Win Every Card Challenge Event Guide and Decklists

win-every-card-challenge-standard

It has now already been more than a week since the new expansion Throne of Eldraine has been released, and we are on to the second part of the launch celebration event – Win Every Card Challenge. Like the previous Play Any Deck event, we are able to access all the cards in Standard, but this time with much higher rewards on the line – the best we have seen in MTG Arena history so far! Read on to find out everything you need to know on how you can conquer this event.


Event Information

play-any-deck-win-every-card-event
  • View Event Page
  • Duration: October 5 at 8 p.m. PT (3 a.m. UTC) to October 7 at 8 a.m. PT (3 p.m. UTC)
  • Format: Throne of Eldraine Standard Constructed – Cards from Guilds of Ravnica forward (Guilds of Ravnica, Ravnica Allegiance, War of the Spark, Core Set 2020, and Throne of Eldraine)
  • Entry Fee: None, but you can only participate once.
  • Ends After: 12 wins or 2 losses (whichever comes first)
  • Match Structure: Single matches (best-of-one)

On a related note, this event will also be followed by another high stakes Standard event – Competitive Metagame Challenge next weekend.

Event Rewards

You will earn rewards based on your total number of wins:

  • 12 Wins: 1 Copy of every card in Standard + 1 Sealed Event Token + Golden Egg Sleeve
  • 11 Wins: 1 Copy of every card in Throne of Eldraine + 1 Sealed Event Token + Golden Egg Sleeve
  • 9–10 Wins: 1 Sealed Event Token + 5 Throne of Eldraine Rare ICRs + Golden Egg Sleeve
  • 8 Wins: 5 Throne of Eldraine rare ICRs + Golden Egg Sleeve
  • 6–7 Wins: 4 Throne of Eldraine rare ICRs + Golden Egg Sleeve
  • 4–5 Wins: 3 Throne of Eldraine rare ICRs + Golden Egg Sleeve
  • 2–3 Wins: 2 Throne of Eldraine rare ICRs + Golden Egg Sleeve
  • 0–1 Wins: 1 Throne of Eldraine rare Individual Card Reward (ICR) + Golden Egg Sleeve

What is Win Every Card Challenge?

We’ll provide access to playsets (four copies) of every card in Standard, which you can use to build and play any deck in Standard. You can build as many decks as you like, and you can change them between matches.

This second part of the MTG Arena Launch Celebration event gives everybody up to 36 hours for a chance to win every card in Standard, which will be a huge boon to their collection going forward! As the with last event, there are four important points to take note for this event:

  • No prerequisites to enter: You don’t have to have had entered the previous event to enter this one. Everyone can join!
  • You have access to every card: There is no restriction on your collection for this event.
  • Best-of-one matches: No sideboard is required, unless you are using cards like Fae of Wishes or Karn, the Great Creator.
  • Changing decks: You can change cards or even change your deck completely in between matches.

Other than that, this is a straightforward Standard constructed event that will test both your skill and luck – which makes recommending decks specific for this event particularly hard, but we’ll do our best!

What are My Chances of Winning?

Before we start, we want to start this guide by managing everybody’s expectations. Your chances of obtaining 12 wins (before 2 losses) if your win rate is 50% for an average player, would be about 1 in 600.

Source: u/previsualconsent from reddit

Also consider the following points:

  • As with events of this style, you are most likely to be matched with players of the same or similar record – so as you win more games, your opponents will likely get better.
  • The Standard metagame is only just a bit over a week old and is being solved (though it seems to be close) – nobody knows what the best deck is yet.
  • Just remember even the best Magic players do not win all the time (though their win rates would definitely be higher) – so take this event as a chance to have fun!

Review of the Standard Metagame So Far

There has been no major Standard tournaments so far of course (like a MagicFest or a Mythic Championship), other than a few smaller events and Magic Online Standard Leagues to gauge the metagame. You can check out all the decklists for these events below:

The culmination of these events have led to some archetypes that stand out the most so far, with players trying find ways to beat them. The four deck archetypes below (in rough order of strength) will be the ones to watch out for this weekend that many players will be already aware of.

1. Bant Golos

Field of the Dead combined with Golos, Tireless Pilgrim are currently the cards to beat. The land provides endless value with a consistent stream of zombie tokens, with various cards to ramp out lands from your deck. Not only that, the abundance of lands allows you to activate Golos’ ability as well as being able to cast game ending cards such as Hydroid Krasis and Mass Manipulation. With cards like Blood Sun and Field of Ruin no longer in Standard, there are now less answers to this powerful land.

View more Bant Golos decks

2. Simic / Bant Ramp

Oko, Thief of Crowns is another card that is being included in most decks that can make use green and blue – from a ramp deck to a midrange deck. A turn 2 Oko following a Gilded Goose is what players fear the most at the moment. If you are not playing black for Murderous Rider, there are limited ways to deal with this troublesome planeswalker that can stall the game endlessly while you build up your own game plan.

View more Simic Ramp decks

View more Bant Ramp decks

3. Jeskai Fires

Fires of Invention is another card that is making a splash in Standard. The deck’s core is usually combined with Fae of Wishes to find the exact answers you need from the sideboard. There are variations of the deck with different finishers – a combination of Cavalier of Flames and Cavalier of Gales or a whole bunch of planeswalkers with Sarkhan, the Masterless, similar to the Jeskai Superfriends deck from the last Standard season.

View more Jeskai Fires decks

4. Esper Stax/Doom/Dance

This is another popular control deck archetype that uses various artifacts and enchantments such as Guild Globe and Golden Egg that can be sacrificed to Doom Foretold, and using a Esper control shell (Kaya’s Wrath, Though Erasure) to control the game until you can bring them back with Dance of the Manse and finish off the opponent.

View more Esper Stax decks

5. The Rest

Black-based aggro decks (Rakdos, Golgari) have also been performing decently so far – with cards like Knight of the Ebon Legion, Rotting Regisaur, Rankle, Master of Pranks and Spawn of Mayhem – there are myriad of ways to build the deck. There is an aristocrats build, Knight tribal build or just an all out aggro build. Players are still finding out ways to build the most optimized version of these decks.

View more Golgari Aggro decks

Simic Flash has also seen a surge in popularity even more so after Throne of Eldraine, with powerful cards like Brazen Borrower and Wildborn Preserver being added.

View more Simic Flash decks

Another deck archetype that has been popular is based on the new Adventure mechanic. Edgewall Innkeeper and Lucky Clover are powerful ways to make each card count, and players are trying the Golgari, Jund (to include Bonecrusher Giant) and even Selesnya versions.

View more Golgari Adventures decks

So What are the Best and Worst Decks to Play?

