Last updated on April 2, 2026

Gisa and Geralf - Illustration by Karla Ortiz

Gisa and Geralf | Illustration by Karla Ortiz

So, you’re going to build a MTG deck from scratch. You’ve got some cards, and you’ve seen people build decks to battle each other. The easiest way to do this is to know the theme of the deck you want to play. The deck theme provides you with information, such as which cards you want to play, the most efficient spells for each theme, how you win, and sometimes how you avoid losing.

Today we look at deck themes, and why they’re so important to MTG and for you as a player. I also suggest some deck themes that are so integral to the game that you’ve got to try one next time. Without further ado, let’s dive in!

What Counts as a Deck Theme?

Supreme Phantom - Illustration by Robbie Trevino

Supreme Phantom | Illustration by Robbie Trevino

The theme of the deck is essentially what your deck is trying to do, how it wins, and which cards it tends to play. Over the course of decades, MTG players created terms so that players understand each other easily. An experienced MTG player usually gets what a typal deck tries to do, or a Storm Combo deck or a Reanimator deck. Those themes carry a lot of meaning and need certain categories of cards to work.

We also relate the deck theme to how the deck behaves in a match. Does it want to attack frequently with creatures? Does it want to slow down attackers and stay defensive? Does it rely on particular combos or card synergies?

Macro Strategies

One of the main ways to classify its speed, or how fast the deck wants to win. There are generally three deck speeds: aggressive decks, combo decks, and control decks.

  • Aggressive, or aggro decks, want to attack. These decks play a lot of cheap creatures, cheap interaction, and ways to generate massive attacks.
  • Control decks are on the opposite spectrum, where they have answers to the opponent’s threats. Control decks want to kill or hold off the opponent’s creatures and hold counterspells to deal with the biggest threats before they hit the table. These are what we call slow decks.
  • Another classic deck theme is the combo deck. These decks want to assemble a combination of two or three cards for an instant win. The speed of this deck is relative because you want to combo as fast as you can to avoid dying to aggressive decks or to prevent control from establishing their game plan.

Creature Type Matters

Creatures are the most important type of cards for most MTG decks. Decks that care about the type of the creature are called typal decks. For example, if I have Lord of Atlantis in play, all merfolk get +1/+1, so if all creatures that I control are merfolk, they all get the bonus. Decks that go all in on a type of card are often called linear decks. I can have a Gisa and Geralf zombie deck, an elf deck, a goblin deck, a fliers deck, the list goes on.

Spellslinger Deck

A spellslinger deck is filled with instants and sorceries and cards that care about them being cast. I can have a creature like Guttersnipe in play and cast a lot of instants and sorceries, dealing a lot of damage to my opponents. The more Archmage of Runes and Guttersnipe-type cards I have in play as I’m casting instants and sorceries, the better. Cards like Slickshot Show-Off, Jace's Sanctum, Thermo-Alchemist and Young Pyromancer are good in these strategies but in different ways.

Midrange Deck

Raffine, Scheming Seer, Mosswood Dreadknight, and Sheoldred, the Apocalypse are all prime examples of cards featured in midrange decks. The very nature of a midrange deck needs to stay aware of what the other best decks do. Midrange decks are excellent at answering what other decks try to do and making them pay for playing their game. For example, a combo deck might be based on drawing cards, well Sheoldred might end the game before the combo pieces can be found. Raffine can stall and outvalue aggro decks while the Dreadknight loves trading in combat and essentially eat up opposing creatures, and still offers card advantage.

Tempo Deck

The tempo deck has low cost interaction like Spell Pierce, and Cut Down, and maintains the ability to play cards like Floodpits Drowner that might blank a creature while attacking with a few now unopposed creatures. It just needs to stay a turn ahead to win, so bounce spells are completely acceptable removal.

Graveyard Deck

Jarad, Golgari Lich LordGurmag Angler

When cards are destroyed, discarded, or milled, they go to the graveyard. That’s not the end though, because many cards have abilities that benefit from cards in graveyards or that can bring dead creatures back to life. You can have cards like Jarad, Golgari Lich Lord that get stronger as more cards get into your graveyard or cards like Gurmag Angler which use the graveyard to get a discount in the mana requirements.

