MTG Arena Amonkhet Remastered Decks to Play
There are hundreds of new cards in MTG Arena for Historic, now that Amonkhet Remastered here. Unlike Jumpstart, we can buy packs! There are some wildly busted cards in this expansion, several of which weren’t in the original Amonkhet Block. Old cards like Wrath of God as just one example. Now that we’ve seen all the cards, and the expansion has dropped, it’s time to do the right thing. That thing is to see which decks will be wildly powerful in MTG Arena thanks to Amonkhet Remastered.
Some of these cards list among my personal all-time favorites, so I deliberately sought out deck tech that utilizes them. The first deck is an excellent example of this: Approach of the Second Sun is one of the first cards I would grind hard within MTG Arena, so seeing it here again filled my heart with joy.
I’m going to look at as much tech as possible, but there’s just going to be so many things that are possible now. There were some truly powerful options in Amonkhet, so we have plenty to pick from. As time passes, I will come back to this blog post (probably frequently) to add more decks, so make sure you check back often! Historic is my favorite way to play MTG Arena, so having way more deck tech options makes me feel.
Without further ado, let’s look at some busted combos!
Second Sun of the Second Sun (Jeskai Sunbird Sun Combo)
This is technically filed under “Jank,” but I love the combo so much. This is the most likely way we’re going to see Approach of the Second Sun used, except maybe in Azorious control. But this deck has way too much insane tech that we have to try it at least. What’s our end-game? Winning without the other player having any say-so in it.
It’s a pretty solid Jeskai Control deck, except we aren’t running counterspells, and Teferi, Time Raveler isn’t in the deck. That’s because he’s suspended! We may never see him in this meta again! That’s a good thing if you ask me. So, we want to find cheap, annoying ways to cast Approach of the Second Sun, preferably with the other player not having much of a say in how it goes down. A while back, we ran a blog where we discussed how strong Sunbird’s Invocation is (seen here), and it’s back!
We’re going to be playing some powerful lands, and hopefully, draw into an early Blood Sun. That way, cards like Lotus Field won’t penalize us, nor will any of our lands come into play tapped. We run lots of ways to blow up the field, and a literal ton of power cards in the sideboard to pull from with Fae of Wishes. This is proof positive that Jeskai still works, even without certain blue, white, and red cards that are no longer in this glorious format.
How Does It Work?
You know the best way to win in MTG Arena? No, it’s not with Muxus. No, it’s not with Nicol Bolas, Dragon-God (though he’s rad). It’s with Approach of the Second Sun! It’s a card that lets us win simply by casting it twice. It’s our major win condition, but not the only one. If people keep stopping us, we can Banefire out of the sideboard.
Our “Fun” Win Condition:
But primarily, this deck wants to win with Approach. But what does it do? What’s so great about it? Approach of the Second Sun is a card that wins simply by casting it twice. It’s a card that declares victory as long as the other player can’t/doesn’t counter it. It reads as follows:
“If this spell was cast from your hand and you’ve cast another spell named Approach of the Second Sun this game, you win the game. Otherwise, put Approach of the Second Sun into its owner’s library seventh from the top, and you gain 7 life.”
The important thing about this combo is that you don’t have to cast the second one from your hand. The first one doesn’t even have to resolve! That means they could counter the first one, and we still have a very strong chance of winning.
That means we can cast a spell with a 7+ casting cost, trigger Sunbird’s Invocation, and pull our first Approach of the Second Sun from the deck without paying its casting cost. Then it goes back into our deck. From there, we just have to draw/cast the next one. But first thing’s first. How do we get a 7+ mana spell?
Fae of Wishes, that’s how! We have Overwhelming Splendor (7-cost), Ugin, the Spirit Dragon (8-cost), Approach of the Second Sun (7-cost), and Star of Extinction (7-cost). Each of these is important, and we’ll cover why later. Having a fourth Approach of the Second Sun in the sideboard means once that first trigger has happened, it’s going to be quite easy to get the second cast off. The way I’d do this is to make my first Fae of Wishes go to a Finale of Revelation. This is done once we have enough mana to make it a 10+ cast (so at least 12 mana). That way, we can cast Fae as a creature, discard two, and use it again as a spell to get more cards from the sideboard. Or you could get your second Fae normally in that card draw!