With all that in mind, the major factor to consider when playing this event is that the games are best-of-one. This means the following:

  • Not having access to a sideboard and you cannot prepare against your opponent’s deck, nor you can make up for bad luck. Due to this, Fae of Wishes could be a great card for this event and is easily splashable, as you can create a sideboard to grab cards from. It is also a good creature that you can just cast if you are facing an aggro deck.
  • Decks that are better on the play – such as Simic Flash where the early land drops are crucial for counterspells and getting ahead – get slightly worse as you cannot guarantee that you will be playing first or second. Still, it looks like a good choice for this event where it is decent against the current meta (e.g. against Fires of Invention).
  • Decks that rely on specific synergies or particular cards in their deck (such as Adventures, Cavalcade of Calamity and Fires of Invention) may be less desirable as if you do not draw them due to disruption or just bad draws, then your deck will suffer.
  • Consistency and linearity of the deck is therefore important, so that the deck can perform better across multiple games and not having to rely on luck.
  • The best decks in the metagame are also slow. They take a few turns to build up, which means aggro decks may fare better in this event. Play around the multiple board wipes such as Time Wipe, Realm-Cloaked Giant and Kaya’s Wrath if you choose to go this path.
  • Important: Get some practice matches in with your deck before playing in the event! This gives a chance to see the live metagame as well as being able to refine your decklist if needed.

Our Win Every Card Challenge Decklist Choices

Having said that, we have tested, tuned, modified and crafted some competitive decks that you can use just for this event. We also added a few notes on their game play especially if they target the meta decks and strategies where necessary. Choose one or more that you like the most, get some practice runs with them, and take it for a spin in the real event!

Update October 6, 2019: Added Simic Flash, Mardu Knights and Jeskai Fires deck that went 12-0 from other users.

Thanks to eldrazi_dragon on ThyrixSyx’s Discord server for the Sage of the Falls/Locust God combo idea.

This is an update to my recent Izzet deck. There are only a couple of card changes, but the meme flavor changed significantly. Now we can go full throttle into The Locust God creating a plague of locusts. The addition of Sage of the Falls allows us to go infinite* swarming the board until we either: A) Overwhelm our opponent with a bunch of 1/1 flyers; or B) Draw into and play Jace, Wielder of Mysteries or Thassa’s Oracle to win.

Here’s an example of Locust/Sage in action.

*while deck supplies last

Draw Cards:

Fire Prophecy Chemister’s Insight Thrill of Possibility The Royal Scions Sanctum of Calm Waters Sage of the Falls

TL;DR – Fire Prophecy has the benefit of being removal plus a ditch and draw allowing you to dump cards you don’t need back into your deck to draw something else. Chemister’s Insight makes a really good discard target for Thrill of Possibility and The Royal Scions +1. The Royal Scions are pretty easy to get to their ult considering they come in at 5 loyalty which is ridiculous for a three-mana Walker. Sanctum guarantees a 2x draw on your draw step triggering Alliance and Pyromancer immediately. Sage of the Falls is one of the main combo pieces here. Once it or another non-human comes into play, you MAY draw a card and then discard a card if you do. The MAY is crucial because it allows you to combo off without decking yourself. So if you have either Sage or Locust God on the field already, you can play the other, start making 1/1 Insects everytime you draw a card, and just keep drawing cards until you overwhelm your opponent.

Draw Support:

Teferi’s Ageless Insight The Locust God Improbable Alliance Irencrag Pyromancer Jace, Wielder of Mysteries Thassa’s Oracle Ominous Seas

TL;DR – Between Alliance, Locust God, and Ominous Seas, you’ll be drawing enough cards to pump out tokens by the buttload. Jace and Oracle will be another way of winning. Insight doubles your card draw letting you get to your stuff faster and pump out more tokens. Pyromancer is a 3 damage ping anything once you draw your second card each turn.

Misc:

Jaya’s Greeting

Spot removal with a scry to fix your draws. I definitely like it better than Scorching Dragonfire.

Some general notes from Disorganized Testing on UW as currently constructed here:

You are a protect the royalty deck.  The goal in a lot of the current metagame should be to protect Narset and Teferi 3.  Once they are in play, a lot of decks will have a difficult time interacting with your powerful tap-out threats (and answers in the case of ECD).  But, and perhaps more importantly, your decision tree grows as instant-speed wraths become an option, as well.  In my experience, Narset should take priority over Teferi in the matches vs bant, sultai, or other forms of krasis / uro decks.  Sticking and keeping her on the board just does too much to stop them.  But, there are also games where Teferi will bounce a Glass Casket to reset a Stonecoil Serpent for something else, or pick up ECD, and that can be back breaking as well. In the mirror it will depend on your position.  Either way, never scoop with this deck.  I’ve had games where a top deck ECD complete swings the matchup if it resolves.  Teferi off the top picking up an omen can even be a big value swing.

As previously mentioned, temur, bant, and sultai are all fairly easy matchups if you can stick a narset.  Of course, sticking a Narset can be difficult vs reclamation, and there are a fair amount of games they assemble everything seamlessly and crush you.  After board, however, it feels incredibly favoured for us.  I tend to like cutting a Yorion or 2 in this matchup sometimes as I rarely feel safe enough to play it, so I generally keep in 1 to close a game out if there’s a window for it. The dovin’s vetos go a LONG way in this matchup, but you still need to play around Sharks, Nightpack Ambushers, and Uros where possible, but you should be fine cutting the Shatters, a Birth or two, maybe a Teferi, Master of Time, and a casket or two.   There are different ways to do this depending on the pace of the game, and I’m still not sure what I like as the best shark response yet.  I’ve been in conversation with a few players about this and we’ve yet to reach a satisfactory conclusion.

Versus more aggressive decks you just lean on the 2 glass caskets if you find them (try and save them for Stonecoils out of mono green) in game 1, and bring in the Baneslayers, gusts, caskets etc. where applicable  Depending on each aggro deck and what I see in each game I’ll cut anything from ECD to Narset.  Sometimes a Yorion or two.  Honestly, it’s hard to give a specific number for this because each matchup varies slightly according to build right now in standard, as well, so try and consider each matchup and use the notes here as a general guide instead.  A few of us tried cutting shark vs aggro and didn’t enjoy it, but I’ve heard conflicting reports.  I think it’s good vs aggressive decks.

The hardest matchup for the deck by miles is Jund food.  Cat, oven, devil, citadel are all really, really difficult for us to fight through.  Our answers just don’t really line up.  The MB and SB were (when Omar won the Isolational with it) initially different, and used to have an Ugin and some anti-aggro cards in the board.  Cutting them for cages is an attempt to help these matchups, although I’m not convinced it’s enough yet.  If you have a better solution, of course I suggest that option.  If these decks see a large resurgence it’s something to consider tweaking the deck towards.  Yes, we have considered Planar Cleansing, but it’s just so bad for us. 