Build Around Deck

Birthing Pod

Sometimes you build your entire deck around a certain card. For example, a Birthing Pod deck is built around Pod, a classic card that allows you to sacrifice a creature to get another creature from your deck into play, provided that this new creature costs 1 mana more than the sacrificed one. This card allows players to fill their decks with lots of different creatures that can combo off or creatures that provide removal, lifegain or graveyard hate.

Living End

Another example is the Living End deck, which requires you to fill your graveyard by cycling creatures. Once you cast Living End, they’ll all return to life while your opponent loses their creatures.

Deck Themes

Now that we’ve got the deck definitions out of the way, let’s talk about some of the most famous deck themes and archetypes. Please note that this isn’t an extensive list, and there are lots of deck themes that aren’t covered here. Still, most decks that aren’t covered here can be described as a variation of these deck themes. Also, these are numbered but aren’t ranked in a #1 is best sort of way.

#15. Mill

Jace, the Perfected Mind - Illustration by Chase Stone

Jace, the Perfected Mind | Illustration by Chase Stone

This is not about self-milling, but rather the built in alternative win condition in which if a player cannot draw from their library, they lose. Some stalled games turn players attention to their library count and drawing cards become the liability. Mill decks accelerate and weaponize this process by sending cards from the library to the graveyard or exiling them outright.

Mill is viable in Limited with 40-card decks, balanced for 60-card formats, and still possible in Commander too, you just need to aim for hitting multiple libraries at once and often need a combo to really make it click. The example above is a Modern deck that has no problem with opponents thinning their deck out since that only aids their downfall.

#14. Tempo

Tolarian Terror (Dominaria United) | Illustration by Vincent Christiaens

This deck gets to the big honkin' creatures quickly with cheap instants and sorceries. These either disrupt other fast decks, or set you up for plays that are bigger than your opponent's later on.

Use early spells like Opt and send them to the graveyard to make Eddymurk Crab cost , then if you didn't Bushwhack for a land, you can clear out most opposing creatures or Unsummon any would-be blockers. Don't expect to win while at full health, but this is an effective way to get your opponent down to 0 first.

#13. Self-Bounce

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I love a deck that turns “drawbacks” into advantages. Normally if you return a permanent to your hand that puts you behind, but if the enters ability leads to your advantage and your bounces are repeatable, you can churn out a win in no time.

Optimistic Scavenger ensures you get some value out of bouncing your enchantments. Hopeless Nightmare and Nowhere to Run are savage when they get recycled over and over like aluminum cans.

#12. Mono-Red Aggro

Ojer Axonil, Deepest Might | Illustration by Victor Adame Minguez

Ojer Axonil, Deepest Might | Illustration by Victor Adame Minguez

This is a classic deck theme. It deals damage fast to kill your opponent, and players don't say Red Deck Wins for nothing.

You’ll have a lot of small creatures, preferably with haste and a lot of burn spells, spells that deal direct damage to your opponents to close a game. Depending on the deck’s composition, it can be more of an aggressive creature deck, or it can rely more on the burn spells to make what we call a burn deck. The decklist shown is of a mono-red aggro that sees play in the current Standard format.

As you can see, most of the cards are cheap, and there are lots of creatures with haste. Fanatical Firebrand, Hearthborn Battler, and the like. There are spells that can go face like Burst Lightning and Lightning Strike. A Nova Hellkite in this type of deck serves as a powerful turn 3 attacker because it enters the battlefield, deals damage, and do it again later. This deck usually plays a low land count, and even a land like Soulstone Sanctuary can become a creature and attack.

