AI + Magic: The Gathering
Two projects. One finished, one ongoing. Both powered by the same idea: AI is absurdly good at Magic: The Gathering if you ask it the right questions.
If you don't play Magic, this page will either convert you or confirm that you made the right choice avoiding it.
Build Decks by Vibes, Not by Meta
Here's what I hated about Commander once everything went online: everyone just searches "best Atraxa deck" or "top Korvold combo" and copies whatever has the highest win rate. The entire creative soul of the game got replaced by optimization spreadsheets. People stopped asking "what do I want this deck to feel like?" and started asking "what's the strongest version of this card?"
I wanted to flip that completely. Instead of starting with a commander or a strategy, I start with the experience.
The Process: Feelings First, Cards Second
Start with the vibe.
Not "I want to play Gruul aggro." Instead: "I want the moment where my friends realize I am a chaos goblin who cannot be reasoned with. I'm going to throw their carefully laid plans into absolute anarchy. They're going to want to kill me for it, but if they do, they trigger something terrible for everyone, so they have to sit there and take it." That's the prompt. The emotion, the table dynamic, the roleplay fantasy.
Let AI talk to AI.
There is an absurd amount of Commander content online: deck techs, EDHREC data, Reddit threads, YouTube primers, articles on synergies. Way more than any human could read. But AI can synthesize all of it. I give Claude the vibe, the power level I want (not too strong, more meme-y, or "I want this to be genuinely terrifying"), and let it work backwards through the entire universe of Commander content to find commanders, archetypes, and strategies that match the feeling, not just the win rate.
Generate 50 ideas. Pick 3. Refine.
Once the vibe is locked, AI can generate dozens of deck concepts. I pick the ones that make me laugh or get excited, then dial them in: "Make it a little more silly. Choose card art that's goofy and on-theme. Lean into the chaos angle." It keeps iterating until the deck feels right, not just plays right.
Copy-paste into proxies. Play for $50.
The final deck list gets exported as a proxy-ready list. I paste it into a proxy printer, and every card is about 50 cents. I'm not trying to own the most expensive cards. I'm trying to have the most fun at the table and be wildly creative about it. I built eight Commander decks this way, primarily proxied, for about the cost of one "real" precon.
Play. Note. Iterate.
After a game, I take a quick note on my phone: "That was really fun, but I felt too vulnerable. Didn't have enough deterrence to keep people from swinging at me. I want to be a little more defensive for this deck without losing the chaos angle. What are some changes?" Then Claude adjusts, I swap out a few proxies, and the deck evolves. You don't have to read every card. You just have to know the vibes.
This saves me from what I think killed a lot of the fun in Commander: the optimization treadmill. I don't want the "best" version of a deck. I want the most fun version. The most thematic version. The one with the coolest art that matches the story I'm telling at the table. The one where my friends are laughing, not groaning because I comboed off on turn four.
What I'm Actually Searching For
Not: "What has the highest win rate on EDHREC?"
My Commander Decks
All eight decks, built by vibes. Each one started as a feeling and ended as a pile of 50-cent proxies that I love playing. Deck lists coming soon.
Deck lists coming soon
I'm pulling these from my ChatGPT export and Gemini sessions. Check back.
Teaching My Wife to Play Magic
My wife Bailey and her friend Divya have never played Magic: The Gathering. They've played plenty of board games (Bailey's favorite game in the world is Everdell; we own like six versions of it with all the cute little mice making families and tiny woodland resources). They love cute creatures and adorable forest animals. They do not love reading 100 unique cards with 8 lines of rules text each.
Here's the problem I keep seeing: people try to teach new players by throwing them into Commander. A hundred unique, complicated cards. Three to four other players who also have hundreds of unique, rare cards with a ton of text. It's technically a "casual" format, but it's one of the most complex ways to play Magic. Not understanding half the rules while everyone else combos off is the worst possible first experience. I keep watching people start this way and I hate it.
The Solution: A 5-Scenario Campaign
Instead of "here's a precon, good luck," I built a five-scenario event that's a hybrid between a Magic tutorial and a D&D campaign. There's a story. There are characters. There are bad guys. They level up. And each scenario introduces just enough new mechanics to learn without drowning in complexity.
Scenario 1: The Basics
Core mechanics only. Lands, creatures, combat, life totals. Custom cards with Bailey and Divya's names and characters on them. They become the Embers of the Veil, defending their village from the first signs of the blight.
Scenario 2: New Tools
They level up. A few new cards, a couple new mechanics (instants, sorceries). The blight is spreading into the forest. The story gives context to why they're learning new abilities.
Scenario 3: Building Synergy
More cards, more interactions between them. They start seeing how cards work together, not just individually. Light interactions with the bad guys. The stakes are rising.
Scenario 4: The Real Thing
This is where it gets serious. More rare cards, more complex synergies, the decks start to feel like real Commander decks. They're playing 2v1 against the blight. (We're about to start this one.)
Scenario 5: Full Commander
The finale. A full Commander game with some bonus story scenarios layered in. By this point they've learned every major mechanic organically, through story and play, not through a rulebook. The Embers of the Veil face the blight head-on.
The whole thing runs on custom cards (their names, their characters), a story I read through as a sort of DM, and a progression system where each scenario adds just enough complexity to stretch without overwhelming. Bailey and Divya are playing cooperatively against me running the blight, so they can talk strategy together instead of feeling lost and alone.
Total cost to set this up for someone else: about $100 in proxied cards and sleeves. I want to share everything: the scenario guides, the deck lists, the custom card templates, and the story. If you've got a partner or friend who's curious about Magic but intimidated by the complexity, this is the way in.
What's In the Kit (Coming Soon)
I'm finishing Scenario 4 and 5 with Bailey and Divya first, then packaging everything up. If you want to be notified when it's ready, email me.
Why AI Is Perfect for This
Magic: The Gathering has over 27,000 unique cards. Commander alone has thousands of viable strategies. The amount of content, data, deck techs, articles, and Reddit threads about this game is genuinely staggering. No human can process all of it.
But AI can. And when you point it at all that data with a prompt like "I want my friends to be laughing hysterically while I play a deck themed around woodland creatures committing crimes," it synthesizes everything and gives you options you'd never find by searching "best green/black deck." It's not replacing the creativity. It's supercharging it.
Same thing with the teaching campaign. I described the kind of experience I wanted Bailey and Divya to have, the games they already love (Everdell, Dominion), what overwhelms new players, and what makes Magic magical. Claude helped me design a progressive system that teaches through story instead of through a rulebook. I couldn't have built it this fast without AI, and honestly, it might not have occurred to me to structure it as a campaign at all.
This page will grow as I finish the campaign and start posting deck lists. Last updated March 2026.