build-tcg-deck

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Build a competitive or casual trading card game deck from scratch. Use when the user explicitly asks to create, build, or construct a TCG deck, wants a deck list for Pokemon TCG/MTG/FaB, or needs help with archetype selection and card choices. Covers archetype selection, mana/energy curve analysis, win condition identification, meta-game positioning, and sideboard construction for Pokemon TCG, Magic: The Gathering, Flesh and Blood, and other major TCGs. Do NOT use for: card condition grading (use grade-tcg-card), collection inventory management (use manage-tcg-collection), rules questions, price checking, or explaining how a specific existing deck works without building it.

merceralex397-collab By merceralex397-collab schedule Updated 5/3/2026

name: build-tcg-deck description: > Build a competitive or casual trading card game deck from scratch. Use when the user explicitly asks to create, build, or construct a TCG deck, wants a deck list for Pokemon TCG/MTG/FaB, or needs help with archetype selection and card choices. Covers archetype selection, mana/energy curve analysis, win condition identification, meta-game positioning, and sideboard construction for Pokemon TCG, Magic: The Gathering, Flesh and Blood, and other major TCGs.

Do NOT use for: card condition grading (use grade-tcg-card), collection inventory management (use manage-tcg-collection), rules questions, price checking, or explaining how a specific existing deck works without building it. license: MIT allowed-tools: Read Grep Glob WebFetch WebSearch metadata: author: Philipp Thoss version: "1.1" domain: tcg complexity: intermediate language: natural tags: tcg, deck-building, pokemon, mtg, fab, strategy, meta, archetype

Build TCG Deck

Construct a trading card game deck from archetype selection through final optimization, following a structured process that works across Pokemon TCG, Magic: The Gathering, Flesh and Blood, and other major TCGs.

When to Use

Trigger this skill when the user explicitly requests:

  • "Build me a [game] deck" or "Create a deck for [format]"
  • "I need a deck list for [archetype/strategy]"
  • "Help me construct a competitive deck"
  • "What cards should I put in my [archetype] deck?"
  • "Optimize my deck list" or "Improve this deck"

When NOT to Use

Do NOT trigger this skill for:

  • Card condition assessment or grading (use grade-tcg-card instead)
  • Collection inventory tracking or management (use manage-tcg-collection instead)
  • Rules questions about specific card interactions
  • Price checking or market value inquiries
  • Explaining how an existing tier deck works without modifying/building it
  • Sideboard advice in isolation without main deck context
  • Deck critique without the user asking for construction help

Inputs

  • Required: Card game (Pokemon TCG, MTG, FaB, etc.)
  • Required: Format (Standard, Expanded, Modern, Legacy, Blitz, etc.)
  • Required: Goal (competitive tournament, casual play, budget build)
  • Optional: Preferred archetype or strategy (aggro, control, combo, midrange)
  • Optional: Budget constraints (maximum spend, cards already owned)
  • Optional: Current meta-game snapshot (top decks, expected field)

Procedure

Step 1: Define the Archetype

Choose the deck's strategic identity. Gather missing inputs through direct user questions if not provided.

  1. Confirm required inputs by asking the user if not provided:

    • "What TCG are you building for?"
    • "What format (Standard, Expanded, Modern, etc.)?"
    • "Is this for competitive play, casual, or budget?"
  2. Identify available archetypes in the current format by researching recent tournament results:

    • Use WebSearch to find "[game] [format] tier list" or "[game] [format] meta [current month/year]"
    • Document the top 5 archetypes with brief descriptions
  3. Select an archetype based on:

    • Player preference and playstyle (ask: "Do you prefer aggressive, controlling, or combo strategies?")
    • Meta-game positioning (what beats the top 3 most played decks?)
    • Budget constraints (combo decks often need specific expensive cards)
    • Format legality (check ban lists and rotation status via WebSearch if needed)
  4. Identify 1-2 primary win conditions by answering:

    • What specific game state ends the game in the deck's favor?
    • What is the earliest realistic turn the win condition can be achieved?
    • What cards are essential for the win condition to function?
  5. State the archetype selection and win condition in this format:

    • Archetype: [Aggro/Control/Combo/Midrange/Tempo]
    • Win Condition: [Specific description of how the deck wins]
    • Key Cards: [2-4 cards that enable the win condition]

Expected: A clear archetype with defined win conditions stated in the specified format. The strategy is specific enough to guide card selection.

On failure:

  • If the user is unsure about archetype preference, present the top 3 meta archetypes with one-sentence summaries and ask them to pick
  • If the format is unclear, search for current rotation/ban list and present the most common competitive format
  • If no archetype feels right after research, identify the 3 strongest individual cards legal in the format and build around those as "good stuff" midrange

Step 2: Build the Core

Select the cards that define the deck's strategy using search tools to identify current staples.