#11. White Weenie/Go Wide

Myrel, Shield of Argive - Illustration by Ryan Pancoast

Myrel, Shield of Argive | Illustration by Ryan Pancoast

White weenie has this name because most of the creatures are small-sized creatures. This deck usually plays 1-drops and lots of 2-drops and has ways to back them up: either equipment cards, card advantage like Assemble the Players, anthems, or a one-time effect like Inspired Charge. Here’s a white weenie deck that I play in Pioneer with a bent on soldiers that work together with deadly efficiency. It gets explosive starts from Ballyrush Banneret, and gives creature in your hand virtual haste as it cheats them into play with Kinscaer Sentry. Siege Veteran gives the deck turn by turn boosts and maintains some board presence after removal spells.

The archetype is also called go-wide because you spread your creatures out and overcome blockers with numbers. Finally, Myrel, Shield of Argive disrupts some interaction which is lacking from this deck and delivers an overwhelming end game. Other white weenie decks might feature humans or disregard type and bleed into token decks or play some artifact creatures.

#10. Fliers

Mausoleum Wanderer - Illustration by Kieran Yanner

Mausoleum Wanderer | Illustration by Kieran Yanner

Like the white weenie archetype, this deck plays a lot of creatures, only that they are all fliers and thus hard to block. This deck is usually blue, or blue and white. The main difference is that since you’re playing blue, you can protect your creatures with countermagic, bounce enemy creatures to their hand, and more. Blue doesn’t have the sheer strength that other colors have to attack, so they have to rely on other means. You can also hold countermagic or play your creatures at instant speed to deceive your opponents. The example deck is a Pioneer decklist that plays blue fliers.

As you can see, these creatures all fly and are hard to block. Specifically in this deck, there’s a spirits theme going on, with cards like Supreme Phantom that buffs all your spirits, but the creatures could also be all birds if you want. One common play pattern in this deck is to attach Curious Obsession to a creature, then start attacking and draw cards. You’ll then protect this enchanted creature with your counterspells and ride it to victory. There are also synergies in cards like Icon of Ancestery and Geistlight Snare that are better when you have spirits around.

#9. The Rock

Glissa Sunslayer - Illustration by Krharts

Glissa Sunslayer | Illustration by Krharts

The Rock is a midrange deck that usually combines big creatures present in green with good removal spells and discard effects present in black. This way you’re killing them fast with beefy creatures and making short work of the opposition’s creatures with Doom Blades and the like.

Cards that go well in this archetype are Thoughtseize, Tarmogoyf, Dark Confidant, and Liliana of the Veil. This deck often adds red or white to have access to cards like Lightning Bolt or Path to Exile.

The example deck is from Pioneer and has a combination of threats, answers, and discard. You have good removal in Fatal Push and Assassin's Trophy, good beefy creatures in Graveyard Trespasser and Glissa Sunslayer, as well as discard. This deck isn’t awesome against a certain deck, but it can handle every matchup well. You can change the threats and answers based on the metagame too – better cards against aggro, control, or combo.

#8. Ramp

Cavalier of Thorns - Illustration by Jehan Choo

Cavalier of Thorns | Illustration by Jehan Choo

This is your classic green deck, often green and blue deck. You’ll have many ways to generate excess mana and turn this mana into expensive cards that eventually win you the game. Most importantly, you’ll want to be ahead of the competition in mana production. Sometimes these decks also play blue and/or red to channel all the extra mana into powerful X spells like Hydroid Krasis. Here’s a mono green ramp/devotion deck in Pioneer.

This deck leverages cards like Elvish Mystic and Wolfwillow Haven that allow you to generate extra mana. This mana is then used to cast powerful cards ahead of schedule, like Cityscape Leveler, Titan of Industry, and Cavalier of Thorns. A key card in this deck is the land Nykthos, Shrine to Nyx, which generates green mana based on your devotion to green, and it's very common that this land taps for 4-5+ mana.

#7. Lifegain

Giada, Font of Hope - Illustration by Eric Deschamps

Giada, Font of Hope | Illustration by Eric Deschamps

If you're gaining life consistently, chances are you’re not losing – especially to aggressive decks. Besides that, you’re getting the most out of your lifegain with specific cards. These decks are usually white-based, and often have black because these are the two colors that gain the most life. The payoffs for gaining life are many: you can have Heliod Sun-Crowned which gives +1/+1 counters, Voice of the Blessed that gets stronger, and even win the game via Felidar Sovereign.

