build-tcg-deck
Build a competitive or casual trading card game deck.
Skill by Philipp Thoss
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About
Use cases: presentations, finance
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Permissions
What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.
- Tools
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- Secrets
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Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/build-tcg-deck
Tools it pre-approves 5
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What's inside
- Skill name
build-tcg-deck- 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
- tags: tcg, deck-building, pokemon, mtg, fab, strategy, meta, archetype · author: Philipp Thoss · domain: tcg · version: 1.0 · language: natural · complexity: intermediate
- Instructions
- 162 lines in SKILL.md · view on GitHub
Files (1)
- SKILL.md
SKILL.md (first lines)
# 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
- Building a new deck for a specific tournament format or casual play
- Adapting an existing deck to a changed meta-game
- Evaluating whether a new card or set release warrants a deck change
- Teaching someone the principles of deck construction
- Converting a deck concept into a tournament-ready list
## 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.
1. Identify the available archetypes in the current format:
- **Aggro**: Win quickly through early pressure and efficient attackers
- **Control**: Answer threats efficiently, win in the late game with card advantage
- **Combo**: Assemble specific card combinations for powerful synergy or instant wins
- **Midrange**: Flexible strategy that shifts between aggro and control as needed
- **Tempo**: Gain resource advantage through efficient timing and disruption
2. Select an archetype based on:
- Player preference and playstyle
- Meta-game positioning (what beats the top decks?)
- Budget constraints (combo decks often need specific expensive cards)
- Format legality (check ban lists and rotation status)
3. Identify 1-2 primary win conditions:
- How does this deck win the game?
- What is the ideal game state this deck is trying to reach?
4. State the archetype selection and win condition clearly
**Got:** A clear archetype with defined win conditions. The strategy is specific enough to guide card selection but flexible enough to adapt.
**If fail:** If no archetype feels right, start with the strongest individual cards available and let the archetype emerge from the card pool. Sometimes the best deck is built around a card, not a concept.
### Step 2: Build the Core
Select the cards that define the deck's strategy.
1. Identify the **core engine** (12-20 cards depending on game):
- The cards that directly enable the win condition
- Maximum legal copies of each core card
- These are non-negotiable — the deck doesn't function without them
2. Add **support cards** (8-15 cards):
- Cards that find or protect the core engine
- Draw/search effects to improve consistency
- Protection for key pieces (counters, shields, removal)
3. Add **interaction** (8-12 cards):
- Removal for opponent's threats
- Disruption for opponent's strategy
- Defensive options appropriate to the format
4. Fill the **resource base** (game-specific):
- MTG: Lands (typically 24-26 for 60-card, 16-17 for 40-card)
- Pokemon: Energy cards (8-12 basic + special)
- FaB: Pitch value distribution (balance red/yellow/blue)
**Got:** A complete deck list at or near the minimum deck size for the format. Every card has a clear role (core, support, interaction, or resource).
**If fail:** If the deck list exceeds the format size, cut the weakest support cards first. If the core engine requires too many cards (>25), the strategy may be too fragile — simplify the win condition.
### Step 3: Analyze the Curve
Verify the deck's resource distribution supports its strategy.
1. Plot the **mana/energy/cost curve**:
- Count cards at each cost point (0, 1, 2, 3, 4, 5+)
- Verify the curve matches the archetype:
- Aggro: peaks at 1-2, drops sharply after 3
- Midrange: peaks at 2-3, moderate presence at 4-5
- Control: flatter curve, more high-cost finishers
- Combo: concentrated at combo-piece costs
2. Check **color/type distribution** (MTG: color balance; Pokemon: energy type coverage):
- Can the resource base reliably cast cards on curve?
- Are there color-intensive cards that need dedicated resource support?
3. Verify **card type balance**:
- Sufficient creatures/attackers to apply pressure
- Sufficient spells/trainers for interaction and consistency
- No critical category completely missing
4. Adjust if the curve doesn't support the strategy
**Got:** A smooth curve that lets the deck execute its strategy on time. Aggro plays out fast, control survives early, combo assembles on schedule.
**If fail:** If the curve is lumpy (too many expensive cards, not enough early plays), swap expensive support cards for cheaper alternatives. The curve is more important than any individual card.
### Step 4: Meta-Game Positioning
Evaluate the deck against the expected field.
1. Identify the top 5 decks in the current meta (use tournament results, tier lists)
2. For each top deck, evaluate:
- **Favorable**: Your strategy naturally counters theirs (score: +1)
- **Even**: Neither deck has a structural advantage (score: 0)
- **Unfavorable**: Their strategy naturally counters yours (score: -1)
3. Calculate the expected win rate against the field:
- Weight matchups by the opponent's meta share
- A deck with 60%+ expected win rate against the top 5 is well-positioned
4. If positioning is poor, consider:
- Switching interaction cards to target the worst matchups
- Adding sideboard (if the format allows) for unfavorable matchups
- Whether a different archetype is better positioned
**Got:** A clear picture of where the deck sits in the meta. Favorable and unfavorable matchups identified with specific reasons.
**If fail:** If meta data isn't available, focus on versatility — ensure the deck can interact with multiple strategies rather than being optimized for one matchup.
### Step 5: Build the SideboardFrom pjt222/agent-almanac, MIT.
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Signals
- Stars
- 42
- Forks
- 5
- Open issues
- 182
- Last commit (this folder)
- Aug 17, 2026 (2 months ago)
- Last release
- Aug 26, 2026 (2 months ago)
From GitHub (fetched Oct 24, 2026).
Details
- Version
- 1.0
- License
- MIT
- Repository
- github.com/pjt222/agent-almanac
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
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build-tcg-deck skill. Agent Mart. https://agentmart.dev/skills/pjt222-build-tcg-deck (last updated 2026-10-24)