mtg-edh-build

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Build a complete, balanced 100-card Magic the Gathering Commander (EDH) deck around a chosen commander. Use this skill whenever the user wants to build, brew, design, or upgrade a Commander/EDH deck, names a legendary creature and asks "build a deck around X", asks for a decklist for a commander, wants help picking cards that synergize with a commander, or wants a Commander deck within a budget or at a specific power bracket. Triggers on phrases like "build me a commander deck", "EDH deck for [commander]", "brew around [legendary creature]", "100-card singleton deck", "help me build my Atraxa deck", or any request that pairs a commander name with deckbuilding. The skill pulls proven cards from EDHREC and mtgdecks.net, fills gaps and prices everything via Scryfall (which carries Cardmarket EUR prices), and applies a disciplined 7-step methodology to produce a tuned list with per-card pricing and a budget/bracket target.

guuse By guuse schedule Updated 6/9/2026

name: mtg-edh-build description: >- Build a complete, balanced 100-card Magic the Gathering Commander (EDH) deck around a chosen commander. Use this skill whenever the user wants to build, brew, design, or upgrade a Commander/EDH deck, names a legendary creature and asks "build a deck around X", asks for a decklist for a commander, wants help picking cards that synergize with a commander, or wants a Commander deck within a budget or at a specific power bracket. Triggers on phrases like "build me a commander deck", "EDH deck for [commander]", "brew around [legendary creature]", "100-card singleton deck", "help me build my Atraxa deck", or any request that pairs a commander name with deckbuilding. The skill grounds the build in comparable proven decklists (EDHREC average/top/theme/budget pages, optionally top Archidekt/Moxfield lists), assembles a solid reference deck for the target bracket ignoring budget first, then budgets down by role-preserving swaps — prices everything via Scryfall (Cardmarket EUR), reports the deck's ACTUAL (strictly determined) bracket with a what's-needed-to-go-up note, and applies a disciplined methodology to produce a tuned list.

MTG Commander Deck Builder

This skill builds a complete, well-tuned 100-card Commander deck around any commander the user chooses. It combines two things: proven card data (what real players actually run, from EDHREC via its JSON API, priced through Scryfall) and a disciplined building methodology that turns a pile of synergistic cards into a deck that actually functions — correct card-advantage density, enough ramp, enough interaction, the right land count, a sensible curve, and real win conditions.

A deck is not a list of the 99 most powerful cards in a color. It is a machine where the parts reinforce each other. The whole job of this skill is to build that machine.

The build is grounded in comparable real decklists, and the budget is hit by reduction, not by starting cheap. First pull the comparable proven lists for the commander and justify every inclusion by its presence/inclusion-rate there or a clear synergy reason. Then assemble a solid reference deck for the target bracket ignoring budget (allow a high ceiling — up to ~€1000 if that's what "solid" takes), and only then budget down by swapping expensive cards, most-expensive-first, for cheaper cards that fill the same role/synergy. If the budget can't be met while keeping the deck solid at the target bracket, say so and step down a bracket rather than shipping a deck weaker than it claims. Full detail in references/methodology.md — read it. Always report the deck's actual bracket (strictly determined per references/brackets.md), not just the target.

Build it with the user, not just for them. After you've settled the commander and found the synergy engine, check in on the direction before committing to a full 99, and present the near-final list for reaction before writing files — invite them to swap pet cards in, push the power up or down, or change the plan. Don't hand over a finished list as the first thing they see. Keep it light (this is a fresh build, so fewer check-ins than an upgrade) but never one-shot: confirm the plan, then confirm the list.

The deliverable

Always produce three files at the end (the user expects all three):