However, we need plenty of mana, and we need it fast. The sad part of this deck is that we don’t have a lot of mana ramp. Instead, we run 26 lands. But we do have some tech at our disposal. Mind Stone is a 2-cost artifact that lets us tap it for 1 mana, or we can tap 2 and sac it for a card draw. We also have Blood Sun! It’s a 3-cost enchantment that makes all lands lose all abilities except mana abilities (and we draw a card). So, the Lotus Field we have? No sacrificing lands needed! Our Triomes? No coming into play tapped!
We have another very sound option that costs 3 mana. We want to drop one of these two spells on turn 3 if at all possible. As Foretold is an enchantment that receives a Time Counter each of our upkeeps. Then, once a turn, we can choose to pay 0 mana rather than pay the mana cost for a spell we cast. That spell’s converted mana cost has to be X or less (X being the Time Counters). We have three copies of this, so we could do it multiple times a turn in theory.
With this in play, we can just hold out, board wipe, and deal damage until we can figure out our win condition. If you can get As Foretold to 7 counters, that’s a victory if you ask us because we use Sunbird’s Invocation to get one from our deck and cast it. Then the next turn (or this turn if we have the mana) cast Sphinx’s Revelation. It’s a 3-cost+X, that has us draw X cards and gain X life. From there, we draw into an Approach of the Second Sun and choose it as our 0-cost spell for the turn.
There’s also Mazemind Tome to help us get to the second Approach. It’s a 2-cost artifact. You can tap it to put a page counter on it, and Scry 1. Or we can tap 2, put a page counter on it, and draw a card. Finally, when there are 4 or more page counters, you exile the Mazmind Tome and gain 4 life. It’s a wonderful card to make sure we get what we need.
We’re going to need to destroy creatures a lot to win with this. We have no creatures, no planeswalkers in this deck (other than the sideboard). So what are our control choices?
Wrath, Wrath Everywhere:
Wrath of God got a digital reprint! You better believe it! It’s a 4-drop that simply destroys all creatures on the board, and they can’t be regenerated. Four Wrath of Gods in the deck, so we have plenty there. We also have Anger of the Gods (x2), which is a 3-drop. For 2 red mana and 1 colorless, we deal 3 damage to all creatures, and any that die this turn, they get exiled instead.
If the other player has lots of big creatures and didn’t swing yet, you can use Anger of the Gods in conjunction with Wrath of God to exile their entire board. Or combine it with Sweltering Suns (3-cost – 2 red 1 colorless), which also deals 3 to each creature. But you have to drop Anger first to make sure things go right. We have some pretty great value in the deck for destroying the board.
What about our sideboard? What are the winning cards there?
Sideboards Are Key:
Fae of Wishes means we can go to our sideboard, pull a non-creature card, and put it into our hands. We have some obvious picks like Tormod’s Crypt/Grafdigger’s Cage to stop graveyard decks in their tracks. Of course, we have Mass Manipulation since we’re running a lot of mana and blue. That will let us steal creatures/planeswalkers the other person uses if we want to slow the game down, or simply be a jerk. The Immortal Sun is here to stop planeswalker decks so they can’t use loyalty powers, and it gives us an extra card a turn. It’s good anytime.
We have another board wipe choice with Star of Extinction. It destroys a land and deals 20 damage to all creatures. Hour of Devastation is in that camp too, as it removes indestructible from all creatures for a turn, and then deals 5 damage to all creatures and each non-Bolas planeswalker. There’s also a major power card in Overwhelming Splendor. It’s an “Enchant Player” card that makes their creatures lose all abilities, and have base power/toughness of 1/1. On top of that, they can’t activate abilities that aren’t mana abilities or loyalty abilities. Combine that with The Immortal Sun, and they can’t even use planeswalker powers!