Additionally, our good friend LP (who is sitting at a top 500 mythic piloting solely this deck) suggests you take a shameless self-promotion tour with us and listen to this (https://www.podbean.com/eu/pb-p8qey-e21bd8) episode of podcast.  He mentioned his success with the deck began while playing with these tips in mind while wrathing in the more grindy matches vs midrange or aggressive matchups.  It might be worth giving a listen to if you’re interested in spending some time with the deck.  Personally, I think this is one of the more enjoyable tap-out control decks I’ve played in some time, and I’m enjoying much of the game play right now.  Thanks to the various people I’ve mentioned for input on this short guide, as well as Omar, the winner of our recent Isolational, whose performance with the deck was an inspiration for me to pick it up.  Absolutely unbelievable play from him all tournament.

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We think this deck is also fairly well positioned here, as it can end games out of nowhere with Rally of Wings and/or Sephara, Sky’s Blade. If you like quick games, then this deck may be perfect for you.

2 Fabled Passage (ELD) 244
4 Hallowed Fountain (RNA) 251
8 Island (XLN) 265
5 Plains (XLN) 261
4 Healer's Hawk (GRN) 14
4 Faerie Miscreant (M20) 58
4 Loyal Pegasus (M20) 28
4 Spectral Sailor (M20) 76
2 Winged Words (M20) 80
2 Teferi, Time Raveler (WAR) 221
1 Castle Vantress (ELD) 242
3 Hanged Executioner (M20) 22
4 Empyrean Eagle (M20) 208
1 Castle Ardenvale (ELD) 238
4 Sephara, Sky's Blade (M20) 36
4 Rally of Wings (WAR) 27
3 Brazen Borrower (ELD) 39
1 Tomik, Distinguished Advokist (WAR) 34

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This is a version of Bant Golos tuned for best-of-one. Kenrith, the Returned King is there for breaking the mirror match (giving your zombies haste for example) and Beanstalk Giant can also end games after you clear the board with Realm-Cloaked Giant. Fae of Wishes allows you to grab cards from the sideboard to target your opponent. Otherwise, there is not too much to change in the core of the deck that people are playing at the moment.

1 Agent of Treachery (M20) 43
3 Arboreal Grazer (WAR) 149
1 Blossoming Sands (M20) 243
1 Boros Guildgate (GRN) 244
2 Breeding Pool (RNA) 246
4 Circuitous Route (GRN) 125
2 Fabled Passage (ELD) 244
4 Field of the Dead (M20) 247
2 Forest (ELD) 269
1 Golgari Guildgate (GRN) 249
4 Golos, Tireless Pilgrim (M20) 226
4 Growth Spiral (RNA) 178
2 Hallowed Fountain (RNA) 251
2 Hydroid Krasis (RNA) 183
1 Beanstalk Giant (ELD) 149
2 Island (ELD) 257
1 Izzet Guildgate (GRN) 251
4 Once Upon a Time (ELD) 169
1 Plains (ELD) 252
1 Plaza of Harmony (RNA) 254
2 Realm-Cloaked Giant (ELD) 26
1 Selesnya Guildgate (GRN) 256
1 Simic Guildgate (WAR) 274
3 Teferi, Time Raveler (WAR) 221
2 Temple Garden (GRN) 258
1 Temple of Malady (M20) 254
1 Temple of Mystery (M20) 255
3 Fae of Wishes (ELD) 44
1 Tranquil Cove (M20) 259
1 Castle Vantress (ELD) 242
1 Kenrith, the Returned King (ELD) 303

1 Disenchant (M20) 14
1 Assassin's Trophy (GRN) 152
1 Glass Casket (ELD) 15
1 Planar Cleansing (M20) 33
1 Mass Manipulation (RNA) 42
1 Aether Gust (M20) 42
1 Devout Decree (M20) 13
1 Jace, Wielder of Mysteries (WAR) 54
1 Unmoored Ego (GRN) 212
1 Time Wipe (WAR) 223
1 Once and Future (ELD) 168
1 Ethereal Absolution (RNA) 170
1 Planewide Celebration (WAR) 172
1 Deafening Clarion (GRN) 165
1 Prison Realm (WAR) 26

Hello! My name is Eduardo Francis, also known as EdFrank on MTG Arena, and I’ve been having a good time in Mythic with my personal build of Mono-Red featuring Bolt Hound! Currently I am 29-12 in Mythic with this deck at rank 230 and I am pleased to say that if you want a budget deck that stands up to the likes of Temur Reclamation, Bant Ramp, and Sultai Ramp with acceptable chances against the rest of the field I wholeheartedly recommend this build.

Why This Particular Mono-Red Build?

So in running from Platinum 2 to Mythic I went 20-3 with this exact build except playing Runaway-Steam Kin and Light Up the Stage over Rimrock Knight and Bolt Hound. While regular Mono-Red is an acceptable deck in this current metagame there is a higher reliance on variance and stumbles from your opponent as well as the dice roll to maximize your chances of winning. Temur Reclamation, Bant Ramp, and Sultai Ramp all have various anti-aggro tools especially post-board that invalidate even your best draws, a fact made worse if you are on the draw. Moreover, resilient Sacrifice decks and beefy aggro decks like Mono-Green and Mono-Black outclass Mono-Red in creature quality aside from Anax and Torbran while also packing their own high-quality removal. All of these facts make cards like Runaway-Steam Kin and Light Up the Stage in my opinion sub-optimal cards against the best decks, and my diminishing returns with regular Mono-Red in Mythic led me to try and figure out a more efficient build.

The Power of Bolt Hound and Rimrock Knight

Given the propensity for Runaway Steam-Kin to simply die to removal and provide little aggressive advantage in most games against the best decks, and for Light Up the Stage to function as either a brick or an abysmally situational source of card advantage, I decided what I wanted instead were replacements that furthered the aggro game plan and provided instant pressure and action. Rimrock Knight has proven effective in Mono-Red Aggro before for pushing damage and supplying combat tricks while leaving behind a respectable body, so replacing Steam-Kin with this more proactive choice seemed like a good start. What I did not anticipate was the power of Bolt Hound: this good boy turns innocuous fields into terrifying surges of damage and pressure while also providing an immediate impact with a 22 haste body himself. In my eyes, Bolt Hound is a pseudo lord woefully underrated in Mono-Red that is the perfect way to accelerate the clock against various flavors of Blue-Green ramp decks. I cannot express how many board states that seemingly too slow for victory suddenly became viable or game-winning due to Bolt Hound.

The Rest of the Main Deck

The rest of this build is designed to maximize Embercleave and provide options against Sacrifice decks as well as other creature decks, hence keeping in 4 Bonecrusher in the main. The ladder is too diverse to leave home without them even if they are subpar against Temur Rec, Bant, and Sultai. 12 one mana creatures is essential to increasing the chance of curving out with pressure every turn and activating Embercleave, and 2 Torbran and 4 Embercleave seems like a reasonable split since Torbran can clog hands at 3 while Embercleave is too important not to run the full 4.