  1. The importable, role-tagged list (import.txt) — the 100 cards as 1 Card Name, ready to paste into Moxfield / Archidekt / mtggoldfish, and carrying each non-commander card's role tags so it doubles as the Moxfield tag source (no separate plain + tagged files — import.txt is the single source of truth). Commander first on its own line with no tag, blank line, then the 99. Tag each card with the two-tier scheme in ../mtg-edh-primer/references/tags.md: a deck-flavoured numbered engine (#1) … #2) …, in execution order) then the lettered support pillars (#A) Mana Advantage … #E) Lands), #… unquoted, tier-ordered on the line. Note in primer.md that Moxfield's Import screen ignores #tags — apply them via More → Bulk Edit.
  2. The publish-ready primer (primer.md) — always created (this is public, Moxfield-pasteable info): header + rating headline, TL;DR, how it wins, card roles & tags (the numbered-engine/lettered-pillar legend, then cards grouped by their most-defining tag with one-line explanations), play guide, strengths/weaknesses. Link every card with Moxfield's [[Card Name]] syntax (commander included) so the primer renders card links/hovers on Moxfield. Follow the structure + quality bar in ../mtg-edh-primer/SKILL.md.
  3. Private status notes (deck.md) — private working notes, not the public write-up: total price & owned-vs-needed buylist, the build-transparency sections below, and the Deck Rating scorecard. Keep the per-card explanations in primer.md, not here.
    • Reference (pre-budget) base — the solid target-bracket deck before budgeting, with its total price. (Omit only if the user set no budget cap.)
    • Budget swaps — every reduction as cut <card> (€X) → add <card> (€Y) with the shared role/synergy, plus the final price vs. the cap. (Omit if no cap.)
    • Actual bracket — the bracket the deck actually is by references/brackets.md (with the Game Changer count and combo/MLD/extra-turn confirmation), stated against the target if they differ, and a "what's needed to go up one bracket" (and what would drop it) note.
    • Deck Rating — an overall ★ rating at its bracket plus the per-dimension scorecard (see "Step 10").

Use the present_files tool to share all three, and save them in their own folder under .mtg/decks/edh/ in the user's current working directory: .mtg/decks/edh/<deck-slug>/import.txt, .mtg/decks/edh/<deck-slug>/primer.md, and .mtg/decks/edh/<deck-slug>/deck.md. Create the folder if it doesn't exist. (Commander/EDH decks live under decks/edh/; MTG Arena Standard decks live under decks/std/.) The slug is the commander name (lowercase, spaces→hyphens, punctuation dropped), e.g. .mtg/decks/edh/atraxa-praetors-voice/. If the user already has a folder for that commander and wants a different build, add a short distinguishing suffix (e.g. atraxa-praetors-voice-superfriends) so existing decks aren't overwritten. See "The .mtg workspace" below.

The .mtg workspace

All of this skill's file I/O lives in one workspace directory holding three subfolders — database/, decks/, and collection/. It is resolved in this order:

  1. $MTG_HOME, if that environment variable is set — the user's portable data location (e.g. a private mtg-data git repo they clone on each machine so decks + collection follow them everywhere; see the repo's SYNCING.md). Use it even if some subfolders don't exist yet — create them.
  2. Otherwise the nearest .mtg/ at or above the current working directory (conventionally git-ignored: built output and personal data, not source).

To see the resolved locations any time, run python scripts/scryfall_search.py --paths — it prints the decks/, collection/, and database/ paths as JSON (honouring $MTG_HOME) and creates nothing. The .mtg/… paths written elsewhere in this skill are shorthand for "inside the resolved workspace."

If $MTG_HOME is unset and there's no clear working directory to write to — e.g. an interactive chat with no project folder — ask the user where the workspace should live (prompt for a path, or suggest they set $MTG_HOME) before reading or writing anything, and use that location for the rest of the session.

The subdirectories:

  • .mtg/decks/ — where built decks are written, split by format: Commander/EDH decks go under .mtg/decks/edh/ and MTG Arena Standard decks under .mtg/decks/std/. Each deck gets its own subfolder — for this skill, .mtg/decks/edh/<deck-slug>/, holding that deck's three deliverable files (import.txt, primer.md, and deck.md). Create the directories if they're missing.
  • .mtg/collection/ — where the user's existing card collection lives (the cards they already own), so decks can be built from — or biased toward — what they have. At the start of a build, check whether .mtg/collection/ exists and holds a collection file (a Moxfield / Archidekt / MTGGoldfish CSV export, or a plain 1 Card Name text list). If it does, read it and: prefer cards the user already owns when two choices are otherwise close, and in the annotated decklist flag which cards they still need to buy and the cost of just those. If it's absent or empty, build normally and let the user know they can drop a collection export into .mtg/collection/ to get collection-aware builds next time.

Keeping decks in sync across machines (mtg-sync)

Decks live in the user's mtg-data git repo, and the user wants every build to pull at the start and push at the end — the same way card data comes from mtg-db. Don't try to judge whether syncing is set up before acting — always run the sync commands and let the helper tell you. sync.py returns skipped when the workspace isn't a git repo, so an unconditional call is safe everywhere; guessing whether to run it is exactly what makes pushing flaky.