With enough abuse of our Fae of Wishes, we can just lock the other player down in any way, shape or form we desire. Then we can use Banefire if we don’t/can’t win via Approach. Then just tap as much mana as we need, and hit them for unstoppable damage.
But our big strategy is to set up for Approach of the Second Sun. Sunbird’s Invocation lets us get through our deck much faster. Anytime we cast a spell, we look at the top cards of our deck and cast one for free. If we cast Approach of the Second Sun, we look at the top 7 cards and cast a 7-or-less spell. We can cast another Approach that way, but since it didn’t come from our hand, it won’t win.
But it will put another in our deck, and give us 7 life. So we will still win from it.
2 Hallowed Fountain
2 Steam Vents
2 Sulfur Falls
2 Sphinx’s Revelation
2 Glacial Fortress
3 Sacred Foundry
4 Sunbird’s Invocation
3 Approach of the Second Sun
4 Raugrin Triome
4 Wrath of God
4 Mazemind Tome
3 As Foretold
2 Fae of Wishes
4 Blood Sun
4 Lotus Field
2 Anger of the Gods
4 Mind Stone
2 Sweltering Suns
4 Clifftop Retreat
1 Approach of the Second Sun
2 Heliod’s Intervention
1 Grafdigger’s Cage
1 Tormod’s Crypt
1 Finale of Revelation
1 Ugin, the Spirit Dragon
1 Hour of Devastation
1 The Immortal Sun
1 Mass Manipulation
1 Clear the Mind
1 Chandra, Awakened Inferno
1 Star of Extinction
1 Overwhelming Splendor
This is a ridiculous deck. We have so many tools in our sideboard to win with. We have Sphinx’s Revelation gives us so many cards, and between that, we can use As Foretold and then cast Fae of Wishes as an Adventure Spell, to get expensive spells and then cast them for free. It’s so fun to cast Approach of the Second Sun and make the other person sweat. However, it can be countered far too easily. The other player can mill us, or simply remove the card from our deck and all copies.
Thankfully, we have Approach of the Second Sun in our sideboard, so they can’t quite do that as easily as they’d like. This is a fun deck with tons of board wipe and lots of control. Plus, we can win without the other player being able to stop it. I tend to cast the first one recklessly because many players don’t know that the first cast doesn’t have to resolve. Bask in the Second Sun, and make the other player crumble under the weight of their iniquity.
Lessons in Being a Bad Sport (Bant Nine Lives Combo)
Nine Lives is a fascinating card – It prevents you from losing the game via damage. Anytime a source of damage would come to you, you would instead put a counter on it. When you get nine counters on it, it leaves the battlefield, and you lose! But what if I told you that you could abuse this card to stay in the game near indefinitely and win with a truly infuriating combo? We knew you would!
This is at heart, a Bant Ramp deck with Thassa’s Oracle as a win condition. But we aren’t milling ourselves! You won’t see a single “mill” card here. No Jace, none of the fun defenders that mill targets, none of that nonsense. Instead, we set up an infinite draw until we have what we need to win. However, we are running tons of very popular mana ramp cards. Remember Growth Spiral? It’s baaaaaack! Uro, Titan of Nature’s Wrath? It’s more important to our combo than you might think! Explore? Oh yes, that too!
This is a deck that is Not Very Nice (™). There’s a version that doesn’t run Nine Lives and instead offers up Emergence Zone as another win condition. Instead of Unsummoning our game-winner, we sacrifice an Emergence Zone at the right time, flash in Thassa’s Oracle, and win the game. Few things make MTG Arena players more frustrated than losing and having little to no say-so in the outcome of the game.
If we get just a few cards in play, the game is over for them, and that’s just how it’s going to be. But how does it all go down? What can we do to make the other player’s blood positively boil? I’m glad you asked! That’s my specialty!
How Does It Work?
Fun fact, I was already running a Nine Lives deck, but it was a White/Black Nine Lives deck. Our strategy was to hold out until the end of the game, play Nine Lives, and cast Command the Dreadhorde! We pull every creature from both graveyards into play and win the game. This is a little different. Okay, it’s a lot different.