Here’s an angel/lifegain deck in Pioneer. This deck is a white angels deck splashing green for Collected Company. The deck has main payoffs for gaining life, like Speaker of the Heavens, Righteous Valkyrie, and Resplendent Angel. Giada, Font of Hope is a good reason to play angels. Once you get to 7 life more than your starting total – usually 27, your guys get a lot stronger. Collected Company can help you find the cards you need or rebuild your board after a board wipe.

#6. Reanimator

Stinkweed Imp - Illustration by Nils Hamm

Stinkweed Imp | Illustration by Nils Hamm

Reanimator decks are a mix between graveyard decks and combo decks. You’ll want to put a strong creature in your graveyard and then return it to the battlefield, via cards like Animate Dead, Reanimate, or Dread Return. Here’s an example of a Pauper deck combining Dread Return and Lotleth Giant.

This deck has decent-sized creatures that you can put easily on your graveyard, like Generous Ent and Troll of Khazad-dûm by cycling. You also have many ways to fill your graveyard with creatures, like Satyr Wayfinder and Mire Triton. The main objective of this deck is to bring back a Lotleth Giant and deal enough damage to kill your opponent this way, but bringing back the Ent and the Troll is fair game too. You can also gain life with Gnaw to the Bone or flashback Acorn Harvest while you set the big finish.

#5. Infect

Blighted Agent | Illustration by Anthony Francisco

Blighted Agent | Illustration by Anthony Francisco

Infect is practically the same deck just about everywhere. Cheap infect creatures paired up with the best pump spells the format has to offer. The two result in one, sometimes two-turn kill that kills your opponent before they have a chance to really fight back.

Blighted Agent and Inkmoth Nexus are your main hitters, and Berserk can be one of your most potent buffs. There's not that much to it, and that plus its high ceiling is what makes this deck so strong.

#4. Sacrifice/Aristocrats

Kroxa, Titan of Death's Hunger - Illustration by Vincent Proce

Kroxa, Titan of Death's Hunger | Illustration by Vincent Proce

This deck consists of getting small benefits each time you sacrifice a permanent. You’ll usually want a card like Mayhem Devil in play that deals 1 damage to any target when you sacrifice a permanent. For this deck to work, you’ll need three things: a sacrifice outlet, payoffs for sacrificing your cards, and sacrifice fodder to make the engine work.

This Pioneer red-black sacrifice deck is a good example. Your sacrifice outlets are Witch's Oven and Deadly Dispute. Your sacrifice fodder can be either Cauldron Familiar, Unlucky Witness, or things you steal from your opponents with Claim the Firstborn. The main payoff for this strategy is Mayhem Devil. Note that Witch's Oven and Cauldron Familiar are an engine on their own – this is the famous cat-oven combo. You’ll use the oven to sacrifice the cat and make a Food token, and then you’ll sacrifice the Food to bring the cat back.

#3. Draw-Go Control

Hullbreaker Horror | Illustration by Svetlin Velinov

Hullbreaker Horror | Illustration by Svetlin Velinov

Control decks want to have resource and card advantage in the long run. This deck is called draw-go because it’s totally reactive to your opponent’s plays. If they don’t do anything, you don’t need to. You’ll just draw, play a land, and say, “Go.” If they play a spell worth countering or a creature worth killing, then go for it. These decks are usually blue-based, often adding white or black.

Note that almost all of these cards are instant-speed, like the instants spells and a flash creature like Hullbreaker Horror. Burn Down the House is a sorcery you’ll cast whenever your opponent has a formidable board and you want to burn it all. It can also be used in the token-making mode if needed. You’re either killing their creatures via Fires of Victory and Abrade, or we’re drawing cards with Memory Deluge or Thirst for Discovery. You have some counter magic too, like Negate and Dissipate. Once you drop your big Horror, it’s mostly game over.

