Standard reference & strategy
Deck building & theorycrafting
Deck building & theorycrafting

Find your key cards and keep useful hands

Use draw and tutors to find the cards your plan needs. Check search rules, helpful draw odds, mana costs, and hand space before adding more draw.

Say which cards you need

Consistency means your deck can carry out its plan across many games. Start by naming the cards or card jobs you need early, later, and to finish.

You may need any useful early minion rather than one exact card. Several cards can do the same job. This is especially useful for a singleton deck, where different card names must cover the jobs that a normal list might fill with two copies. A plan that needs three exact pieces is a different problem from a plan that needs any two threats.

Compare drawing with searching

Draw gives you the next card from your deck. A tutor finds a card that fits a stated rule. Read that rule before counting the effect as a way to find your key card.

Imagine a search effect that can find either of two minions. Only one is your needed finisher. Adding another eligible minion may change what the effect can find. That extra minion might be useful, but the search is no longer as focused.

Creating a random card also differs from drawing a card in your list. Do not assume it will supply a missing piece.

Count helpful draws

Here is a simple example with stated limits. Assume ten cards remain in your deck. Two would solve your current problem. You will take one normal draw, with no other effect changing the deck. Your chance to draw a helpful card is two out of ten, or 20%.

For more draws, use the draw odds lesson. The deck changes after each draw. Starting hands and the mulligan also need their own rules.

Check the time and hand cost

More draw does not always mean a safer deck. You need time and mana to use it. Drawing while the enemy threatens to win may leave you with answers you cannot play yet.

Plan for hand space too. A full hand can lose new cards through overdraw.

Review the failure you actually see

If you often run out of cards, inspect your draw and refill tools. If you have many cards but no useful play, inspect their jobs and costs. Those problems call for different changes.