The House method

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The House method is the site's own category table: the one its AI deck builder has always used. It reserves room for indirect synergy, so a deck built with it does not come out looking like every other deck of its kind.

What is different about it

The targets

CategoryTargetWhy
Lands35 to 38Lower with a very low curve; higher with X spells or expensive threats.
Ramp8 to 12Mana rocks, land ramp and cost reducers.
Card advantage10 to 12Repeatable draw engines over one-shot draws.
Removal6 to 8Targeted answers for creatures, artifacts, enchantments and planeswalkers.
Board wipes2 to 4At least one that is one-sided or uneven.
Graveyard hate1 to 3Lean high when your group has a known graveyard deck.
Themed cards15 to 25The archetype's payoffs and enablers, 8 to 12 of them indirect.
Protection and recursion0 to 5Sized by your backup plan, not by habit.
Win conditions6 to 10Cards that close the game plus secondary threats; some should win on their own.

Each card counts in one category, and the ranges add up to about 100.

A curve note

Under a commander that costs 4, run fewer other 4-drops: that turn is already spoken for.

The game-plan check

Before you finish, go through the list and ask of each card: which step of my game plan does this serve? A card with no answer is good on its own but idle in this deck; cut it or name its step. Ramp, draw, removal and lands serve the plan by definition. This is a question to answer, not a rule that blocks a card; see What blocks a card, and what is only a note.

Other methods

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