The whole reason this deck works so well is thanks to Solemnity! When I saw the reveal list for Amonkhet Remastered in MTG Arena, I knew this was going to be on my list of decks to discuss. So, Solemnity is a very powerful rare enchantment for 3 mana (1 white). It makes it so counters can’t be put on Artifacts, Creatures, Enchantments, Lands, or Players. So, nothing can have counters!
On its own, this hard-counters cards like Nissa, Who Shakes the World. She creates a land that’s now a creature (0/0) and gains 3 +1/+1 counters. Instead, the land goes to the graveyard! But it also makes our deck much harder to defeat. How is that? Because of Nine Lives! Nine Lives is an enchantment that, instead of us taking damage, receives a Life Counter. At 9 counters, we exile Nine Lives, and since it left play, we lose the game.
So we combine the two, and now we can’t die via damage. Ever. All those annoying Mono-Red Goblin decks? Yeah, they aren’t going to hurt us anymore. They might even rage-quit! This also pairs into our game-winning combo. Our end-game is to get down to 2-3 cards in our deck (depending on if we have an Uro in play), and then casting Thassa’s Oracle. If we have fewer/equal cards in our deck than our Mastery in Blue, we win the game.
It might look familiar because it’s used in self-mill, as well as Treasure Hunt decks. Now, our combo is kind of slow, but it’s technically infinite. Before we talk about the actual combo, let’s go into our Mana Ramp options, because they help us set this all up.
Mana Ramp and You:
We have most of the “Mana Ramp Greatest Hits” here. First up is Explore, which is a 2-cost (1 green), which lets us draw a card and play an additional land this turn. We’re also using the MOST POWERFUL MANA RAMP CARD IN THE GAME: Growth Spiral! It’s 1 green, 1 blue, lets us draw a card and play an additional land, but unlike Explore, it’s instant. So we can do it on the other player’s turn!
Part of our game-winning combo is also one of our mana-ramp cards! Uro, Titan of Nature’s Wrath! For 3 mana (1 blue, 1 green), we summon him from our hand, and then he dies. But when he does enter the battlefield (and when he attacks) we gain 3 life, draw a card, and also can play an additional land. You might be starting to see what makes this all so good. Because now that we can mana ramp, we also need Luminous Broodmoth.
Once we have Luminous Broodmoth, then we need to cast Uro. Preferably from our hands. Even if we already brought one back from the grave for its Escape cost (2 blue, 2 green, exile 5 cards from our grave), we can still cast one from hand, and make all of this pop off. So, when a creature of ours dies and it doesn’t have flying, it comes back into play with a Flying Counter.
Sadly, it can’t have a flying counter, thanks to Solemnity. That’s very important. Even more important than Nine Lives. So we cast Uro from our hand, we trigger the 3 life, 1 card draw, 1 extra land, and then he dies. Broodmoth triggers, he comes back to play, all of those triggers proc again, and since we didn’t Escape him, he dies again. Then he comes back again, and we keep doing this.
If you get worried about an infinite trigger turning the game into a draw, don’t worry. We have a few cards we can cast from our hand as instants to shake things up. Thirst for Meaning is an instant that has us draw 3 cards, and then discard 2, unless we discard an enchantment. We also have a Growth Spiral to cast.
Once we’re down to 1-2 cards, we want to cast Unsummon on Uro, Titan of Nature’s Wrath. That way, we break the combo and are free to cast our game-winning creature, Thassa’s Oracle. That way, as long as we have 2 or fewer cards in our deck, we immediately win the game. Thanks to Uro, we’ve constantly been drawing cards and playing lands. We’re free to pay the 2 life to put our lands into play untapped, meaning we have plenty of mana to make all of this happen. We’ll have all of our cards in hand, so even if one Thassa gets countered, we have a second to use.
