This is the most expensive deck I’m including, but still relatively cheap. While the decisions in this deck are far from easy, you run through each game rather quickly, with a winner being determined during the first 5-8 turns of the game in most cases. I would not recommend this deck for people looking for long games. A lot of the concepts this deck utilizes that are more complicated (when to trade vs when to go face) are ones shared by most other card games. I would recommend this deck for those coming to Magic from another game, particularly Hearthstone. The reason we’re only running 3 Flames is because they are so terrible in multiples. This allows you to pull out a win through a shocking amount of life-gain from your opponent’s side. For those who don’t find it obvious, the third chapter of the Sage makes it so each time you cast an Instant or Sorcery, your Wall will deal 3 damage to your opponent. The synergy between The Flame of Keld and Electrostatic Field is extraordinarily powerful. The Flame of Keld, Risk Factor, and Light Up the Stage will help keep the cards flowing and the burn spells flying even well into the late-game. This is how you can get away with running only 18 lands, as the deck really only needs 3 lands for the whole game and the program makes it much more likely for you to have 2 lands right off the bat. On Arena, when playing Best-of-One, the program generates 2 opening hands and gives you the one with the better mix of lands and spells. This version of this archetype tries to slightly abuse the mulligan program in BO1. You can indeed leverage play skill to correctly time each burn spell and win games others couldn’t, but you also get a huge amount of games just by casting whatever spell you can each turn and soon your opponent drops to 0 life. Mono-Red is the deck you will get by far the most “free wins” with. I would not recommend this deck to brand-new players to Magic, but if you’re familiar with the game but not Standard specifically, it’s a really terrific option. The ability to correctly time cantrips and leverage your play-skill to eak every ounce of value out of your low-impact effects translates very well to this deck. I would recommend this deck to players who love Gitaxian Probe and Serum Visions. A constant stream of new cards is necessary for this deck full of objectively weak cards to compete going into the mid- and late-game. The deck would likely play 7 or 8 Curious Obsessions if it were allowed to and the 3 Chart a Courses are the second-best option to keep your wheels turning. The reason I would recommend this version with more Chart a Course than average is because it allows for more extremely powerful early games. With all the midrange and control decks in standard, being able to play 3 spells in the first 2 turns of the game can be completely backbreaking when they’re still playing their lands tapped and setting up their strategy. This sets up an extremely powerful card draw engine, a respectable clock, and ideally blanks your opponent’s entire second turn. The deck’s best possible draw involves 1-drop into Curious Obsession + Dive Down or Spell Pierce as a 1-2 tempo punch. This build of Mono-Blue looks to really leverage the power of Chart a Course. What looks like a pile of draft leavings has shown itself to be one of the premier archetypes (and is extremely cheap in paper and on Arena as a bonus). It rewards players who know how to take it slow and use their cards to their absolute best potential. This deck produces the most potent “nut-draw” in Standard, not close. These lists will be optimized for Best-of-One play, as it is a better starting point than the more intricate Best-of-Three (Traditional) play. After looking at these aggressive strategies, I’ll show off my build of Four-Color Gates, which will be less potent for ranking up but has some of the most powerful interactions in Standard. I will be highlighting Mono Blue, Mono White, and Mono Red, all of which are in unironic contention for best deck in the format. I’ve taken a sample of four decks that may be obvious to existing Standard players, but are terrific starting points for those getting into the format. There are several tier 1 and tier 2 strategies that have 12 or fewer rares/mythics in them, which makes them mostly trivial to build on Arena. While exploring the game, it struck me just how powerful the budget options in Magic’s Standard format currently are. Good morning/afternoon/evening everyone! I have (unsurprisingly) been playing a simply absurd amount of MTGArena.
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