Sideboard

The sideboard is tailored for a diverse set of matches:

2 Claim The Firstborn: Mostly for Uro and Shark Tokens but also effective against opposing creature decks for getting rid of oppressive blockers and turning a game around (especially Mono-Black with their flying Regisaurs).

2 Redcap MeleeBrought in as instant removal against Nightpack Ambusher in Temur Rec, the Red mirror, against Rakdos and Jund Sacrifice (Mayhem Devil or Judith), and the occasional Gruul player.

2 Embereth ShieldbreakerBrought in against Rakdos or Jund Sacrifice for their Witch’s Oven, and against Temur Adventures for Lucky Clover. I don’t recommend boarding this in to destroy Glass Casket in Bant.

2 Lava CoilBring in against Rakdos and Jund Sacrifice, Mono-Green, Gruul, the Red mirror, and or any match where you think opposing creatures will cause you problems Bonecrusher cannot solve.

2 Scorching Dragonfire: Similar idea to Lava Coil but particularly useful for its instant speed and exile effect: if creatures that you can’t kill with Bonecrusher are a problem, board this in.

3 Unchained BerserkerGreat against Bant, Four-Color Reclamation, Esper Control, and pretty much any other deck that runs Teferi, Glass Casket, or Deafening Clarion. Also an awesome creature versus Mono-White Aggro.

1 Chandra, Acolyte of FlameAwesome against Temur Reclamation, Bant, and Sultai for playing around board wipes and a lot of removal and providing a healthy source of repeatable damage.

1 Tibalt, Rakish InstigatorBoard in against Temur Reclamation, Bant, and Sultai to prevent the lifegain of their Uros and ensure the win. Also provides bodies that further your game plan and work great with Torbran.

Conclusion

This deck is powerful, straightforward, and makes for fast laddering especially when everything is running well. I firmly believe in my approach to playing Mono-Red and I hope you can find success playing this version too. Have fun!

Unable to access deck list

This is a tech deck choice we have been experimenting with and have been relatively happy with the result. Casualites of War and Assassin’s Trophy can be a great choice in this metagame: They can destroy everything and anything – including Field of the Dead, Fires of Invention, Witch’s Oven, and more.

4 Gilded Goose (ELD) 160
2 Vraska, Golgari Queen (GRN) 213
3 Nissa, Who Shakes the World (WAR) 169
3 Wicked Wolf (ELD) 181
4 Paradise Druid (WAR) 171
2 Voracious Hydra (M20) 200
4 Murderous Rider (ELD) 97
1 Find // Finality (GRN) 225
2 Legion's End (M20) 106
2 Fabled Passage (ELD) 244
4 Casualties of War (WAR) 187
4 Assassin's Trophy (GRN) 152
7 Forest (WAR) 264
5 Swamp (WAR) 258
4 Temple of Malady (M20) 254
1 Castle Locthwain (ELD) 241
4 Overgrown Tomb (GRN) 253
1 Blast Zone (WAR) 244
3 Questing Beast (ELD) 171

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We already mentioned that Fires of Invention is a powerful card so it would be amiss not to post a decklist. This list is by AliEldrazi and we are posting this here for a few reasons. First is that we tried a few games and really liked how it played out compared to the Jeskai version. Second is that Fae of Wishes is a great card for best-of-one matches to get stuff from the sideboard and this is a good shell for it. However, it is still probably not a good matchup against the Golos deck, so tread carefully.

2 Angrath's Rampage (WAR) 185
1 Bedevil (RNA) 157
4 Blood Crypt (RNA) 245
2 Bloodfell Caves (M20) 242
2 Castle Vantress (ELD) 242
2 Cry of the Carnarium (RNA) 70
1 Dismal Backwater (M20) 245
3 Drawn from Dreams (M20) 56
4 Fae of Wishes (ELD) 44
3 Fires of Invention (ELD) 125
1 Island (ELD) 257
2 Lava Coil (GRN) 108
2 Liliana, Dreadhorde General (WAR) 97
1 Murderous Rider (ELD) 97
4 Narset, Parter of Veils (WAR) 61
4 Nicol Bolas, Dragon-God (WAR) 207
2 Ritual of Soot (GRN) 84
4 Steam Vents (GRN) 257
5 Swamp (ELD) 260
3 Temple of Epiphany (M20) 253
4 Thought Erasure (GRN) 206
4 Watery Grave (GRN) 259

1 Ashiok, Dream Render (WAR) 228
1 Casualties of War (WAR) 187
1 Chandra, Awakened Inferno (M20) 127
1 Deliver Unto Evil (WAR) 85
1 Emergency Powers (RNA) 169
1 Fires of Invention (ELD) 125
1 Garruk, Cursed Huntsman (ELD) 191
1 Kaya's Wrath (RNA) 187
1 Mass Manipulation (RNA) 42
1 Negate (M20) 69
1 Planar Cleansing (M20) 33
1 Planewide Celebration (WAR) 172
1 Repeated Reverberation (M20) 156
1 Ugin, the Ineffable (WAR) 2
1 Unmoored Ego (GRN) 212

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We feel that this deck is consistent, focused and well balanced enough to perform well in this event. It is possible to finish off slower opponents before they get going and holding off aggro decks with bigger creatures. Traditionally, this type of deck is weaker to control decks so make sure to play around board wipes and keep pressuring your opponent.

4 Pelt Collector (GRN) 141
6 Mountain (ANA) 64
4 Zhur-Taa Goblin (RNA) 215
8 Forest (ANA) 65
4 Gruul Spellbreaker (RNA) 179
2 Skarrgan Hellkite (RNA) 114
2 Embercleave (ELD) 120
2 Shock (M20) 160
3 Bonecrusher Giant (ELD) 115
3 Questing Beast (ELD) 171
2 Domri's Ambush (WAR) 192
2 Domri, Anarch of Bolas (WAR) 191
3 Robber of the Rich (ELD) 138
4 Once Upon a Time (ELD) 169
4 Stomping Ground (RNA) 259
3 Castle Embereth (ELD) 239
2 Collision // Colossus (RNA) 223
2 Fabled Passage (ELD) 244

General Thoughts

Why Simic?

The only reason to play Bant version of this deck is T3feri imo. Spending your fourth turn to wipe the board with Shatter the Sky is not that great, because it delays your loop, and dosen’t guarantee a win by itself. Also Bant has better two-mana counterspell (Dovin’s Veto), but that’s not enogh to me. On the other hand, the manabase for Bant version is much worse, and it lacks consitency to find and loop nexus compared to simic version. However, if the simic version grows in popularity signicantly, I would consider playng bant one because of T3feri being super-good in game one and still good post-board.