  • At the start, before reading the collection or writing anything, invoke mtg-sync to pull (--pull). This first brings down decks/collection built on another machine.
  • As the final action of the build (see Final step — always commit & push at the end of this skill), invoke mtg-sync to push (--push -m "<commander / archetype>"), so the new deck lands on the repo's main branch and is available everywhere. This push runs every time, not only when you think sync is configured.

Only the result is best-effort. If the push reports skipped (syncing isn't set up) or FAILED (e.g. offline), note it in one line and continue — the deck is saved locally and can be pushed later. Never skip the attempt. To set syncing up the first time, use the mtg-sync skill (--bootstrap).

Before you build: always confirm bracket and budget

Two parameters change almost every card choice, so confirm them up front (the user has asked that you always ask, unless they already stated both):

  • Power bracket (1–5) — the official Commander power framework. This governs how efficient the interaction is, how many (if any) Game Changers are allowed, and whether fast/infinite combos are okay. See references/brackets.md for the definitions and the strict determination logic. Default to Bracket 2–3 if the user is unsure. Note this is the target; you will report the deck's actual bracket at the end (and they can differ — a well-tuned deck with 0 Game Changers / no combos / no MLD is Bracket 2, not 3, however optimized it is).
  • Budget cap — a total deck budget in EUR (Cardmarket pricing), or "no cap". This decides whether you reach for staples or for budget substitutes, and it constrains the land base most of all.

If the commander is also unknown ("just build me something fun"), help them pick one first using Step 1.

The steps

Work through these in order. Phase A first: before Step 1, pull the comparable proven decklists for the commander (EDHREC average/top/theme/budget via scripts/edhrec_fetch.py, optionally a top Archidekt/Moxfield list) and keep them open — they are the build's backbone, and every inclusion is justified by its inclusion-rate there or a clear synergy reason. Steps 2 and 6 carry the most weight, and Step 8 (build the solid reference deck, then budget down) is what makes the price honest. Full detail, rubrics, and the reasoning behind every number live in references/methodology.md; read it before building. The synergy-scoring loop that governs Step 2 (read → extract → map to tags → intersect → score, with the ≥2–3-points-of-contact rule) is in references/synergy.md — read it too. The Scryfall query cookbook for each step is in references/scryfall-syntax.md.

Step 1 — Pick / confirm the commander

The commander defines the deck's color identity (the only colors allowed in the 99) and its core engine. If the user already named one, confirm its color identity and read its abilities closely. If they haven't, offer a few options by the "rule of cool" (most fun / coolest, per the user's taste) tempered by "don't pick something oppressive that stops others playing." Pull the exact card text from Scryfall so you are working from the real Oracle wording.

Step 2 — Find the themed cards (the synergy engine)

This is where the deck is won or lost, and it runs through the synergy-scoring loop in references/synergy.md — read it. The rule it enforces: every themed card must share at least 2–3 synergies ("points of contact") with the commander and ideally with the other cards — and the more, the better. A card with one point of contact is a cut candidate, not an engine card.

The loop, briefly: (1) Read the commander's exact Oracle text and type line (--named) — you decide what matters. (2) Extract its key elements into a synergy vocabulary: triggers ("enters", "attacks", "a creature dies", "leaves the battlefield"), actions ("sacrifice a creature", "+1/+1 counter", "create a token", "draw"), the types it cares about, and keywords. (3) Map each element to a Scryfall handle — curated Tagger tags function:/otag: for roles (otag:sacrifice-outlet, function:card-advantage, otag:token-maker), o:"…" for specific phrases, t:… for types, keyword:… for keywords. (4) Search each within the commander's identity and intersect — cards appearing under several handles are the multi-synergy hits. (5) Score each candidate by its points of contact and keep the densest.

A good test of the result: could this deck win without ever casting the commander? If yes, the 99 are pulling their weight. Source candidates from the Phase-A comparable lists first (scripts/edhrec_fetch.py — the average deck, top, and high-"synergy" cards, each with an inclusion-rate you can cite), then use Scryfall to fill gaps and surface spicy multi-synergy cards the aggregate buries (held to the ≥2–3 contact bar). Gather more than you'll keep (~40+ themed candidates) so the reference deck has room; you'll cut later. Apply the mana-value rubric in references/methodology.md as a first filter (expensive cards must earn their slot).

