and just how powerful it can be, Reprisal isn't useful in every matchup, but is a great removal spell against the decks it's strong against.

And Argentum Armor. Ah, I have good memories of that bad boy from one of the first decks I ever played. It's Certainly too slow and too clunky to be good without the Stoneforge Mystic and Kor Outfitter package I was running (One copy of SFM costs more than my whole budget), but it's definitely sweet and powerful and I really wanted to leave a few in the sideboard just because that card feels sweet as hell to play with.

Deck Tags

  • teaching deck
  • Casual
  • Budget
  • Equipment

Deck at a Glance

Social Stats

2
Likes

This deck has been viewed 1,143 times.

Mana Curve

Mana Symbol Occurrence

260000

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Teaching Decks: Equipment

I aqppreciate the effort, but do have a few objections. I understand that you want to keep it budget, but at some point, you are beating a the purpose of this. I just have the feeling that some of the choices are more than sub-par just to keep this below 10 dollars. Which would be fine if the deck was still decent enough and offered enough options, but as I see it, the current deck is very limited in what it can do. The cards you use are all a-ok by themselves but if you look at the whole picture, it's somewhat ... lacking. Let me name a few things and keep in mind that I truly want to help:

* The ratio of creatures to equipments is dangerously even! The benefit of equipments over creature enchantments is that they can be reused once the creature died. Running out of creatures with a lots of equipment in play is a huge danger for this deck. You are ok as long as you have an outfitter in play but this means you can't risk him in attacks, leaving you with just 12 offensive dudes. Rogue's Glove could also help you staying in the game but it requires you to deal combat damage, so once you are stuck, this isn't a way out either.

* I understand that the truly great equipments like the Mirrodin block Swords are way too expensive, however, that's no reason to stuff this deck with equipments as vanilla as Honed Kopesh ... and you don't learn much either if all you do is pumping stats all day. Sword of Vengeance could be used here, it gives a range of abilities and is still very affordable. Also, it's a card powerful enough to be of use later in other decks. See, keeping budget in mind is a necessity when dealing with newcomers, however, I'd rather recommend a 20$ deck where he can resue most of the cards than a 10$ full of cards that he will never use again.

* Your support cards ... as I said, individually they are all ok cards. Thing is, your problem solvers don't remove and they are basically doing all the same which is more of what you already got.
Banishing light for example is your only answer to artifacts and enchantments. But you don't have any other enchantments besides Pacifism, so your opponent's enchantment removal will sit in their hands until you play Banishing Light/Pacifsm. And when either dies, the opponent gets his permanent back. And while Make a Stand has the potential to save the day it has much more potential to just buy you one more turn. The +1 part is kindof redundant and of the opponent fields anything special, giving your ordinary guys indestructible for one turn won't change the situation.
Thing is, I would add something more solid *somewhere* within the deck that goes beyond simple stats pumping and hoping it'll be enough. Dawn Charm for example is a good flexible support card that covers three potential threats. Reliquary Monks instead of Banishing Light would up the creature count without losing removal power (and this time it won't come back easily).

* About the sideboard:
- I disagree strongly with Arashin Cleric. He doesn't do much, especially as a sideboard card. Use Aven Riftwatcher instead

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Posted 08 April 2018 at 00:29

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Firstly, I'm just gonna get the little pedantic bits out of the way- the budget for these decks is $15, but the price listed on the side doesn't include sideboard, which is why it looks like I was shooting for under $10.

With that out of the way-

I see the point of this deck to be stacking lots of equipment in creatures, so I'd rather have a larger concentration of less mana-intensive equipment than a smaller concentration of higher-quality equipment. The creatures themselves will make the most of the stat boosts, but if your whole turn grinds to a halt trying to actually make use of the equipment, then that's a pretty slow and ineffective turn. I looked at Sword of Vengence in particular previously, but 6 mana to equip it to a creature is just too slow for what's supposed to be an aggressive deck. I would genuinely rather be playing Khopesh if those were my only two choices, because one of them I'm actually going to be able to use in most games. Khopesh is a minimum mana investment to get all of your synergies running, and a lot less clunky than any of your other options. N, it's not a great card or even that good a card, but these decks are supposed to be on a lower power level so that everyone gets to actually see their decks in action. And there are enough utility equipment that don't boost any stats in the deck that you kinda need a selection of dumb stat-buffs if you're ever going to actually put together lethal damage. Plus, just Voltron-ing up a buff creature is kinda the fun aspect of this deck that makes it appealing to a new player, and being able to give them multiple copies of Khopesh quickly makes that dread work.

The Protection spells are supposed to mitigate the lower number of creatures somewhat, without watering the list down with worse ones, and Make a Stand in particular can be used in response to the Pyroclasms, Planar Outbursts, and other board-wipe spells that a bunch of the slower decks run. This deck is just going to loose without an answer to boardwipes, and besides the black -x/-x boardwipes a few decks run, Make a Stand is that answer. Yes, they all work in the same ways, but there aren't a huge number of things that Indestructible doesn't answer that a mono-white deck CAN answer. Maybe I want some bad white versions of Giant Growth to buff toughness in response to a -x/-x spell, but any deck that runs those also has something like murder, which a stat buff doesn't answer, but indestructible does. If I could just give 'em hexproof through means other than equipment, that'd be great, but I can't, so I work with what I've got.