Thus, we win, and the other player has no say in the outcome. With how many annoying aggro decks are out there, we can get two enchantments into play and stop them. Beware of White/Blue and Mono-White. They do have a spell to destroy all enchantments. As long as you can replace them, it’s fine.
If you want, the alternate strat is to add Emergence Zone, possibly slotting in 2 for 2 of your Nine Lives. Nine Lives is there just to hold the other player off while we get set up. But having it with Solemnity means the other player can’t harm us via damage. Emergence Zone is a land we can sac to give all of our spells Flash for a turn. We can use this instead of Unsummon and cast Thassa’s Oracle in response to our last Uro coming into play.
2 Thassa’s Oracle
4 Fabled Passage
2 Glacial Fortress
2 Sunpetal Grove
2 Hinterland Harbor
4 Breeding Pool
4 Temple Garden
4 Hallowed Fountain
4 Luminous Broodmoth
4 Thirst for Meaning
4 Nine Lives
4 Uro, Titan of Nature’s Wrath
4 Growth Spiral
What a fantastic, annoying deck this is! Once the combo is going, unless they have something powerful in the counter department, it’s not going to stop. We just keep gaining life, drawing cards, and playing land! If you have your two enchantments in play, don’t be shy about paying 2 life to put those pain lands into play untapped! We gain 3 life from Uro, and lose 2 from the land! Fun fact, Nine Lives doesn’t stop loss of life from the pain lands. I learned that the hard way, much by accident. We want to get Nine Lives, Solemnity, and then Luminous Broodmoth. From there, it’s just a matter of time until you win. The downside is that it takes a bit of time to set this up without ramping hard. You can get aggroed down before you get going, but even if you’re down to 1 life, you could come back and win with a timely Nine Lives+Uro combo.
This is a very simple deck to pilot, too. You don’t really need Nine Lives, but it stops (or at least slows down) aggro decks dead. Since Nine Lives has Hexproof, players can’t target it to destroy it. Instead, they have to AOE and risk destroying their Enchantments/Artifacts. But once we get rolling, it’s very hard to stop. It’s so satisfying to watch Uro come back again and again until it’s time for us to win.
Collected Company is OP! (Simic Merfolk Aggro)
One of the cards that came back with Amonkhet Remastered is Collected Company. This card is an aggro player’s dream, giving them low-cost creatures without having them in hand. Instead, we look at the top six cards and put up two creatures that have a converted mana cost of 3 or less from among them into play. This goes well in so many decks: WG Aggro/Tokens, Elfball, Gruul Elementals possibly, and other decks in MTG Arena on top of that, thanks to Amonket Remastered.
How about using it in a deck that only runs low-cost creatures? In particular, we’re going to look at one of my least-favorite/most successful decks: Merfolk! This Merfolk deck isn’t running any of the fun enchantments to flood the board with Merfolk tokens. We won’t need them. Besides, this is also a Jegantha, the Wellspring deck. None of the cards in the deck can have more than 1 of a mana symbol in the casting cost.
Jegantha will be amazing if we can put them into play, to cast more of our Merfolk. After all, it gives us 1 of each color. With most of our creatures being 1 blue, or 1 green, or 1 of each, we can easily drop 1-2 more creatures without having to tap lands for them. We do have some manner of control. Or we can simply make sure our creatures can’t be blocked, and swing for titanic numbers without doing very much in the way of what one might call hard work. Well, we can make Kumena, Tyrant of Orazca unblockable at the very least.
Oh, and Mist-Cloaked Herald. Let’s not forget them. This is the Elite of the Elite of the Merfolk world. They do everything we need to stomp some poor schmuck out in short order. Just remember, you can drown even in shallow waters.
How Does It Work?
Merfolk isn’t a complicated deck to play. We play blue and green lands, battering the other people like fried fish, usually with said fish. Now that there are plenty of Lords to pick from (creatures that give certain other creature types +1/+1), we have even more power than ever before. However, we’re only running one non-Merfolk, aside from lands in this deck—just one spell: Collected Company.