Check in on the direction here. Before sinking time into the full build, tell the user the plan in a couple of sentences — the theme/engine you're leaning into, how the deck intends to win, and a handful of signature cards — and ask if that's the deck they want. This is the cheapest moment to change course (lean more aggressive, swap the wincon, go budget, lean into a pet card). Adjust to their answer, then build.

Step 3 — Card advantage (the hidden engine)

Dedicate 12+ cards to net-positive card advantage — cards that replace themselves and draw more (a card that draws 2 then discards 2 is not advantage). Aim ~8 of these at MV ≤ 3 and ~4 at MV ≥ 4, with the expensive ones drawing explosively (5–6+ cards). Prefer pieces that also synergize with the theme. Getting this right is the single biggest predictor of whether the deck works.

Step 4 — Ramp

Include ~10–11 efficient ramp pieces (mana rocks, mana dorks, land tutors) — cheaper is better — plus a few "explosive ramp" pieces (mana doublers, rituals, treasure makers) to close games. Add more ramp if the commander or curve is expensive, or if targeting a higher bracket.

Step 5 — Interaction

Include ~10 dedicated interaction pieces (removal, counterspells, protection) plus 2–4 board wipes. If the deck already has incidental interaction in its theme cards, trim the dedicated count by 1–2. Higher brackets need more, and more efficient, interaction; lower brackets can run more synergistic/situational pieces.

Step 6 — Lands, then cut to 100

Run ~37–38 lands — missing land drops loses games, so do not skimp. Mono-color decks lean on basics plus colorless utility lands; multicolor decks need a majority of color-fixing lands and still need ~38. Then tally every category and cut the themed pile down so the whole deck is exactly 100. Cut by curve first (keep only 3–4 truly expensive cards) and affinity second (when torn between two cards, keep the one with more synergy with the rest of the deck).

Step 7 — Goldfish and lock in win conditions

Mentally "goldfish" the deck to ~turn 7 (play it out solo) and ask: with a typical board, could this deck actually win? Ensure 3–4 real win conditions — cards that, with the deck's normal board state, very likely close the game. If a win con is missing, use Scryfall (search the commander's payoff keywords: power, "loses life", artifact, etc.) to find the perfect closer and swap it in. Iterate until the deck has a clear, repeatable path to victory.

Step 8 — Assemble the solid reference deck (ignore budget), then budget down

What you have after Steps 1–7, with the best cards the comparables and synergy point to and budget set aside, is the reference deck — the strongest honest version for the target bracket (allow a high ceiling, up to ~€1000 if that's what solid takes). Determine its actual bracket (references/brackets.md) and confirm it equals the target; pull back anything that drifted above (e.g. a 4th Game Changer or an early combo) — that's a bracket fix, not a budget one.

Then, only if a budget cap was set, budget down (full algorithm in references/methodology.md): sort the non-basics most-expensive-first and, for each, find a cheaper card serving the same role/synergy (same function, color identity, comparable effect, ideally also in the comparable lists) and swap it — recording cut (€X) → add (€Y) and the shared role, re-checking counts and bracket each time. If no adequate cheaper substitute exists without weakening the deck's function or bracket, leave that card and move on. Repeat until the budget is met or no beneficial swaps remain. If the budget cannot be met while keeping the deck solid at the target bracket, STOP, tell the user plainly, then step DOWN one bracket and rebuild/re-evaluate there, explaining why and what the lower bracket gets them. Keep the reference base and the swap log to show.

Step 9 — Present the list and refine before writing files

Show the user the finished list before you save anything — including the reference base, the budget swaps, the final price, the actual bracket, and the move-up note. Walk them through it briefly (category counts, how it wins, the priciest cards, close calls) and invite changes: pet cards, cuts, more/less power, a tighter budget. Make the swaps they ask for (re-checking counts, budget, and bracket each time) and keep going until they're happy. Only then run the quality checks below, rank the deck (Step 10), and write the files.