Matchups

The worst matchup for this build is Bant Nexus (because of T3feri) and (surprise) Mono-white lifegain. Despite being designed to beat aggro and midrage decks in the first place, I found myself in a very bad spot vs Mono-white. Every other matchups seems favorable or even. Also this new build of Jeskai Control could become a problem that can require some updates to the list, but it is not that popular yet so I can’t say this for sure right now.

As you can see, the only one matchup amongst the decks I’ve met more than 3 times in two months on tha ladder, the only one that is hugely unfavorabele is Mono-White. Also this could possibly be 6-4 against Mono-Red, i definitely remember loosing one game because I forgot to set a stop not so long ago.

Card choices

Main deck

-3 Aether Gust
This is here mainly because of Gruul aggro, but most of top tier decks run either green, or red, the only matchup where it’s dead is Mono-white lifegain, and it’s not large portion of the field. Board out against control and in mirror.

-3 Search for Azcanta
One of your best ways to find your gas in the lategame, and way to filter your draws in the beginning. You usually want to board out two or all three agains agrro.

-3 Root Snare
Despite that Gruul runs Bonecrusher Giant and Lovestruck beast, this card can buy you a turn or two, before you can start your loop and win the game. Nice target to return from gy with Tamiyo’s -3 ability to keep her alive and start searching for gas next turn.

-4 Growth Spiral
Ramp + catrip, all you could wish with this deck in one card.

-2 Brazen Borrower
One of your ways to deal with T3feri, the most problematic card you can see on the other side of the table. Can also be a secondary wincon. This card struggles for slot with Blink of an Eye, that can draw you a card to replace itself, but can’t win the game on the other hand. In the mirror, it’s nice idea to blink their t4 reclamation, leaving them tapped out.

-3 Uro, Titan of Nature’s Wrath
Ramp + cantrip + lifegain + primary winkon. The all-stars of the deck, especially in agressive mathcups. Against control, however, you usually want to board out at least two of them, not unusual to board out all three.

-4 Wilderness Reclamation
The deck’s bread and butter, the card that makes it work. Versus T3feri matchups, you want to board out one of those. Don’t forget to set a stop, this definitely costed me some games. 😉

-3 Tamiyo, Collector of Tales
Another one way to find parts of your combo. Unlike Azcanta, it can find you creatures. Don’t underestimate her -3 ability, returning sth like Root Snare or Negate can win you some games. In addition, you can consider naming any card as also naming Uro, because you can then cast him from your graveyard immediately. It also fill your grave for flipping Azcanta and casting Uro. Definitely another all-stars of the deck.

-2 Shark Typhoon
Another way to fight T3feri, and also can be a secondary wincon. Don’t be afraid to cycle it for 0 if you are short on lands, you can always return it back with Tamiyo. Sometimes hardcasting this is also a good idea, as you get a 7/7 shark for every Nexus loop.

-4 Nexus of Fate
You never want to board out a single copy of this. Don’t forget you can cast this at the end of your opponent’s turn, after they have tapped out (useful when they run counterspells). In the mirror, you can cast it in response to opponent’s Nexus, so you get the extra turn before them.

-0 Thassa’s Intervention
Almost all builds I see nowadays run 2-3 of this one, but I think this card underperforms. It can be a decent counterspell after turn 3, but if you are on the play it can’t counter T3feri. It can also dig in your deck, but compared to azcanta it will cost you two more mana to dig for four cards, and when you can go really deep and still keep 7 mana for Nexus it’s usually just a win-more. You can replace one Search for Azcanta with this one if you are short on them, but imo this card is overrated.

-0 Teferi, Master of Time
I have tried T4feri as a one-off, but you usually don’t want to loot that much because most of your cards are pretty good on their own, and he is not good мы agrro. Sayng that, he can sometimes save you from mana flood, or disable their single big beater, or phase-out Lovestruck Beast to enable your Root Snare. Anyways, I wouldn’t recommend playing him.

Lands

-1 Arch of Orazca
With Reclamation on board, it can draw you extra card per turn, sometimes even two.

-2 Blast Zone
Your one and only hard removal. This can deal with T3feri, Scavenging Ooze, Cindervines, or completely break the RDW’s and White lifegain go-wide plan. Be careful with hitting 4-cmc permanents though, because your two main pieces of combo both cost 4.

-3 Castle Vantress
Combines really well with Reclamation. If you have Rec on board and need to find your Nexus, set a stop at your upkeep to scry before you draw.

-4 Breeding Pool, 4 Hinterland Harbor
Your bread-and-butter manabase.

-3 Ketria Triome
You run triomes for two reasons – frist because they are Forest Island (so your Castles and Harbors come into play untapped), second – you can cycle them in the lategame to find more gas. With the release of new untapped dual lands with basic land types I will strongly consider replacing those.

-1 Temple of Mystery
Despite scry being a decent effect in this deck, you really don’t want to find yourself in position when you have only tapped lands. Definitely will swap this with the realse of new untapped duals.

Sideboard

-2 Aether Gust
Board them in against Gruul and Stompy. Not very good in mirror.

-4 Negate
Good in most matchups, except mono-color aggro and gruul. You should almost always go for cunterspell war for T3feri (except the times you have some exact plan to deal with him), cause if you don’t they can be dead for the rest of the game anyways.

-1 Brazen Borrower
Board him in againts T3feri and other slow matchups.

-4 Mystical Dispute
One of the best ways to fight T3feri. Even if you don’t cast it, knowing that you have them forces your opponent to play around it, delaying their spells for a few turns. Also a good way to fight in a counter war, cause it usually costs just one. Always board in against any blue deck.

-4 Lovestruck Beast
The best way to stop aggro deck’s early game plan, especially when you are on the play. They usually can’t attack into it untill turn 4 or 5. It also can sometimes win you games on it’s own, for example if you have two of those, cause they usually can’t block this profitable as well. If they attack you with Questing beast int it, it’s usually a good idea to trade.

Mulligan Decisions

Your perfect opening hand usually contains 3-4 untapped lands, some ramp (Uro/Growth Spiral), Tamiyo and Reclamation. If you don’t have any turn two play and Aether Gust and Root Snare.

If you have to choose between bottoming Uro or Growth Spiral, you shold consider having a turn four play. If you have Reclamation or Tamiyo, it will usually be better to bottom Uro, cause you will be spending your turn three to cast one fo those.

Tips and Tricks

You can cast Nexus of Fate not only at the end of your turn. If you try to play around their counterpsells, you can wait for them to tap out on their turn (like for casting T5feri). Also, even if they don’t tap out at all, casting your Nexus at the end of their turn will either give you a free turn or force them to spend thier mana on counterpell, after which you will untap and still have a full turn to do your staff.