Draw-go control can rely on other powerful win conditions, like Teferi, Hero of Dominaria or Dream Trawler.

#2. Typal

Krenko, Mob Boss - Illustration by Karl Kopinski

Krenko, Mob Boss | Illustration by Karl Kopinski

Typal decks are rely on one creature type and its synergies. These decks used to be called tribal decks, because Lorwyn set had tribal spells. (Now tribal decks and synergies are called typal, while the tribal card type has been changed to kindred.) Throughout MTG’s history there have been many different typal decks, and here I want to showcase a Goblins Historic deck.

All the creatures in this deck are goblins, and you even have a lands that turn into goblins. This is a red deck that splashes black for Munitions Expert and Sling-Gang Lieutenant. It’s a deck that wants to amass a huge number of goblins and attack your enemy, and it can be boosted by cards like Goblin Chieftain and Rundvelt Hordemaster. Also, there’s a small sacrifice theme going on, so cards like Pashalik Mons and Sling-Gang Lieutenant can sacrifice goblins for profit and that gives this aggressive deck some reach.

#1. Affinity for Artifacts

Thraben Inspector - Illustration by Matt Stewart

Thraben Inspector | Illustration by Matt Stewart

Here’s an old one that sees play in many Eternal formats. Affinity is a mechanic that rewards you for having a lot of artifacts in play. There are other such mechanics like improvise and metalcraft. I’m showing this deck as a linear example.

This is a Pauper deck with the affinity mechanic, notably in the cards Thoughtcast and Myr Enforcer. There’s also Metallic Rebuke, a counterspell that can be paid for by tapping artifacts.

But there’s more to it than creatures that get cheaper with artifacts. This decklist has only artifact lands, so thanks to the affinity mechanic, every artifact land generates effectively 2 mana for these spells. Ornithopter is just a 0/2 creature for free, but in this deck it’s a mana producer. It’s also a lethal threat if you enchant it with All That Glitters. Finally, cards like Carapace Forger are 4/4s for 2 mana in this deck most of the time because it’s easier to have three artifacts in play and turn metalcraft on.

Commander Precons

Although not a deck theme per se, each year WotC releases dozens of new Commander precon (preconstructed) decks. These decks are ready-to-play straight out of the box, and most of them can easily be upgraded just by changing some cards.

Enduring Enchantments

Enduring Enchantments
Commander (1)

Anikthea, Hand of Erebos

Planeswalker (1)

Calix, Destiny's Hand

Creature (28)

Arasta of the Endless Web
Archon of Sun's Grace
Composer of Spring
Courser of Kruphix
Demon of Fate's Design
Destiny Spinner
Doomwake Giant
Dryad of the Ilysian Grove
Eidolon of Blossoms
Erebos, Bleak-Hearted
Greater Tanuki
Heliod, God of the Sun
Herald of the Pantheon
Jukai Naturalist
Mesa Enchantress
Mindwrack Harpy
Narci, Fable Singer
Nessian Wanderer
Nyx Weaver
Nyxborn Behemoth
Ondu Spiritdancer
Sanctum Weaver
Satyr Enchanter
Setessan Champion
Spirited Companion
Starfield Mystic
Sythis, Harvest's Hand
Verduran Enchantress

Instant (1)

Path to Exile

Sorcery (5)

Culling Ritual
Extinguish All Hope
Farseek
Kodama's Reach
Rampant Growth

Enchantment (25)

Abundance
Battle at the Helvault
Battle for Bretagard
Binding the Old Gods
Boon of the Spirit Realm
Cacophony Unleashed
Cast Out
Cunning Rhetoric
Dreadhorde Invasion
Enchantress's Presence
Felidar Retreat
Font of Fertility
Ghoulish Impetus
Grasp of Fate
Khalni Heart Expedition
Love Song of Night and Day
Mirari's Wake
Omen of the Hunt
Omen of the Sun
Sandwurm Convergence
Sigil of the Empty Throne
Starfield of Nyx
The Binding of the Titans
The Eldest Reborn
The Mending of Dominaria