Step 10 — Rank the finished deck (★ rating)

Once the list is locked, rate it before writing files and embed the result in deck.md. Run python "${CLAUDE_SKILL_DIR}/scripts/analyze_deck.py" <import>.txt --commander "<name>" --json on the final list to pull the objective stats (curve, land/ramp/draw/interaction counts you can reconcile against your build, the EDHREC-rank staple signal, Game Changer count, off-identity check, total EUR), then apply the five-dimension rubric in references/rating.md — structure & consistency, synergy density (via references/synergy.md), staples & card quality, win conditions, and bracket calibration — to award an overall ★ rating at the deck's actual bracket. The rubric is strict and evidence-based: a deck that merely functions is ★★★ (3), not 4, and 4–5 must be earned against the comparable lists (score the Staples and Synergy dimensions off the inclusion-rate / rank data from Phase A, and round down when the evidence is thin). This is the same method as the dedicated mtg-edh-analyze skill; defer to it if you prefer. Write a Deck Rating section into deck.md: the headline (e.g. ★★★½ (3.5/5) — a solid Bracket 2 deck), the per-dimension scorecard with the numbers/evidence behind each, and one line on the deck's biggest remaining weakness. Don't inflate the score because you built the deck — if it only rates 3, say 3 and name what a comparable top list does better.

How to drive the data sources

EDHREC (JSON) is the backbone for proven inclusions and Scryfall fills gaps and prices everything. Full endpoint/fallback table: references/data-sources.md. Concretely:

  1. EDHREC JSON — the authoritative "what comparable decks run" source. Use the bundled scripts/edhrec_fetch.py "<commander>" for staples, high-synergy cards, and the list of themes; --average for a literal ~100-card average decklist, --theme <slug> for a theme build, --budget for the budget list. It reads https://json.edhrec.com/pages/commanders/<slug>.json (slug = lowercase, drop ' , ., other non-alphanumerics → -, e.g. Atraxa, Praetors' Voiceatraxa-praetors-voice) with a descriptive User-Agent + Accept: application/json and retry/backoff. Never fetch the Cloudflare-protected HTML at edhrec.com. If EDHREC 403s/404s, the script exits non-zero with a clear message — fall back to the local Scryfall DB ordered by EDHREC rank and tell the user the proven-inclusion data is lower-confidence.
  2. A user's existing decklist — if they give an Archidekt or Moxfield link, run scripts/import_deck.py <url> to pull it via the site's JSON API (Archidekt api/decks/<id>/, Moxfield api2.moxfield.com/v3/decks/all/<publicId>). If the deck is private or the site errors, the script says so — ask the user to paste the list instead. Never invent a decklist.
  3. Scryfall — the workhorse for filling category gaps, enforcing color identity, filtering by mana value, finding cards by oracle text, and pricing. Every Scryfall card object carries prices.eur and prices.eur_foil, which are Cardmarket prices in euros — use prices.eur as the per-card price for the deck total and for budget trimming. The query cookbook (references/scryfall-syntax.md) gives ready-made searches for each step.

Scryfall reads come from the local card database. The bundled scripts/scryfall_search.py queries a local SQLite database (.mtg/database/cards.sqlite) built from Scryfall's bulk data instead of hammering the API — see the mtg-db skill. The database is built automatically on first use (a one-time ~540 MB download), so you don't need to run anything first; just call the script. At the start of a build, if the script reports the data is stale (older than 30 days), tell the user prices may have moved and ask whether to refresh it (via the mtg-db skill) before continuing — proceed either way. function:/otag: (Tagger) tags aren't in bulk data, so those queries are routed to the live Scryfall API automatically.

Retrieval mechanics — use whatever is available, in this order of preference:

  • Code execution with network access → run the bundled helper: python "${CLAUDE_SKILL_DIR}/scripts/scryfall_search.py" "<query>" --limit 30. It reads the local database (auto-building it on first use), enforces color identity, and prints each card's name, mana value, type, and EUR price (cheapest printing) as JSON or a table. This is the fastest, most reliable path. Run python "${CLAUDE_SKILL_DIR}/scripts/scryfall_search.py" --help for options. The script also fetches a single card's full details and price with --named "Sol Ring". function: queries transparently use the live API.
  • No code-execution network, but web tools availableweb_fetch the JSON endpoints directly (they parse cleanly and don't need scraping): https://json.edhrec.com/pages/commanders/<slug>.json for staples/themes, .../average-decks/<slug>.json for the average list, and the Scryfall search page for card data. If web_fetch needs a URL from a prior search, web_search for the Scryfall query or the EDHREC commander page first. (No database can be built without code execution — that's expected, this is the fallback.)
  • If neither has network to these domains, tell the user their environment needs network access to api.scryfall.com and json.edhrec.com (in Claude.ai/Code this may need enabling in settings, or an org owner may need to allow those domains), and offer to proceed from your own MTG knowledge with the caveat that prices, proven inclusions, and the latest cards won't be verified.

