ManaNation.com is your

Magic the Gathering

destination for articles, podcasts, news and more!
Listen in to Judgecast, an audio podcast about the rules and for judges.

Casual

Magic The Classroom: the Rule of Nine

I am a Math Teacher at a high school in the US Mid­west. I have loved this game since the Spring that Judg­ment came out. That is when a group of stu­dents taught me how to play and let me start­ing build­ing decks from their shoe boxes full of cards. Now I’m the one with the boxes and I am teach­ing stu­dents how to play.

You’ll notice that I say ‘we’ and ‘our’ arti­cles. I don’t do all of the writ­ing nor do all of the ideas come from my head. The stu­dents in school here do a lot of the leg work. I’m just a fun­nel for their cre­ativ­ity. That means a large ran­dom mix of decks will be pro­duced. Whether you’re a Timmy, Johnny, or Spike you’ll find it in our classroom.

Today I’m going to offi­cially write down a les­son that I give to many a stu­dent when they start design­ing their own decks. After learn­ing the game we all go through that phase of insert­ing cards at ran­dom just because they’re cool cards and they match the col­ors of a deck but at some point we start look­ing for con­sis­tency and a cen­tral­ized theme about our deck. It is then that I will deliver the fol­low­ing les­son. I can’t claim own­er­ship of the idea and I picked it up so long ago I can’t even cite the source but I’ll res­ur­rect it now for you.

When you design a deck all you really need is nine cards. That’s right, just nine. Build­ing a deck requires 60 but design­ing one only takes nine. The flaw I see in most of my stu­dents is that they just put any cool card into their deck because they like it. Often going over the 60 count, or worse, replac­ing a land with the afore­men­tioned card.

For those of you with any math­e­mat­i­cal under­stand­ing going over 60 decreases the chance of draw­ing any card you may need and replac­ing a land with a spell decreases the chance of hav­ing enough mana to cast your spells. If a deck is over­stuffed or starv­ing for mana it will lose and that super cool mythic rare you have just gets shuf­fled over and over again.

It isn’t really some­thing to write an arti­cle over but I’m sure that every­one read­ing this has already learned to stay at 60 cards and to be mind­ful of you mana count. After my begin­ning stu­dents learn that les­son and are ready to design a deck I try to steer them into the “Rule of Nine”.

Basi­cally the Rule of Nine says that they way to begin a deck design to start with a list of just nine cards. Each of these cards becomes a full play set (4 cards) yield­ing 36 cards in your deck. After that place 24 basic lands and you have a deck that will con­sis­tently use your ideas to win or lose. If you like the results then you refine the deck with ideas such a mana curve, util­ity, and synergy.

You may be sur­prised (or maybe not) at how hard it is to get stu­dents to embrace this idea. They feel so restricted by the Rule. Only choos­ing nine cards out of the vast pool of Magic cards is like some­body giv­ing you a blank check and only using it to buy a Latte at Star­bucks. In truth I under­stand how they feel but I pre­fer to see it as being focused instead of being restricted. With most stu­dents I need to show them some kind of “proof” that the Rule works. For­tu­nately it isn’t very hard to look at a Pro Play­ers list and deduce which 9 they started with. Sure some of the cards move from 4 to 3 or 2 and the proper selec­tion of non-basic land is a vital but still the core con­cept is there.

I then fol­low by show­ing them how to chan­nel their idea through the Rule of Nine. As an exam­ple I’m going to describe a process a stu­dent and I went through the other day.

Oddly enough the student’s name is Mike Flo­res. He dis­cov­ered Magic one day when he was Googling his own name. In one of The Mike Flo­res arti­cles he picked up the Quill­spike / Devoted Druid combo. For those unfa­mil­iar with this combo it’s pretty sim­ple. If both are able to be tapped you end up with an Infi­nite Power / Tough­ness crea­ture to attack with.

First you tap the Druid for a green mana, and then untap it by putting a –1/-1 counter on it. Chan­nel that one mana into Quill­spike’s abil­ity to remove the counter and give Quill­spike a +3/+3 until end of turn. Now your Druid is exactly the same as you started (no –1/-1) so you can begin the process again. At some point you turn off you engine and attack with some mon­stros­ity that used to be a Quill­spike.