With Make a Stand in particular- yes, the +1/+0 is irrelevant, and if I could find another low-priced effect in mono-W that gave all your creatures indestructible, I'd probably use that instead, but we work with the cards that exist, not the ones we'd like to have. It's about giving the deck any answer at all to boardwipes, not the stat boost. Plus, it could be used to turn a combat phase of trades into a serious blowout in a casual game, which is the point of this series of decks.

I respect the criticism of the removal package, and I'll take a look at replacing some of them with spells like Puncturing Light or something, maybe 2 copies of Reprisal in the sideboard, but since most of these decks don't have any main-board enchantment removal, if a player is on-point enough to see that this deck that doesn't rely on any enchantments to kill you is in fact vulnerable to enchantment removal, that's actually a great learning moment that I wouldn't want to undermine too terribly much. These decks aren't about being optimal, they're about making a good impression for the fact that this game can be fun.

As for specific suggestions I didn't get to- Dawn Charm uses Regeneration, which is unintuitive and weird and always has been, counter effects in white, which is a thing that I don't want to trick players into thinking is normal, and is expensive, so all Nos on that front, Reliquary Monk I wouldn't use specifically because it's just way older, but in general I'm not throwing dedicated artifact/enchantment removal mainboard, which is why most of these decks have Revoke Existence or similar in the sideboard. And there's no way I'm throwing a card with Vanishing like Riftwatcher into these decks. Not a chance in hell, I'm trying to avoid the needlessly complicated mechanics.

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Posted 08 April 2018 at 20:07

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Well. alot of this depends on a number of things that are hard to measure, especially the target audiencie's knowledge level of the game. I agree that vanishing shouldn't be part of a beginner's deck but on the other hand I also wouldn't teach "wrong" things. While Arashin Cleric is a simple to understand card, it's just hilariously bad. Beginners don't need encouragment to add lifegain, they will do that anyway. The thing is, lifegain is rarely an effective stratagy because it has no impact on board situation. THIS is an actual lesson worth learning.

Another thing is that I didn't know what kind of games you are aiming at and it seems to me now that it's exclusively 1-on-1, right? I always had the possibility of multiplayer in mind because that's what casuals play most of the time. And that's also why I always recommend cards like Sword of Vengeance - it's an investment he'll never regret whereas something like Kopesh will catch dust as soon as he gets more cards.

Anyway, thank you for thoroughly explaining yourself. Your approach is not what I would do but it certainly can work and just talking about it like we did can help out anybody who is actually a beginner, reading this and considering to build it :)

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Posted 08 April 2018 at 22:04

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You just cited a lot of good reasons for Arashin Cleric to only be in the sideboard to come in against agro. You know, when lifegain IS good, so long as it comes alongside something that does influence the board, like a cheap body that can block passably. If they board it in when it doesn't help, that's how they learn that lifegain sucks. I stand by Arashin Cleric in the sideboard. Arashin Cleric saw a reasonable amount of Standard Sideboard play back in the day for exactly that purpose- It's not a garbage card, it's actually quite reasonable.

Yes, I'm definitely thinking 1v1 games, in large part because my experience of learning and casual play was mostly 1v1 back in highschool. My main model for how these decks would be used would be a more experienced player trying to teach a friend or family member who's trying to learn, or a group of friends or a club of something, and does so by saying "Okay, everyone chip in $20-$30, and I'll throw together a bunch of decks that we can experiment with and learn how to play together."

That's why I emphasized them as budget decks- so you can build a whole set without spending $200 on it. That's why I'm willing to make a lower-quality deck to fit to that $15 price point, even if I'll occasionally get fed up with trying to fit under it and make a more expensive version (This happened, then I found out the lands were hiking the price, deleted it when the $15 version was able to be 90% of everything I ever wanted from it). And yeah, they kinda do come out as poorer decks for the players who actually receive them, but the trade-off there is that at least the new players get to pick one or two out of a couple of decks that they actually want and like, and can start upgrading from there if they want to. It's a bit of a Quantity-over-quality approach, but I'd rather give people choices between bad decks than stick them with a better deck they don't actually like.

For the record- If you want to bring in your own approach, to make more expensive decks that have more useable cards in them, then you're free to make your own series of teaching decks. Use the same tag I do so people find yours when they're trying to search up mine, throw yours into the bunch, why the hell not? They aren't exactly competing. Having different options if someone actually tries to put some of these decks to use would be wonderful.

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Posted 09 April 2018 at 03:13

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Oh, if users would only do that! But alas, a Vault user using tag search and actively participating in things like this is as rare as a blue Summer Magic Hurricane. I tried this:
https://www.mtgvault.com/puschkin/decks/mtgvault-the-gathering/
and this:
https://www.mtgvault.com/puschkin/decks/puschkin-please-help-me/
among others and it needs a remendous amount of work to get going and even then interest fades way like Riftwatchers ...

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Posted 09 April 2018 at 16:07

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