Once the database exists, queries are local and fast; only function: tags and a stale-data refresh touch the network. If there's no clear working directory to write the database to, prompt the user for a path for .mtg/ first (see "The .mtg workspace" above).

Putting it together — the target shape of a 100-card deck

Categories overlap (a treasure-making rock is ramp and sac fodder); count each card by its primary role so the totals add to 100. A typical balanced build:

Category Count
Commander 1
Lands 37–38
Ramp 10–12
Card advantage (draw) 12–13
Interaction (incl. 2–4 board wipes) 10–12
Themed / synergy / payoffs / win conditions remainder (~24–28)

Adjust within these ranges for the commander and bracket, but treat large deviations (e.g. 30 lands, or 6 pieces of card advantage) as red flags to fix, not features.

Budget and pricing

  • Price every non-basic card with its Scryfall prices.eur (Cardmarket, EUR). Basics are free. Sum for the deck total and show it in deck.md — for both the reference base and the final deck.
  • Hit a budget cap by reducing the reference deck, not by starting cheap (Step 8 / methodology.md): iterate the non-basics most-expensive-first and swap each for a cheaper card serving the same role/synergy (same function, color identity, comparable effect, ideally also in the comparable lists). The land base is usually where the most money hides (premium duals → taplands/basics), so the top of the price list yields the biggest savings first. If no adequate cheaper substitute exists without weakening the deck, leave that card and move on. If the cap can't be met while keeping the deck solid at the target bracket, stop and step down a bracket rather than shipping a weaker deck under a higher label.
  • Show every swap as cut <card> (€X) → add <card> (€Y) with the shared role, plus final price vs. cap.
  • Note honestly that prices.eur is Cardmarket market price and can move; for an exact Cardmarket average sell on a specific pricey card, the user can check that card's Cardmarket page directly.

Quality bar before you hand it over

Reconcile the files first. Lock the 100-card list, then build import.txt (with its role tags) and write primer.md and deck.md from that same locked list — don't assemble them independently, or they drift (e.g. a card you cut for bracket reasons sneaks back into one file). Before presenting, verify import.txt sums to exactly 100 and that primer.md's card lines match it. A one-line check works: awk '{s+=$1} END{print s}' <import>.txt must print 100, and sed 's/^[0-9]* //' <import>.txt | sort | uniq -d must print nothing (no duplicate names; Commander is singleton). This catches the most common failure mode: a popular card you deliberately excluded (a Game Changer, or a combo piece above the bracket) reappearing in the import list.

Then re-read references/methodology.md and confirm: exactly 100 cards including the commander; ~38 lands; ≥12 net-positive card-advantage pieces; ≥10 ramp; ~10 interaction + 2–4 wipes; 3–4 real win conditions; every card legal in the commander's color identity; the deck's actual bracket determined per references/brackets.md (Game Changer count + combo/MLD/extra-turn limits) and matching the target (or the difference stated); the reference base, budget swaps, final price, actual bracket, and move-up note all present; within budget if a cap was set (or the honest stop reported). Only then present the files.

Double-check colors: confirm every card's color identity is within the commander's — vet with id<=<identity> (NOT c:, which also matches off-identity multicolor cards) and glance at the search CI column for each card. A single off-identity pip makes the card illegal in the deck.

Include the rating: deck.md must carry the Deck Rating section from Step 10 — the overall ★ rating at the bracket and the per-dimension scorecard. Don't deliver a deck without it.

Final step — always commit & push (every build ends here)

This is the step that gets missed, so treat it as part of the deliverable, not an afterthought. After the three files are written and presented, the last thing you do — every single time — is push them by invoking the mtg-sync skill: --push -m "<commander / archetype>".

Run it unconditionally. Do not first reason about whether the workspace is a synced repo — just run it. The helper handles every case and reports back:

  • ok (committed + pushed) → confirm in one line that the deck was pushed to the mtg-data repo's main branch.
  • skipped → the workspace isn't a synced git repo; say so in one line and stop (offer --bootstrap via mtg-sync if they'd like syncing set up).
  • FAILED → e.g. offline or an auth issue; say so in one line — the deck is committed/saved locally and can be pushed later.

Only the handling of that result is best-effort. The attempt is mandatory — never end a build without running the push.

Install via CLI
npx skills add https://github.com/guuse/claude-mtg-skills --skill mtg-edh-build
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