Alright, guys, let’s talk about something I’ve been messing around with lately – red card draw in Magic: The Gathering. I’ve been trying to crack this nut for a while, and I think I’ve finally made some headway. So, I wanted to share my little journey with you all.

I started, like most people I guess, just throwing cards into my deck that seemed good. You know, the popular ones. I slammed those into my commander deck and hoped for the best. It was… okay. Sometimes I’d get a good run, other times I’d be stuck with a hand full of lands and nothing to do.
Experimenting Time
Then, I began experimenting. I pulled out all the card draw I had, spread them out on my table, and really looked at them. What was working? What wasn’t? What did I need versus what was just nice to have?
I started categorizing. I made a pile for “burst” draw (stuff that gets you a bunch of cards all at once), a pile for “consistent” draw (things that give you a card or two each turn), and a pile for “situational” draw (cards that are only good in certain scenarios).
- Burst Draw Pile: Things got real.
- Consistent Draw Pile: Kept my options open.
- Situational Draw Pile: For those “just in case” moments.
I cut down on the situational stuff, I played a lot more with the burst draw and keep some consistent draw, you know.
After a bunch of games, changing things around, trying that, I finally feel a little more confident with the red card draw.