Table of Contents
It’s a pleasure for me to write again for MTG Arena Zone, the site where I was born as a writer for DotGG Network. Time has passed, but as we all know, the Magic is always carried in the heart.
A new set is about to arrive and with it the tenth collection in this plane. Ravnica always brings with it cards that shake up all of Magic’s constructed formats, and Murders at Karlov Manor is no exception.
In this article, I will bring you decklists with cards from the new set that incorporate existing archetypes or create new strategies for Standard, the format that undoubtedly seems the most interesting to me today in MTG Arena. Let’s go for it!
Murders at Karlov Manor (MKM) Constructed Guides
- Standard Metagame Report and Top Decks
- ⭐ Historic #5 Mythic Boros Kuldotha Convoke Deck and Sideboard Guide
- Bo1 Standard Metagame Tier List and Rankings 🆕
- Bo3 Standard Metagame Tier List and Rankings 🆕
- ⭐ Top 5 Timeless Decks for Murders at Karlov Manor Day 1
- New Murders at Karlov Manor Standard Decks for Day 1
- Best Cards from Murders at Karlov Manor: Constructed Review
Gruul Aggro
Creatures (18)
Instants (14)
Lands (20)
60 Cards
$145.08
A deck that has been establishing itself as a strong option if we want to play aggressively is Gruul. The list has been refined little by little until reaching a state that seems to me to be considered the optimal build.
This build usually plays 21 lands and 3 Play With Fire. From my perspective, considering the importance of increasing the attack of our creatures, keeping all the pump spells, and playing with only two Play With Fire and one less land –considering the low curve in exchange for two Fugitive Codebreaker seems perfectly acceptable to me.
This new goblin gives us an effect similar to Ox of Agonas, which at the time was a mainstay of Mono-Red Aggro in its time, filling our hand with resources to finish off the opponent in the final moments of the game. I’m still not sure if I would want to play 2 Fugitive Codebreaker and 4 Questing Druid or vice versa. It will be the testing that will let us know which will be the best option.
Simic Merfolk
Creatures (24)
Instants (2)
Enchantments (4)
Lands (24)
60 Cards
$602.56
This Merfolk deck has potential. An infinite combo with 3 cards is usually an acceptable win condition for Standard. If we add to this that the deck can be dedicated to attacking the opponent and pressuring in a traditional way like a tribal deck, I think that without a doubt we are looking at something solid, to say the least.
The combo is simple. Having a Deeproot Pilgrimage on the field is enough to have two creatures with the Forensic Researcher effect that can untap each other. This will generate infinite merfolk tokens that can kill the enemy the next turn. Something like the well-known Scurry Oak combo.
Being able to explore multiple times and having some surveil tools allows us to put some cards in the graveyard. This enables Agatha's Soul Cauldron which gives us redundancy when it comes to having the effect of the Forensic Researcher in the field.
Domain Ramp
Planeswalkers (1)
Creatures (14)
Enchantments (11)
Lands (26)
60 Cards
$610.34
Without a doubt the most played deck in the format, and at the same time one of the most consistent. Not playing Invasion of Zendikar may feel strange, however, I have already seen versions that decide to only play 3 copies of this battle or not even play the card at all. That makes me think that there may be space to try in the Case of the Locked Hothouse slot.
While it is true that this card does not bring land cards to the field, it can help us ramp up using the excess lands in hand, which is not insignificant. From this point on, collecting 7 lands is usually a piece of cake for the deck thanks to Topiary Stomper and Herd Migration (which just happens to put lands in hand) which will allow us to solve the case quickly.
With the last effect of this card active, being able to play Atraxa, Grand Unifier Trumpeting Carnosaur, Archangel of Wrath, and Leyline Binding from the top of our library can undoubtedly give us a large advantage, being something quite annoying for our opponents.
Golgari Midrange
Creatures (20)
Enchantments (2)
Lands (26)
60 Cards
$451.26
We cannot forget one of the decks that was a sensation since the release of Mosswood Dreadknight. This archetype has had its moments of high popularity and not being well positioned in the meta. However, as long as Assassin's Trophy is a legal card in Standard, Golgari has to be taken into account.
Ixalan has also given several tools to the deck, which has shown that the archetype is still valid. And I can’t fail to mention cards like Axebane Ferox, Massacre Girl, Known Killer, or Outrageous Robbery, which can be great tools for the sideboard so the deck can face certain matches more easily.
I think that without a doubt this could be the moment when Golgari gets a second breath and returns to this state of not having bad matchups in the format.
Boros Convoke
Creatures (24)
Instants (4)
Sorceries (4)
Lands (23)
60 Cards
$373.44
As someone who played Boros Convoke in Explorer when the deck was born in that format, I can’t help but try to make this work.
I think it’s going to be interesting, to say the least since the Novice Inspector is technically a reprint of Thraben Inspectorunder another name. If we add to this that Warleader's Call gives us a very good added punch and that after Imodane's Recruiter in Wilds of Eldrine, we finally have a Reckless Bushwacker (or similar) in Standard, the archetype seems like it can finally compete seriously.
It will be a matter of time to decide if we want to include one of the best Boros cards of all time, Lightning Helix, in this archetype or not. I think it can be played alongside or instead of Stoke the Flames.