If they cast T3feri, you can sometimes hardcast Brazen Borrower in response. This will force them either to bounce it back or to plus, instead of bouncing your Reclamation or Azcanta. You could also cycle Shark Typhoon at the end of their turn, so you would be able to attack T3feri next turn with a token. This works best if they minus.

You should also remeber that T3feri dosen’t disable your utility lands, so you can still activate Azcanta, Orazca, Castle and Blast Zone muliple times per turn.

If you have both Reclamation and Tamiyo in hand, and have some other instant-speed action, it’s usually a better idea to cast Reclamation, beacause you can then spend more mana this turn.

Also don’t be afraid to spend all your remaining mana to cycle Shark Typhoon at the end of their turn. In general, the more mana you can spend every turn the better (this rule can be applied to almost every deck in very format however).

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This is a deck used by Magic Pro League player Javier Dominguez to reach 12 wins in the Win Every Card Challenge event.

1 Castle Vantress (ELD) 242
4 Deafening Clarion (GRN) 165
2 Drawn from Dreams (M20) 56
2 Fabled Passage (ELD) 244
4 Fae of Wishes (ELD) 44
4 Fires of Invention (ELD) 125
4 Hallowed Fountain (RNA) 251
2 Interplanar Beacon (WAR) 247
2 Island (ELD) 257
2 Mountain (ELD) 265
4 Narset, Parter of Veils (WAR) 61
1 Plains (ELD) 252
1 Chandra, Awakened Inferno (M20) 127
4 Sacred Foundry (GRN) 254
3 Sarkhan the Masterless (WAR) 143
2 Shimmer of Possibility (RNA) 51
4 Steam Vents (GRN) 257
4 Teferi, Time Raveler (WAR) 221
3 Temple of Epiphany (M20) 253
2 Temple of Triumph (M20) 257
2 Time Wipe (WAR) 223
1 Ugin, the Ineffable (WAR) 2
2 Justice Strike (GRN) 182

1 Prison Realm (WAR) 26
1 Casualties of War (WAR) 187
1 Chandra, Awakened Inferno (M20) 127
1 Command the Dreadhorde (WAR) 82
1 Enter the God-Eternals (WAR) 196
1 Kaya's Wrath (RNA) 187
1 Mass Manipulation (RNA) 42
1 Tamiyo, Collector of Tales (WAR) 220
1 Liliana, Dreadhorde General (WAR) 97
1 Nicol Bolas, Dragon-God (WAR) 207
1 Planewide Celebration (WAR) 172
1 Sarkhan the Masterless (WAR) 143
1 The Elderspell (WAR) 89
1 True Love's Kiss (ELD) 34
1 Time Wipe (WAR) 223

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This is a deck that reached 12 wins in the Win Every Card Challenge event by user jitterbugg on reddit.

3 Acclaimed Contender (ELD) 1
4 Blood Crypt (RNA) 245
3 Embercleave (ELD) 120
2 Fabled Passage (ELD) 244
4 Fervent Champion (ELD) 124
4 Godless Shrine (RNA) 248
4 Inspiring Veteran (ELD) 194
4 Knight of the Ebon Legion (M20) 105
2 Mountain (ELD) 262
1 Plains (ELD) 250
4 Sacred Foundry (GRN) 254
2 Shock (M19) 156
4 Skewer the Critics (RNA) 115
4 Smitten Swordmaster (ELD) 105
4 Stormfist Crusader (ELD) 203
1 Swamp (ELD) 258
4 Tournament Grounds (ELD) 248
4 Venerable Knight (ELD) 35
2 The Circle of Loyalty (ELD) 9 

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Mono Black is surprisingly resilient. This is the best version using the “aristocrats” strategy to sacrifice your creatures with Priest of Forgotten Gods to gain value and eventually run them down with cards like Rankle or Spawn of Mayhem. The deck is also very consistent, as it only needs one color of mana.

3 Ayara, First of Locthwain (ELD) 75
4 Castle Locthwain (ELD) 241
2 Footlight Fiend (RNA) 216
4 Gutterbones (RNA) 76
4 Knight of the Ebon Legion (M20) 105
4 Lazotep Reaver (WAR) 96
3 Midnight Reaper (GRN) 77
4 Murderous Rider (ELD) 97
4 Priest of Forgotten Gods (RNA) 83
3 Rankle, Master of Pranks (ELD) 101
4 Spawn of Mayhem (RNA) 85
17 Swamp (ELD) 260
2 Orzhov Enforcer (RNA) 79
1 Witch's Cottage (ELD) 249
1 Order of Midnight (ELD) 99

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Mono Green Stompy is also another decent mono colored deck to pick up if you are already familiar with the play style and that is your preference. Throne of Eldraine adds some nice green cards to the mix and should make the deck competitive and punishing especially for red and black decks that will not be able to keep up with removal spells.

2 Nissa, Who Shakes the World (WAR) 169
4 Vivien, Arkbow Ranger (M20) 199
4 Barkhide Troll (M20) 165
4 Wildwood Tracker (ELD) 183
4 Lovestruck Beast (ELD) 165
4 Paradise Druid (WAR) 171
4 Pelt Collector (GRN) 141
3 Questing Beast (ELD) 171
2 Voracious Hydra (M20) 200
3 Yorvo, Lord of Garenbrig (ELD) 185
2 The Great Henge (ELD) 161
4 Castle Garenbrig (ELD) 240
20 Forest (WAR) 264

1 Wicked Wolf (ELD) 181
1 Nullhide Ferox (GRN) 138
1 Kraul Harpooner (GRN) 136
1 Wildborn Preserver (ELD) 182
1 Nightpack Ambusher (M20) 185
1 Biogenic Ooze (RNA) 122
1 Cavalier of Thorns (M20) 167
1 Beanstalk Giant (ELD) 149
1 Gargos, Vicious Watcher (M20) 172
1 Feasting Troll King (ELD) 152
1 Voracious Hydra (M20) 200
1 Leafkin Druid (M20) 178
1 Thrashing Brontodon (M20) 197
1 Questing Beast (ELD) 171
1 Shifting Ceratops (M20) 194

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This is probably not the strongest deck, but if you still insist, this is the best list we have. The Cavalcade version is not ideal as we feel the game plan is a bit more risky, so this traditional half-creature half-spell version were able to steal games from slower decks. Having access to various burn spells at 2, 3 and 4 damage are especially useful for clearing out creatures that get in your way.