As we said above, Collected Company lets us look at our deck, take one or two creatures, and put them immediately into play. We could just pick one, like Kumena, Tyrant of Orazca, or drop something better, like Deeproot Elite and Mist-Cloaked Herald. After all, Mist-Cloaked can’t be blocked at all. So we’re likely going to want to get as many of those into play as we can.
We want to put so many +1/+1s on our creature that it doesn’t matter if they’re blocked. How can we possibly do that?
The Win Condition:
Our win condition is damage. We want to swing out as often as we are safe to do so. The only creatures we want to avoid attacking with are our Lords: Merfolk Mistbinder and Merrow Reejerey. Frankly, we could attack with them if they’re big enough if we know the other player doesn’t have removal/deathtouch/exile that awaits us. If we’re worried about exile, just swing with one big, beefy Mist-Cloaked Herald.
The main thing to be aware of is asking ourselves, “How can we take these 1/1s and make them into 5/5s, maybe even 10/10s?” Don’t worry. I have the answer for you. Deeproot Elite is one of our best creatures in the whole deck. A turn-2 Deeproot Elite is one of the best things we can see. He’s a 2-cost (1 green) 1/1, and whenever another Merfolk enters the battlefield under our control, we put a +1/+1 counter on any Merfolk we control.
When we follow up with Collected Company, that means 1-2 Merfolk hit the table, which means two more +1/+1 counters. We want to spread them out if possible, but more than anything, we want to stack on creatures we plan on attacking with. If we put them on multiple creatures, certain board wipe spells won’t defeat us (hopefully). Kumena’s Speaker also has a +1/+1 counter as long as we control another Merfolk or Island, so they are another incredible 1-drop.
You may want to be frugal with dropping Merfolk if the other player has board wipe. That way, if they do it, you can re-populate without much effort. Consider carefully what the other player is playing, color-wise, or their deck archetype. The better you know these, the more informed decisions you can make.
Another great pick to cast is Benthic Biomancer. It has Adapt 1 (1 blue, 1 colorless), and if it has no +1/+1 counters, we put one on it. However, Deeproot Elite can give him one without paying this. He has another effect: Whenever one or more +1/+1 counters are put on Benthic Biomancer, draw a card, discard a card. Just be careful not to do this with 1 or 0 cards in hand! Unless that card is one you don’t care about, anyway. This isn’t an ability that you can do if you want.
Then we have our Lords: Merfolk Mistbinder and Merrow Reejerey. Mistbinder is your standard Lord. They give all other Merfolk we control +1/+1 and costs 1 green, 1 blue. Cheap, easy to get on the board, and they stack like all other Lords. The more Lords we have in play, the more board-wide +1/+1s we can grant.
Merrow Rejerey, on the other hand, is a bit special. It costs 3 mana (1 blue) and gives our Merfolk +1/+1. That’s great, but it can do something else, something sinister. Whenever we play a Merfolk spell, you may tap or untap target permanent. You can tap your opponent’s lands, creatures, untap your lands, untap your creatures, whatever you want! So you can choose to play your Merfolk on the second main phase, and untap your attackers by playing more Merfolk.
That’s when Benthic Biomancer comes in handy to get more Merfolk cards potentially. On top of that, we have Silvergill Adept to draw a card with. That triggers when it comes to play. However, you have to reveal a Merfolk from your hand when you cast this 2-drop blue Merfolk, or pay 3 colorless more. Finally, there’s a Legendary that is a Pseudo-Lord. Kumena, Tyrant of Orazca is a 3-drop Merfolk (1 green, 1 blue), and is a 2/4. We can tap another untapped Merfolk we control to make them unblockable for the turn. Or we can tap 3 untapped Merfolk we control to draw a card. Very very potent. Finally, tap 5 untapped Merfolk we control to put a +1/+1 counter on each Merfolk we control. That’s more of a late-game move since we aren’t flooding the board (likely) with Merfolk. If we have complete dominance, we can just start tapping Merfolk to buff all.