Esper Legends
Planeswalkers (3)
Creatures (19)
Enchantments (2)
Lands (26)
60 Cards
$469.26
Another of the strong contenders within the Tier 1 decks of the meta. Since its first appearance, Esper Legends has been a headache for many.
I know it’s from Ixalan but, have you ever thought about Malcolm, Alluring Scoundrel? It seems like a very good cost-effective card to me, especially for what we are trying to do with this deck. It can serve as a tempo tool thanks to the fact that it has Flash. It can hit with evasion thanks to its flight. And if that were not enough, he loots cards, which in the long run, if left unattended, can become free cards each turn. Not bad, right?
If this doesn’t seem enough, Delney, Streetwise Lookout is one of the cards that catch my attention the most in the new set. Whether for this deck or some iteration of soldiers, Delney functions as a sort of Phanarmonicon for small creatures. This causes Deep-Cavern Bat and Raffine, Scheming Seer to resolve their effect twice in this archetype; In addition, it greatly complicates the enemy’s blockades.
Rakdos Anvil
Creatures (23)
Sorceries (2)
Lands (21)
60 Cards
$156.22
This archetype has had its ups and downs in Standard. However, in Pioneer/Explorer, Rakdos Sacrifice has transformed into a force that must be recognized.
The way Krenko, Baron of Tin Street, and Crime Novelist interact with the Oni-Cult Anvil is certainly formidable. It gives a new angle to the deck since, in addition to being able to kill attrition with the Oni-Cult Anvil, it is now easier to have many creatures with which to attack, and that puts pressure on our opponent. Not to mention the enormous size that the Crime Novelist can reach while giving us mana to pay for Krenko, Baron of Tin Street ability.
Additionally, the addition of the last set, Ojer Axonil, Deepest Might, causes opponents to take a ton of damage from the pings of Voldaren Epicure and Oni-Cult Anvil. This usually leaves them at very low health, making wide attacks with many tokens sooner or later unavoidable.
Azorius Tempo
Planeswalkers (3)
Creatures (15)
Instants (14)
Enchantments (2)
Lands (26)
60 Cards
$361.96
Azorius Tempo, aka, Azorius Flash is another archetype that can take extensive advantage of the arrival of Malcolm, Alluring Scoundrel. This creature in the company of new instants like No More Lies and Intrude on the Mind makes the idea of playing a deck that is capable of playing all its spells at Flash speed efficiently possible.
Azorius Soldiers has attempted to play iterations that resemble this style of play. Certainly said archetype, whether its aggro or tempo version, is powerful, however, playing the way this deck would is something almost no other deck in the meta can achieve.
A game in the pure draw-go style of yesteryear that gives us a flexibility that few decks would be able to give us. Counters, removals, creatures with evasion, card draw, all at Instant speed. Without a doubt one of the decks I would like to see work first.
Mono Red
Creatures (19)
Instants (15)
Enchantments (4)
60 Cards
$65.72
We could not leave out of the article the deck that accompanies us whenever there are movements in the meta. Mono Red is known for always being the go-to archetype when the waters are a little murky and people are trying new things.
The consistency of this type of deck is usually enough to overwhelm unsuspecting people who try out new cards and/or force more complicated combinations.
Frantic Scapegoat will have a fight with Phoenix Chick for a while for the slot. The fact that the goat is capable of evading a second creature seems relevant enough to me to test it. The Fugitive Codebreaker has a similar case with Feldon, Ronom Excavator. The ability to steal gas in times of extreme need makes this new card quite valuable in the archetype. Especially since he can attack just as fast and even stronger thanks to having Prowess.
The existence of Shock makes wanting to play 6 copies of Play With Fire not unrealistic. However, I find it curious that I don’t need to want to splash Lightning Helix. In the long run, it seems to me that in its current state, it may end up being a more useful tool for midrange or control decks.
UW Control
Planeswalkers (3)
Instants (18)
Enchantments (3)
Lands (27)
60 Cards
$323.32
Another must-have archetype is UW Control. Every time a new set is released, hardcore control players look for a way to make it work.
I have to say that the idea of Murders at Karlov Manor is not entirely crazy. Ezrim, Agency Chief seems to be strong enough for Standard, laying down two clues for himself that can help him protect himself, give us lives, or attack while staying untapped to block.
If these clues weren’t enough, Deduce is a fairly cheap spell that allows us to draw 1 card immediately and decide what we will do with the clue token later.
No More Lies is without a doubt one of the best counters printed in a long time. I think that its mere existence can greatly motivate these types of archetypes to be played. Whether it’s UW, Jeskai, or Bant, it seems to me that the mana base is solid enough to explore all of these options.
End Step
Murders at Karlov Manor let us revisit some archetypes that have been left slightly behind thanks to new cards that strengthen them. At the same time, new combos are possible, and many of the top decks have new tools. The next set is full of incredible cards that are challenging us as deck-builders and Magic players in general.
Let us know your thoughts on this and any other MTG-related topics in the MTG Arena Zone Community Discord, on my Twitter, and in the comment section of this article.
Don’t forget that I have started providing personal coaching services for Magic the Gathering and Marvel Snap. If you want to contact me, look for me:
- On Discord as bohettv
- On my Twitter
- Via email at [email protected]
- On Twitch
Thank you so much for reaching this last paragraph of the article and remember; don’t forget to smile every day; it surely makes a difference.
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