Build a competitive or casual trading card game deck. 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 TCGs. Use when building a new deck for a tournament format or casual play, adapting an existing deck to a changed meta-game, evaluating whether a new set warrants a deck change, or converting a deck concept into a tournament-ready list.
Scanned 9/3/2026
Install to Claude Code
npx -y skills add pjt222/agent-almanac --skill build-tcg-deck --agent claude-codeInstalls into .claude/skills of the current project.
Are you the author of Build Tcg Deck?
Add the live security badge to your README — it updates automatically with every re-scan.
[](https://www.skillsdirectory.com/skills/pjt222-build-tcg-deck-a4723e7d)More formats (shields.io, HTML) on the badges page.
---
name: build-tcg-deck
locale: caveman-ultra
source_locale: en
source_commit: 82c77053
fence_basis_commit: 82c77053
translator: "Julius Brussee homage — caveman"
translation_date: "2026-04-19"
description: >
Build a competitive or casual trading card game deck. 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 TCGs. Use when building a new deck
for a tournament format or casual play, adapting an existing deck to a changed
meta-game, evaluating whether a new set warrants a deck change, or converting
a deck concept into a tournament-ready list.
license: MIT
allowed-tools: Read Grep Glob WebFetch WebSearch
metadata:
author: Philipp Thoss
version: "1.0"
domain: tcg
complexity: intermediate
language: natural
tags: tcg, deck-building, pokemon, mtg, fab, strategy, meta, archetype
---
# Build TCG Deck
Construct TCG deck archetype → final optimization. Works across Pokemon TCG, MTG, FaB, other major TCGs.
## Use When
- New deck for tournament format or casual
- Adapt existing deck to changed meta
- Eval whether new card/set warrants change
- Teach deck construction principles
- Convert concept → tournament-ready list
## In
- **Required**: Game (Pokemon TCG, MTG, FaB, etc.)
- **Required**: Format (Standard, Expanded, Modern, Legacy, Blitz, etc.)
- **Required**: Goal (competitive, casual, budget)
- **Optional**: Preferred archetype (aggro, control, combo, midrange)
- **Optional**: Budget constraints
- **Optional**: Current meta (top decks, expected field)
## Do
### Step 1: Define Archetype
Choose strategic identity.
1. ID available archetypes in format:
- **Aggro**: Early pressure + efficient attackers
- **Control**: Answer threats, win late via card advantage
- **Combo**: Assemble card combos → powerful synergy / instant wins
- **Midrange**: Flexible, shifts aggro ↔ control
- **Tempo**: Resource advantage via efficient timing + disruption
2. Select based on:
- Playstyle
- Meta positioning (what beats top?)
- Budget (combo needs specific expensive)
- Format legality (bans, rotation)
3. ID 1-2 primary win conditions:
- How does deck actually win?
- Ideal game state to reach?
4. State archetype + win condition clearly
**→** Clear archetype + win conditions. Specific enough to guide selection, flexible to adapt.
**If err:** No archetype feels right → start w/ strongest individual cards, let archetype emerge from pool. Sometimes best deck built around a card, not concept.
### Step 2: Build Core
Select cards defining strategy.
1. **Core engine** (12-20 cards depending on game):
- Directly enable win condition
- Max legal copies
- Non-negotiable — deck fails w/o
2. **Support** (8-15):
- Find/protect core
- Draw/search for consistency
- Protection (counters, shields, removal)
3. **Interaction** (8-12):
- Removal for opponent threats
- Disruption for opponent strategy
- Defensive opts appropriate to format
4. **Resource base** (game-specific):
- MTG: Lands (24-26 for 60-card, 16-17 for 40-card)
- Pokemon: Energy (8-12 basic + special)
- FaB: Pitch value distribution (balance red/yellow/blue)
**→** Complete list at/near min deck size. Every card has role (core, support, interaction, resource).
**If err:** Exceeds format size → cut weakest support first. Core needs too many (>25) → strategy too fragile, simplify win condition.
### Step 3: Analyze Curve
Verify resource distribution supports strategy.
1. Plot **mana/energy/cost curve**:
- Count cards at each cost (0, 1, 2, 3, 4, 5+)
- Match archetype:
- Aggro: peaks 1-2, drops after 3
- Midrange: peaks 2-3, moderate at 4-5
- Control: flatter, more high-cost finishers
- Combo: concentrated at combo-piece costs
2. Check **color/type distribution** (MTG: color balance; Pokemon: energy coverage):
- Resource base can reliably cast on curve?
- Color-intensive cards need dedicated support?
3. Verify **card type balance**:
- Enough creatures/attackers for pressure
- Enough spells/trainers for interaction + consistency
- No critical category missing
4. Adjust if curve doesn't support
**→** Smooth curve → deck executes strategy on time. Aggro fast, control survives early, combo assembles on schedule.
**If err:** Lumpy (too many expensive, not enough early) → swap expensive support for cheaper. Curve > any individual card.
### Step 4: Meta Positioning
Eval vs expected field.
1. ID top 5 decks in current meta (tournament results, tier lists)
2. Each top deck:
- **Favorable**: Strategy counters theirs (+1)
- **Even**: No structural advantage (0)
- **Unfavorable**: Theirs counters yours (-1)
3. Calc expected win rate vs field:
- Weight by opponent meta share
- 60%+ vs top 5 = well-positioned
4. Poor positioning → consider:
- Switch interaction to target worst matchups
- Sideboard (if format allows) for unfavorable
- Whether diff archetype better positioned
**→** Clear picture of where deck sits. Favorable + unfavorable matchups ID'd w/ specific reasons.
**If err:** Meta data unavailable → focus on versatility, interact w/ multiple strategies vs optimizing for one matchup.
### Step 5: Sideboard
Construct sideboard/side deck for format adaptation (if applicable).
1. Each unfavorable matchup (Step 4):
- 2-4 cards significantly improve
- High-impact, not marginal
2. Each sideboard card, know:
- What matchup(s) it comes in against
- What it replaces from main
- Whether bringing it changes curve significantly
3. Verify sideboard ≤ format limits (MTG: 15, FaB: varies)
4. No sideboard card only relevant vs one fringe deck
- Each slot covers ≥2 matchups if possible
**→** Focused sideboard meaningfully improves worst matchups w/o diluting main.
**If err:** Sideboard can't fix worst matchups → deck poorly positioned in meta. Core strategy may need adjust, not sideboard patches.
## Check
- [ ] Archetype + win conditions clearly defined
- [ ] Format legality met (bans, rotation, card count)
- [ ] Every card has defined role (core, support, interaction, resource)
- [ ] Curve supports strategy speed
- [ ] Resource base reliably casts on curve
- [ ] Meta matchups evaluated w/ specific reasoning
- [ ] Sideboard targets worst matchups w/ clear swap plans
- [ ] Budget satisfied (if applicable)
## Traps
- **Too many win conditions**: 3 ways to win → none done well. Focus 1-2
- **Curve blindness**: Powerful expensive cards w/o checking if deck casts on time
- **Ignore meta**: Building in vacuum. Best in theory loses to most common in practice
- **Emotional inclusion**: Pet card not serving strategy. Every slot earns place
- **Sideboard afterthought**: Last w/ leftover. Sideboard = part of deck, not appendix
- **Over-teching**: Narrow answers to specific decks vs proactive strategy
## →
- `grade-tcg-card` — card condition assessment for tournament legality + collection value
- `manage-tcg-collection` — inventory mgmt for tracking which cards available
Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.
No comments yet. Be the first to comment!