We can win in a few turns with a turn 1 Mist, turn 2 Mist/Kumena (or Deeproot) and start dropping 1-costs en masse’ on turn 3. The best part of this deck is how low-cost the mana curve is. We have almost every card in our deck as a 2-cost or less. Collected Company is a 4-cost, but it’s an Instant, so we can drop it during our opponent’s turn to make sure we have the mana to play our normal creatures.
But consider the power of that. We can drop 4 mana on our opponent’s turn, and drop two Merfolk at most. If we have two of these, we can double-dip with the right amount of mana. That probably won’t happen. We get to drop Merfolk that can more than likely buff our field, and especially great when our opponent gets cocky and swings out. We simply drop more Merfolk on their turn, buff our field, and destroy whatever poor dorks they fielded.
Merrow Reejerey makes this even better if it’s in play. It doesn’t specify “casting” the Merfolk, merely “playing” them. So Collected Company would make this trigger. So if you see your opponent has something huge, set a pause during their Main Phase. In response to them doing anything, cast Collected Company, play one or two Merfolk, and tap key lands or creatures. Thus, their strategies are foiled. We can also use Kumena’s card draw/buff abilities on the other player’s turn. Feel free to do so on their end step to make sure you have everything you need.
Also, remember that Lords stack. If you have three Merfolk Mistbinder and three Merrow Reejerey in play, that’s +6/+6 to all other Merfolk (and +5/+5 to the Lords). If you have multiple Reejerey in play, tap/untap cards will trigger multiple times. You can make someone’s day heck with perfect timing and knowledge of their deck.
Jegantha, The Wellspring is here to help us cast more Merfolk if we need. The extra mana from it can easily help you cast one or two more Merfolk without using your lands. You want to swing with your unblockable Merfolk, and hit the other player until they have no more life! It’s nice and simple. The above is just all the knowledge you’ll need for how the deck works.
Between the unblockable creatures, and using Merrow Reejerey to tap or untap permanents at your leisure, you can drag them down to the depths and leave all your opponents under the waves.
1 Jegantha, the Wellspring
2 Temple of Mystery
4 Silvergill Adept
4 Mist-Cloaked Herald
4 Merrow Reejerey
4 Merfolk Mistbinder
4 Kumena, Tyrant of Orazca
4 Kumena’s Speaker
4 Hinterland Harbor
2 Hashep Oasis
4 Deeproot Elite
4 Collected Company
4 Breeding Pool
4 Benthic Biomancer
1 Jegantha, the Wellspring
The hardest part about this deck is board wiped. We can’t stop it, but we can endure it. That’s why you want to do as much card draw as possible, to make sure you keep extra Merfolk in hand for any situation. It’s an incredibly strong deck. You can probably have enough Merfolk in play to almost finish someone off in three or four turns. You hit hard, you hit fast, and nearly every turn, your Merfolk can get bigger. It’s a fast, strong deck and it works. It’s not the most top-tier aggro deck, but it’s a fun one, that’s for sure. Besides, we’re still torn here on which Red aggro deck we’re going to go with.
It’s so difficult! But for now, please enjoy your angry Merfolk pals as they stomp across other player’s faces.
Gob-Pharoah’s Gift (Mono-Red Aggro)
Mucus is still a very valid, powerful way to win games with ferocity in MTG Arena, and this is one of the decks that got even more powerful thanks to Amonkhet Remastered. I was torn because there are two ways to approach this deck. Both involve Muxus, but only one focuses on him. We’re going to highlight the one that just uses him first, and includes the other as a fun bonus, with a brief description of what makes it tick.
One of my other favorite cards to come from Amonkhet is a two-card set! It’s Gate to the Afterlife and God-Pharaoh’s Gift! The best part of this combo is that anti-graveyard cards like Grafdigger’s Cage can’t stop it. I mean, the other player can exile your graveyard, but as long as they don’t do it, they can’t stop the madness. The Macho Madness that is! We’re going to make sure our friendly Mogg pals go to the graveyard and come back at inopportune moments.