I imme­di­ately grabbed onto Mike’s inter­est in the combo and used it as a teach­ing moment. “Let’s develop and expand on that. You might be on to some­thing there. Let’s find other cards that can go with it.” Now I pro­ceed to explain the Rule of Nine to Mike and also intro­duce him to Wiz­ards’ Gatherer.

The big prob­lem with this combo is that it is crea­ture based with a need for tap­ping and that a 1/1 Fairy could chump block the attack all day long (AKA Bit­terblos­som). Using the words “creature’s power” as a search para­me­ter I steer him into Rite of Con­sump­tion as a third card. Now he doesn’t need to attack and only the Druid needs to be able to tap. Mike also points to Soul’s Grace as a source for infi­nite life. I fol­low this by ask­ing which he would like to use since mana could become an issue with three col­ors. He chose Rite but we make a note of the Grace.

I was inwardly relieved that he chose the black route. Imme­di­ately I point out that some way of draw­ing or search­ing for your combo is nec­es­sary in any combo deck. With black we have easy access to a high num­ber of tutor type spells. We debate the value of many choices includ­ing but not lim­ited to Beseech the Queen, Dia­bolic Tutor, Lil­liana Vess, Elvish Har­bin­ger (only gets Druid), Mar­alen of the Morn­song, and Pri­mal Com­mand. After dis­cussing the value of the card ver­sus mana cost we decide on adding Beseech, Tutor, and Primal.

If you are keep­ing track we’ve now decided upon 6 of our cards. Quill­spike, Devoted Druid, and Rite of Con­sump­tion are the core of our combo. We’ve also cho­sen Beseech the Queen, Dia­bolic Tutor, and Pri­mal Com­mand as tools to help us get our pieces together.

For the final three cards the idea was to build in ways to pro­tect the combo pieces.  My favorite pro­tec­tion for combo’s is either Coun­ter­spells or in the case of crea­ture combo’s Shroud. Both of these rely on Blue sources of mana. The routes avail­able to Green and Black are speed accel­er­a­tion and discard.

We val­ued Thought­seize quickly and put it into our nine. From Green we added Ram­pant Growth since it can find a Swamp at need and up the power of Beseech the Queen. The final slot was rather painstak­ing between Birds of Par­adise and Dis­tress. We finally added the Dis­tress while adding the Birds to our poten­tial list. Dis­tress is basi­cally a Thought­seize for 2 when all is said and done. On the bench­ing of the Birds I per­son­ally feel that we will prob­a­bly drop some of the fetch­ing cards down to 3 of’s and maybe play a 22 land sce­nario. This spots can be filled by some Birds. Espe­cially the slots open from the land removal.

On the mana side the Rule of Nine is based on 24 basic lands. While test­ing we will be able to tweak our land choices and employ some obvi­ous cards like Llanowar Wastes but for now it’s just the basics. We want to know how the cards play with­out some crazy mana sup­port. The nine card split is pretty even with 4 green and 5 black cards so we’ll start with 12 For­est and 12 Swamp to keep it simple.

To sum it all up here’s our first basic build.

Druid Spike V1.0
4 Devoted Druid
4 Quill­spike
4 Rite of Con­sump­tion
4 Beseech the Queen
4 Dia­bolic Tutor
4 Pri­mal Com­mand
4 Ram­pant Growth
4 Thought­seize
4 Dis­tress
12 Swamp
12 For­est

Please post com­ments. We really enjoy all feed­back. There are many types of arti­cles that can come out of the class­room so if you would like to see some­thing in par­tic­u­lar just post and ask for it!

There’s the bell.

Dan is a High School Teacher who does everything he can to squeeze Magic into his schedule. Between being a Father, Husband, and Coach it’s pretty hard. Articles by Dan focus on tips and lessons for beginners that he has learned while teaching his students how to play their best. As a player Dan has a propensity to go Crazy For Combos so occasionally these articles happen as well.

Useful Author Links Last 4 posts

Comments

Comments are disallowed for this post.

Comments are closed.

Additional comments powered by BackType

  • Looking for Big Magic the Gathering tournaments?
  • Recently on ManaNation.com

  • Poll

    What kind of food goes best with Magic?

    View Results

  • Monthly

  • ManaNation is video podcast about Magic the Gathering, it is copyright of its owner CoolStuffInc LLC and Patrick Jarrett. Magic the Gathering, and all related graphics are owned by Wizards of the Coast.