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Rapporter et oversættelsesproblem
The second thing to watch for is your mana curve. You don't want too many cards that are too expensive to cast. If you look at the deck stats in the deck manager it will show you how many cards you have at 2 casting cost, at 3 casting cost, etc. It should ideally look like a curve with the most cards at the 2-4 range and very few at 6+ (this advice doesn't apply to certain decks however - decks with a lot of cards that allow you to play more than 1 land a turn (ramp cards) mean you can have more 6+cc cards.
Third is the creature count. Most (but not all) decks require at least 55% creatures to perform consistently and many require far more than that. Usually treat 55% as the bare minimum (except for burn decks like Born of Flame which can get away with few to no creatures).
You should generally run most / all of the creature removal options that each deck has. You should rarely / never run cards that ONLY provide lifegain (but cards that provide lifegain and do something else are great).
You should usually include some (at least 2) of the enchantment or artifact removal options that each deck has (although some decks have none, and the goblins deck doesn't need it because it will be fast enough that artifacts won't matter).
Cards that provide you extra card draw are also usually worth their cost, especially if they also provide some other effect than drawing cards.
Creature enchantments are almost never worth playing unless you are playing the Aura Servants deck which is built for it. The problem is that if you put an enchantment on a creature and they kill the creature, you lose two cards and they only lose the 1 card they used to kill your creature. Card disadvantage means you'll have fewer options to win. There are exceptions - a few enchantments are good enough to risk it, and Rancor goes back to your hand if the creature dies.
Individual tactics vary depending on the deck. A good deck to start with is Pack Instinct - it's a solid deck, but also isn't very complicated, and has very strong creatures at cheap costs. Run around 65% creatures, run all the Nature's Lore and Cultivates (they are ramp spells and mean you can run more of the top end 6cc+ creatures in the deck). Run all 3 Prey Upons (your main creature removal), 2 Indrik Stomphowlers (enchantment/artifact removal) and 2 Garruk's Packleaders (card draw).
http://community.wizards.com/go/thread/view/75842/29171857/D13_-_All_decklists_and_strategies&post_num=1#520697029
whats a mill deck?
It's named after the Millstone card: http://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=129643