Artifact (2)

Arcane Signet
Sol Ring

Land (37)

Ash Barrens
Canopy Vista
Command Tower
Exotic Orchard
Forest x8
Fortified Village
Golgari Rot Farm
Krosan Verge
Necroblossom Snarl
Orzhov Basilica
Plains x6
Sandsteppe Citadel
Selesnya Sanctuary
Shineshadow Snarl
Sungrass Prairie
Swamp x5
Tainted Field
Tainted Wood
Temple of Malady
Temple of Plenty
Temple of Silence

This is a white, green and black Commander deck that has an enchantment theme. It’s a linear deck that wants you to play and have as many enchantments as possible. Anikthea, Hand of Erebos rewards you for playing enchantment creatures, and this Abzan card also allows you to make enchantment creatures, so it feeds into the theme even further.

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Creative Energy

Creative Energy

This is the Creative Energy deck, with Satya, Aetherflux Genius as the commander. Energy introduces a separate resource that doesn't go away as phases end, so some cards are uniquely relevant to energy decks, and thankfully there are multiple commanders focused on energy. What gets sleeved up are cards that are often both a generator of energy and a payoff for how to use energy. This deck in particular has so many knobs and dials that you get to adapt and chose the best route to victory for a given game.

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  • INTRODUCES 15 COMMANDER CARDS—This deck introduces 15 never-before-seen Commander cards to Magic: The Gathering, including 2 foil Legendary Creature cards
  • COLLECT SPECIAL TREATMENT CARDS—Each deck also comes with a 2-card Collector Booster Sample Pack containing 2 alt-border cards from the Modern Horizons 3 set, including 1 Rare or Mythic Rare and at least 1 Traditional Foil card
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Eldrazi Unbound

Eldrazi Unbound
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  • POWERFUL RIGHT OUT OF THE BOX—Take your Commander game to the next level with a high-powered, ready-to-play deck
  • PLAY WITH COMMANDER’S GREATEST HITS—Turn heads with a deck stacked with reprints of some of the greatest cards to grace Magic’s most popular format
  • INTRODUCES 10 COMMANDER CARDS—Each Commander deck also introduces 10 never-before-seen Magic: The Gathering cards
  • COLORLESS COMMANDER DECK—get the Eldrazi Unbound Commander Deck, a Colorless 100-card deck containing 2 Foil Legendary cards and 98 nonfoil cards, and battle your friends in epic, multiplayer games
  • COLLECT SPECIAL TREATMENT CARDS—Each deck comes with a 2-card Collector Booster Sample Pack containing 2 special treatment cards from the Commander Masters set, including 1 Rare or Mythic Rare

Let’s finish this with a crazier and outside-the-box theme for a deck: casting expensive spells that are also colorless. Zhulodok, Void Gorger is a colorless commander, so all your cards must be colorless. What’s more, if you cast one that costs 7 or more, you’ll get double cascade triggers. Naturally, you’ll want to play huge colorless creatures like Kozilek, the Great Distortion or It That Betrays to reap those benefits, and you’ll need a lot of mana production.

Wrap Up

Ornithopter of Paradise - Illustration by Raoul Vitale

Ornithopter of Paradise | Illustration by Raoul Vitale

MTG has a huge variety of playable decks, and once you can identify decks by theme, you’ll become a better player and better deckbuilder. Deck themes are all over the place, and there’s a lot of MTG theorycrafting about which themes are better and more appropriate for a given metagame.

If you’re a beginner player, I’d strongly suggest playing with a deck from each macro category to get a feel for it and see what fits you best. After all, the beauty of playing Magic is that you can have fun with any kind of deck. But each MTG player has a preferred style and deck theme, so it’s time to find yours.

What decks do you identify best with? Any preferred deck themes? Let me know in the comments section, or in our Draftsim Twitter.

Thank you for reading, and I’ll see you next time.

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