4 Bonecrusher Giant (ELD) 115
4 Castle Embereth (ELD) 239
2 Experimental Frenzy (GRN) 99
4 Fervent Champion (ELD) 124
4 Light Up the Stage (RNA) 107
16 Mountain (ELD) 265
4 Robber of the Rich (ELD) 138
4 Runaway Steam-Kin (GRN) 115
4 Shock (M20) 160
4 Skewer the Critics (RNA) 115
4 Slaying Fire (ELD) 143
2 Torbran, Thane of Red Fell (ELD) 147
4 Scorch Spitter (M20) 159

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Source: Twitch

Mono White Aggro by PhilosophusRex – #520 Mythic – January 2020 Season

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The most aggressive White Weenie deck on the ladder! Currently got me to Mythic ranked #520 a few days before the Theros launch. I’ve been playing White Weenie all of Eldraine and I’ve tried many, many versions of the archetype. I unfortunately under-performed at the Mythic Qualifiers. But if anybody is looking for a good ladder deck to rank up before the metagame changes I would recommend this deck.

The goal of this deck is simple, have many cheap creatures and then use mass buff to get the most value for your pump cards. There are 10 pump cards in this deck, Loxodon, Rally of Wings and Unbreakable Formation, giving you a one in six chance to hit. Ideally you will have one in your opening hand and another by turn 4 or 5 for the finishing blow. This deck gets significantly weaker after Turn 5 so you need to do as much damage as possible, so your opponent is forced to spend resources to counter you instead of setting up their threats. You only have 18 mana, but you don’t need more then 3 plains anyway.

Sideboard in Devout Decree against Red, Black or Red/Black decks, use Devout Decree and Hushbringer against Sacrifice decks, Use Glass Casket against adventure decks or aggro decks that aren’t red or black, and Gideon against control decks with sweepers like Fire of Innovation Decks.

The biggest difference with this deck and other White Weenie deck lists is the low mana count, low spell count and extremely high number of 1 drop creatures. One final trick is Rally of Wings, for 2 mana this card can generate a significant amount of damage that can put you over the top. It also works on the defense as a “gotcha” card that can work well after tapping all your creatures for the London, and destroy your opponents attacking creatures. There is no removal in this deck, every card is either a cheap creature or a pump spell, singularly focused on building your board state and attacking!

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This deck combines the best aggressive black and red creatures that work well together, with a semi-Knight tribal theme, but not overly reliant on it. Going to the face is the important strategy in this kind of deck, especially in best-of-one!

4 Fervent Champion (ELD) 124
4 Knight of the Ebon Legion (M20) 105
4 Murderous Rider (ELD) 97
3 Rankle, Master of Pranks (ELD) 101
4 Blacklance Paragon (ELD) 79
4 Spawn of Mayhem (RNA) 85
4 Light Up the Stage (RNA) 107
3 Skewer the Critics (RNA) 115
4 Shock (M19) 156
2 Embercleave (ELD) 120
4 Blood Crypt (RNA) 245
3 Castle Embereth (ELD) 239
3 Castle Locthwain (ELD) 241
5 Mountain (WAR) 261
5 Swamp (WAR) 258
4 Stormfist Crusader (ELD) 203

Ranking screen here:

This was my take on answers to a rec/ramp dominated meta. It’s a very fun, aggressive deck to play that does a huge amount of damage very quickly, without the monotony of mono red – there’s still a fair bit of decision making to be done here. The key differentiator from other aggro is the access to drill bit and duress to pick out the board wipes/nissas/krasis’/ugins/recs at a critical point, buying just enough time to win by T4/5. As the season went on it was also extremely effective against the mono green and black decks that were being run against the other two main ones, given the potent creature removal synergies with blacklance and co. Also, landing a reggie early against mono G, R, or B often effectively ends the game – mono green can’t hit it hard enough without using two cards, and it hits faster with cleave than anyone. I’ve really not been grinding particularly hard to get this high in mythic at all (unlike plenty other seasons!). Full card breakdown below if of interest.

Breakdown of cards:

Knight of the ebon legion-

Amazing one drop, can win a game on it’s own. Also happens to be a Knight. The pump is insanely threatening on its own, and should you be able to put an embercleave on it and attack and pump the following turn, the deathtouch trample combo is absolutely devastating to any blockers. Also has great synergy with stormfist, blacklance or demonic embrace to trigger the counters at the end of turn. 4 of without doubt. Entirely valid play to drop him against control decks by himself and just pump, sometimes forcing a board wipe on one card.

Fervent champion –

Average by itself, dangerous with another fervent as everyone knows from mono red, and absolutely lethal with a blacklance paragon for clearing out a big blocker or attacker. Helps pump any other knight on the board, can help to get paragon up to 4/1 which can turn into 5/2 double strike trample as early as T3 with the cleave. Also an absolute bomb late game (eg post wipe) if you have a cleave on the field and demonic embrace in hand or in the yard, as the equip discount means from nowhere you can end up with 10 haste flying trample damage for BBRR.

Blacklance paragon –

Strong creature removal, lifelink and a dangerous body all in one. Surprisingly modular that can be useful in a broad range of situations. Exceptional with fervent  champion for flash speed big creature removal whilst providing a 3/1 for a sum total of 1B. Carries a cleave well to boot.

Stormfist crusader –

Primary card draw in this deck. Menace makes it costly to block, esp with a paragon in hand (kill two blockers). Triggers spectacle every turn just like spawn of mayhem, allowing you to drill bit whatever card the opp drew from it immediately. Opp often avoids killing it on the erroneous logic that they get cards too – but with your game plan being win on T4 or so, the benefit you get vastly outweighs theirs.

Drill bit –

I swear this is the most under rated card in standard! You should never need to pay full cost for this, you’re an extremely aggressive deck so any turn you’re not doing damage to trigger spectacle something has gone badly wrong. Paying B to get rid of any card is amazing. Targets are usually removal/boardwipes or teferi/nissa/ugin/krasis, so can be worth saving until they are a turn away from having the mana to play those bigger threats.

Spawn of mayhem –

Flying trample 4/4 that pings every turn. A very solid carrier for embercleave, and the 4cmc means he’s the only creature in the deck safe from claim the firstborn. Also a good target for demonic embrace,and has some synergy with the life loss required for casting embrace from the yard. In running 3 rather then 4 just to provide space for the T1 and T2 drops, but I’m rarely sorry to see multiple in hand so 4 might well be correct.

Rotting regisaur –

Still the best creature in standard to put a cleave on. On his own, can be underwhelming if he gets chump blocked by 1/1s, and the discard cost does hurt if you don’t have a stormfist keeping more coming in. Also very painful to be instantly killed/bounced on your turn with the discard trigger on the stack. I often side him out entirely against instant speed removal, and also against sacrifice as he’s a godawful mess to deal with if he gets Claimed. That said, having him out on T3 wirg cleave in hand frequently means game over for opp, as you just can’t do a whole lot about a 8/7 double strike tranpler. Also a phenomenal card against any other aggro, esp mono red or green, they just can’t get past him and if you give him shadowspear it’s usually lights out.