  1. Research the core engine cards:

    • Use WebSearch to find "[archetype] [game] [format] deck list" and "[key card name] deck [current year]"
    • Identify 12-20 cards that directly enable the win condition
    • List maximum legal copies of each core card (typically 3-4 copies per card depending on game rules)
    • Verify each core card is legal in the specified format via search or card database
  2. Add support cards (8-15 cards) by searching for:

    • Card draw, search, or tutor effects that find core pieces
    • Protection effects (counters, shields, prevention)
    • Setup cards that accelerate the win condition
    • Filter effects (cards that dig through the deck)
  3. Add interaction cards (8-12 cards):

    • Search for "[format] removal" and "[format] disruption" for the specific game
    • Include answers to common threats in the current meta
    • Balance between proactive disruption and reactive answers based on archetype
  4. Fill the resource base based on game:

    • MTG: Use WebSearch to find "[archetype] land count [format]" or use 24-26 lands for 60-card decks
    • Pokemon: Research energy requirements for key attackers; typically 8-12 basic energy + 2-4 special energy
    • FaB: Balance pitch values (aim for 20-25 red, 15-20 yellow, 10-15 blue in 60-card deck)
  5. Format the deck list as:

    CORE ENGINE (X cards):
    - Card Name x[quantity]
    - ...
    
    SUPPORT (X cards):
    - Card Name x[quantity]
    - ...
    
    INTERACTION (X cards):
    - Card Name x[quantity]
    - ...
    
    RESOURCES (X cards):
    - Card Name x[quantity]
    - ...
    

Expected: A complete deck list organized by function, at or near minimum deck size. Each section lists card names with quantities. The total card count is clearly stated.

On failure:

  • If the deck exceeds minimum deck size by >5 cards: Identify the 5 lowest-impact support cards and remove them
  • If the core engine requires >25 cards: Consolidate by keeping only cards that appear in 70%+ of online deck lists found in search
  • If a key card is banned/illegal: Search for "[card name] replacement [format]" and substitute with the most commonly suggested alternative
  • If budget constraints are violated: Search for "budget [archetype] [game]" and replace expensive cards with budget alternatives

Step 3: Analyze the Curve

Verify the deck's resource distribution supports its strategy with quantitative analysis.

  1. Calculate and display the cost curve breakdown:

    • Count cards at each cost point (0, 1, 2, 3, 4, 5+)
    • Present as a simple text histogram or list
    • Example format: "Cost 0: 4 cards | Cost 1: 12 cards | Cost 2: 16 cards..."
  2. Validate curve against archetype targets:

    • Aggro: 40%+ of non-resource cards should cost 1-2; <10% should cost 5+
    • Midrange: Peak at costs 2-3 (30-35% of non-resource cards); 15-20% at 4-5
    • Control: Flat distribution with 25% at 1-2, 25% at 3-4, 20% at 5+
    • Combo: 50%+ of cards at the combo's key cost points (typically 2-4)
  3. Analyze resource distribution by game:

    • MTG: Calculate color pie (count mana symbols on cards; land count should match color intensity)
    • Pokemon: Count energy requirements per type; ensure energy base covers highest-cost attack
    • FaB: Count pitch values; verify hero's weapon requirements are met
  4. Check card type ratios:

    • Non-resource cards should break down approximately:
      • Creatures/Attackers: 40-50%
      • Spells/Trainers/Actions: 30-40%
      • Other: 10-20%
  5. Identify curve problems by flagging:

    • Costs with 0 cards (potential gaps)
    • Costs with >30% of non-resource cards (potential clumping)
    • Any 5+ cost cards in an aggro deck
    • <15% early plays (cost 1-2) in any archetype

Expected: A curve analysis showing the distribution at each cost point, identified deviations from archetype targets, and a clear statement of whether the curve supports the strategy.

On failure:

  • If curve peaks at wrong cost for archetype: Replace cards at the wrong cost with cheaper/more expensive alternatives from the same functional category
  • If color/resource requirements exceed base capacity: Add more resources of the strained type, or replace the most color-intensive card with a single-color alternative
  • If gaps exist at critical costs (no 2-drops in midrange): Search "[format] best 2-drop [game]" and add 2-3 cards from results
  • If too many high-cost cards: Cut 5+ cost cards down to 1-2 copies or replace with lower-cost alternatives that serve similar functions

Step 4: Meta-Game Positioning

Evaluate the deck against the expected field using current tournament data.