Murderous rider –

Great catch all removal, also leaves you with a lifelink Knight which is decent against aggro. I used to run 4 of them, but 1BB is quite a tempo loss when you could be spending that on a spawn or reggie,especially when any creatures you’re facing will die to blacklance for B cheaper and also leave a body on the field already. 2 of seems right but sometimes he gets cut entirely in favour of cheaper removal (bonecrusher, dragonfire or noxious grasp usually).

Demonic embrace –

I love this card, it turns a chump blocked reggie into a flying 10/7 nightmare, and makes any other creature in our deck suddenly a lot more threatening. The trick with a fervent and embrace in hand plus a cleave on the field is an absolute blowout, just when opp thinks they’ve stabilised having cleared the field. Other fun tricks are casting blacklance on opps end step, then embrace T3 for a pseudo hasted 6/2 flyer out of nowhere. Also gives you something to do with your spare lands in hand if you want to cast from the yard. 2 of, as you really don’t want to draw more than 1 a game.

Rimrock Knight

Good for surprise pumps on the play, and the 3/1 body carries the cleave as well as blacklance, but the inability to block means he goes out after game 1 in most match ups in favour of tailored removal. Definitely the flex slot in this deck, but a 2 of for game 1.

Embercleave – believe!

Sideboard

Duress – if I could have 6 drill bits I would, but against control and ramp, duress almost always find a juicy target. Just be mindful of filling their yard too much for uro.

Shadowspear

Brilliant card against other aggro, if you get it on reggie or spawn and they can’t remove it is game over. Don’t see them much but the ability is also very handy against gods and dreamtrawlers.

Soul guide lantern –

Graveyard hate, zap them uros,and shut off any ECD shenanigans. Chosen over grafdiggers cage as the card draw Olton can be very useful in a pinch. Side in for any Uro or lurrus decks.

Noxious grasp –

kill nissa, uro, hydroid, teferi, anything in mono G or mono W, at instant speed for 1B. Fantastico. Sub in 2 or 3 depending on density of green threats in matchup.

Scorching dragonfire –

Mostly there to make sure mayhem devils really definitely die. Also an effective if slightly inefficient way to exile a non escaped uro as he’s awaiting to hit the yard.

Bonecrusher giant –

Very strong anti aggro, 2 for 1 with a very solid 4/3 for 3 that carries a cleave nicely.

Stonecoil serpent –

Meta call, as it doesn’t die to ugin, and can’t be targeted by t3feri, mayhem devil etc. Generally fine to cast for 2 or even 1 mana on a pinch.

Play advice –

I aggressively mulligan anything without a mountain and swamp down to as low as 4 – not ideal but you absolutely can win games from 4 card openers, particularly if you have a knight of ebon legion or a stormfist. You really need both colours of mana for the deck to work, and your only card draw needs both to cast (stormfist again). A dream hand has a couple of one drops and two drops, reggie or spawn, a cleave and a pair of shocklands.

Typical turn sequence options:

T1: ebon/fervent

T2: 2nd fervent/ebon and drill bit, or hold mana for blacklance, or stormfist

T3: spawn, reggie, or a two drop and drill bit/duress for the 4 mana wipe removal

T4: believe in the cleave!

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The classic Selesnya tokens deck featuring the Adventure mechanic is fairly well positioned in the best-of-one game metagame due to its linearity and the ability to go wide without too much disruption.

4 Edgewall Innkeeper (ELD) 151
4 Faerie Guidemother (ELD) 11
2 Shepherd of the Flock (ELD) 28
3 Trostani Discordant (GRN) 208
4 Venerated Loxodon (GRN) 30
4 Giant Killer (ELD) 14
4 March of the Multitudes (GRN) 188
4 Once Upon a Time (ELD) 169
2 Unbreakable Formation (RNA) 29
4 Flower // Flourish (GRN) 226
4 Lovestruck Beast (ELD) 165
2 Castle Ardenvale (ELD) 238
8 Forest (GRN) 264
7 Plains (GRN) 260
4 Temple Garden (GRN) 258

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This is a deck that reached 12 wins in the Win Every Card Challenge event by user jitterbugg on reddit.

4 Sinister Sabotage (GRN) 54
2 Wildborn Preserver (ELD) 182
4 Spectral Sailor (M20) 76
4 Breeding Pool (RNA) 246
4 Brineborn Cutthroat (M20) 50
4 Brazen Borrower (ELD) 39
3 Quench (RNA) 48
4 Temple of Mystery (M20) 255
4 Nightpack Ambusher (M20) 185
4 Forest (XLN) 279
4 Frilled Mystic (RNA) 174
3 Essence Capture (RNA) 37
2 Fabled Passage (ELD) 244
1 Unsummon (M20) 78
1 Negate (RIX) 44
8 Island (XLN) 267
4 Once Upon a Time (ELD) 169
2 Mystical Dispute (ELD) 58
4 Shifting Ceratops (M20) 194
4 Cerulean Drake (M20) 53
2 Aether Gust (M20) 42
3 Veil of Summer (M20) 198

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A typical Simic Food/Ramp/Midrange deck for best-of-one matches.

2 Brazen Borrower (ELD) 39
4 Breeding Pool (RNA) 246
2 Castle Garenbrig (ELD) 240
10 Forest (ELD) 269
4 Gilded Goose (ELD) 160
4 Hydroid Krasis (RNA) 183
4 Island (ELD) 257
4 Leafkin Druid (M20) 178
3 Nissa, Who Shakes the World (WAR) 169
4 Oko, Thief of Crowns (ELD) 197
2 Once Upon a Time (ELD) 169
4 Paradise Druid (WAR) 171
3 Questing Beast (ELD) 171
4 Temple of Mystery (M20) 255
3 Wicked Wolf (ELD) 181
1 Castle Vantress (ELD) 242
1 Voracious Hydra (M20) 200
1 Agent of Treachery (M20) 43

Click here to check out all Throne of Eldraine Standard decks!

Wrapping Up

There we have it, these are our hot takes for this event that we think will perform reasonably well. It will be particularly interesting to see if we see any rogue decks we have not seen before, making a breakthrough here. The competitive side of Magic: The Gathering always brings out the best in players!

We would also love to know if you used our decks for this event and how you went! Remember, you can join and follow us on our social channels on Twitter, Discord or leave a comment below.

Terence

Welcome to MTG Arena Zone!

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Anonymous
Anonymous
11 months ago

You have creatures in your Golos deck wish board… Creatures that you cannot grab.

Anonymous
Anonymous
11 months ago

Your b/g midrange sucks thanks!

Anonymous
Anonymous
11 months ago

It’s best of one so it doesn’t take much skill anyways. Who cares.

Anonymous
Anonymous
11 months ago

Used mono black aggro lost to Bant Golos twice only 3 wins ☹️