  1. Research the current meta:

    • Search for "[game] [format] meta [current month year]" or "[game] [format] tier list [current season]"
    • Identify the top 5 most played decks with their approximate meta share percentages
    • Note the dominant archetype of each (aggro, control, combo, etc.)
  2. Evaluate matchups systematically:

    • For each of the top 5 decks, assess: Is it favorable (+1), even (0), or unfavorable (-1)?
    • Document the reasoning in one sentence per matchup (e.g., "Aggro loses to our early removal suite")
    • If unsure about a matchup, search "[your archetype] vs [their archetype] [game] [format]"
  3. Calculate weighted positioning:

    • Multiply each matchup score by the opponent's meta share percentage
    • Sum to get expected win rate against the field
    • Format: "Expected win rate: X% (calculated from weighted matchups)"
  4. Present matchup analysis as:

    META POSITIONING ANALYSIS:
    Deck 1 (XX% of meta): [Favorable/Even/Unfavorable] - [reason]
    Deck 2 (XX% of meta): [Favorable/Even/Unfavorable] - [reason]
    ...
    Expected win rate: XX%
    Positioning: [Strong/Moderate/Weak]
    
  5. If positioning is poor (<55% expected win rate):

    • Identify the 2 worst matchups
    • Search for "[archetype] sideboard [opposing deck]" or "[archetype] tech cards vs [strategy]"
    • Flag interaction slots that could be swapped to improve these matchups

Expected: A formatted matchup table showing the top 5 decks, their meta share, matchup assessment with reasoning, calculated expected win rate, and positioning verdict.

On failure:

  • If current meta data is unavailable: State "Meta data unavailable — building for versatility" and ensure the interaction package includes at least 2 cards effective against each major archetype (aggro, control, combo)
  • If the deck shows <50% expected win rate against top 5: Recommend a different archetype or major strategy pivot, explaining which 2-3 cards to swap first
  • If specific matchup data can't be found: Use archetype-level analysis (e.g., "Aggro generally beats Combo, loses to Control") and note this is theoretical

Step 5: Build the Sideboard

Construct sideboard/side deck for format-specific adaptation if the format supports it.

  1. First, verify the format supports sideboards:

    • MTG: 15-card sideboard allowed (most Constructed formats)
    • Pokemon TCG: No sideboard in most formats — skip this step
    • FaB: Sideboard size varies by format — search "[format] sideboard rules"
    • If sideboard not applicable: State "[Format] does not use sideboards — proceeding to validation"
  2. For each unfavorable matchup identified in Step 4:

    • Search for "[your archetype] sideboard guide [opposing archetype] [game]"
    • Identify 2-4 cards that specifically counter that strategy
    • Prioritize cards that:
      • Directly answer the opponent's key cards
      • Can be cast through the opponent's disruption
      • Don't require significant curve adjustments
  3. Format the sideboard with explicit swap instructions:

    SIDEBOARD (X cards):
    Card Name x[quantity]
      - Against: [List specific matchups]
      - Replaces: [Card(s) from main deck]
      - Reason: [Why this improves the matchup]
    
  4. Verify each sideboard card meets efficiency criteria:

    • Covers at least 2 different matchups, OR
    • Is so critical to one matchup that it single-handedly flips it from unfavorable to favorable
    • Does not increase the deck's average converted mana cost by >0.5 when boarded in
  5. Count and validate:

    • Total sideboard cards ≤ format limit
    • Every card has documented "Against" and "Replaces" fields
    • At least one card addresses each unfavorable matchup from Step 4

Expected: A formatted sideboard list with each card showing: quantity, applicable matchups, specific main deck cards it replaces, and reasoning. Total count within format limits.

On failure:

  • If sideboard exceeds format limit: Remove the card with the narrowest matchup coverage first
  • If a sideboard card only addresses one fringe deck: Replace it with a card that covers that deck plus another matchup
  • If sideboard can't address an unfavorable matchup: Flag this as a deck strategy issue, not a sideboard issue — recommend 2-3 main deck swaps to improve that matchup instead
  • If no sideboard guides or data available: Build a "generic" sideboard with 2-3 anti-aggro cards, 2-3 anti-control cards, and 2-3 versatile interaction pieces

Validation Checklist

Validate the completed deck before presenting to the user:

  1. Archetype Clarity

    • Archetype is stated explicitly (Aggro/Control/Combo/Midrange/Tempo)
    • Win condition is described in one clear sentence
    • 2-4 key enabling cards are identified
  2. Format Legality

    • Card count is at or above minimum, at or below maximum for the format
    • No cards on the format's ban list (verify via search if uncertain)
    • All cards are legal in the specified format (rotation status checked)
  3. Card Role Definition

    • Each card is tagged as Core, Support, Interaction, or Resource
    • No card lacks a clear functional role
    • Core cards are at maximum legal copies
  4. Curve Validation

    • Cost distribution histogram is provided
    • Archetype targets are met (see Step 3 thresholds)
    • No critical gaps (0 cards at a key cost) exist
  5. Resource Adequacy

    • Resource count is within format norms (MTG: 24-26 lands; Pokemon: 8-12 energy; FaB: pitch balance)
    • Color/type requirements can be met by the resource base
    • Highest-cost card can be played consistently by the resource base
  6. Meta Positioning

    • Top 5 meta decks are identified with sources
    • Matchup assessments include reasoning
    • Expected win rate is calculated and stated
  7. Sideboard Completeness (if applicable)

    • Sideboard size is within format limits
    • Each sideboard card has documented "Against" matchups
    • Each sideboard card has documented "Replaces" main deck cards
    • Each unfavorable matchup from Step 4 is addressed
  8. Budget Compliance (if applicable)

    • Deck cost is within user-specified budget
    • If over budget, budget alternatives are suggested

Validation Failure Protocol: If any checklist item fails:

  • State which item failed and why
  • Either fix the issue and re-validate, OR
  • Present the deck with the failure clearly noted and explain the limitation to the user

Common Pitfalls

Avoid these construction errors:

  1. Too Many Win Conditions: A deck with 3+ distinct win conditions usually does none well. If more than 2 win conditions are identified, consolidate by removing the least consistent one and its supporting cards.

  2. Curve Blindness: Adding powerful 5+ cost cards to an aggro deck, or too many 1-drops to control. If the curve analysis shows >10% deviation from archetype targets, flag this and propose specific swaps.

  3. Ignoring the Meta: Building without checking the top 5 decks. If meta data is unavailable, state this explicitly and build for versatility with broad interaction.

  4. Emotional Card Inclusion: Keeping "pet" cards that don't serve the strategy. When reviewing the deck, ask for each card: "Does this directly advance the win condition, protect it, or enable it?" If no, remove it.

  5. Sideboard Afterthought: Filling sideboard with "leftover" cards. Each sideboard slot must have documented matchups and swap targets. If any sideboard card lacks this documentation, it must be removed or documented.

  6. Over-Teching: Including >4 cards that only answer specific narrow strategies. If the interaction section contains narrow answers, replace half with broader interaction or main deck threats.

  7. Resource Mismatch: Resource count that doesn't match archetype speed. Aggro decks with <20 lands in MTG, or control with >25, should be flagged immediately.

Output Contract

The final output must include:

  1. Deck Summary (at the top):

    • Game, Format, Archetype stated clearly
    • Win condition described in one sentence
    • Total card count and positioning statement ("This deck is well-positioned against aggro but struggles against combo")
  2. Deck List formatted as:

    CORE ENGINE (X cards):
    - Card Name x[quantity]
    
    SUPPORT (X cards):
    - Card Name x[quantity]
    
    INTERACTION (X cards):
    - Card Name x[quantity]
    
    RESOURCES (X cards):
    - Card Name x[quantity]
    
  3. Curve Analysis:

    • Text histogram showing card count at each cost
    • Statement of whether curve supports archetype
  4. Meta Positioning:

    • List of top 5 meta decks with matchup assessments
    • Expected win rate calculation
  5. Sideboard (if applicable):

    • Formatted list with "Against" and "Replaces" for each card
  6. Validation Note:

    • Statement: "This deck has been validated against the checklist in this skill"
    • Or, if validation failed: "Validation note: [specific item failed] — [explanation]"
  7. Next Steps (brief):

    • 1-2 sentences suggesting how to test the deck or what to watch for in early games

Related Skills

  • grade-tcg-card — Card condition assessment for tournament legality and collection value
  • manage-tcg-collection — Inventory management for tracking which cards are available for deck building

Next Steps

After deck construction, consider these follow-up actions:

  1. Test the deck — Play test games focusing on the first 3 turns to verify curve smoothness and mulligan decisions.

  2. Evaluate sideboard performance — Track which sideboard cards actually get boarded in during testing; remove unused slots.

  3. Iterate on meta shifts — Return to Step 4 after 2-4 weeks of play to reassess positioning if the meta changes.

  4. Expand your collection — If budget constraints prevented optimal card choices, use manage-tcg-collection to track needed acquisitions.

  5. Prepare for tournament — Use grade-tcg-card to verify all cards are tournament-legal condition before competition.

Install via CLI
npx skills add https://github.com/merceralex397-collab/meta-skill-engineering --skill build-tcg-deck
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