The main difference between this and our last Mono-Red Goblin deck is that we aren’t running Lords! None of the jerks that give our Goblins +1/+1 and haste, because that isn’t necessary. Instead, we’re going to batter someone down with Siege-Gang Commanders, and Muxus if possible. If we can use Muxus. He’s not a requirement, but he sure makes it faster in the long run.
The other deck will have Muxus, Lords, and all the high-speed dirt you have come to expect, but with Gate/God-Pharaoh’s Gift added for extra spice. We want the spiciest decks, after all.
Today, we go deep into the hot sands of Amonkhet and give praise unto the God-Pharaoh.
How Does It Work?
The main gist of this deck is that we want to put our Goblins in the grave. What better way to do that than make sure they’re useful? Skirk Prospector, with that in mind, is a must. We can use it to sacrifice other goblins for mana to get spells into play faster. We can do this early game to put our Gate to the Afterlife out, one of the keys to unlocking True Power.
Now we have a few Goblins that can get to the graveyard without effort. One of the first ones is Goblin Cratermaker. It’s a 2/2 with a sacrifice ability that costs 1 mana. We can use it to either deal 2 damage to a creature, or to destroy a colorless nonland permanent. One of our banes can be an exile, so we can use this to kill a creature that is getting exiled. In response to the exile effect, we sacrifice this creature, kill our goblin, and now we have two goblins at least in the grave.
When we have several goblins in play, we can cast Gempalm Incinerator as a cycle spell. Then we deal x damage to target creature, where x is the number of goblins in play. If we’re trying to get more creatures in the graveyard, we can cast Cathartic Reunion, which requires us to discard 2 to draw 3. But with all this talk of dead goblins, let’s talk about why.
The Zen of the Afterlife:
Gate to the Afterlife is a 3-cost colorless artifact, that is somehow only uncommon. It’s paired card is somehow only rare and isn’t a legendary to boot. Here’s why this card is so important. Whenever a nontoken we control dies, we gain 1 life. Then we can draw a card, but if we do, we discard a card too. So this is in itself an engine to put cards away.
If we have six or more creatures in our graveyard, we can tap 2 colorless and sacrifice Gate to the Afterlife. Then we can search our graveyard, hand, or library for a God-Pharaoh’s Gift and put it into play. That artifact is a 7-cost, mind. We can cast it without paying mana. If we have one in hand, and we have goblins in play, we can also use Skirt Prospector to sacrifice goblins for mana to put it into play anyway. Having more than one out is never bad. So that’s how we get to the Gift. But what does it do?
At the beginning of our combat step, we can exile a creature card from our graveyard. If we do, we create a token of it that’s a 4/4 black Zombie. It also gains haste until end of turn. We spend the early game putting creatures in the grave, high-cost cards and high-power (Siege-Gang Commander, Muxus).
At the start of combat, we can exile Goblin Instigator, which comes into play as a 4/4 instead of 1/1. Then we get another goblin, which sadly, will be a 1/1. This is the best way to play Muxus, Goblin Grandee. We probably won’t land six free goblins from playing him from the grave, but it’s more goblins. This is why having two God-Pharaoh’s Gifts in play would be amazing.
We want to get as many goblins in play (whether cast from hand or brought from the grave) to go with Siege-Gang Commander. When it comes into play, it creates 3 1/1 red Goblins. From there, we can start just hitting the other player, or we can use our mana (2 mana per) to sacrifice a goblin. Then, Siege-Gang Commander deals 2 damage to any target. We can sacrifice a fresh goblin, and when combat comes around, exile it, swing with it, and after that, sacrifice it to deal 2 more damage.
One of our best cards to bring from the grave is Krenko, Tin-Street Kingpin. That way, he comes into play as a 4/4 with haste around turn 3 hopefully. When he attacks with him, he gains +1/+0 and then creates X 1/1 Goblin tokens, where x is his current power. The idea is that this deck procs in the first few turns. The other player is going to try and kill our creatures whenever they come into play, and that’s not a winning proposition. We’re hopefully going to keep getting creatures that have to be killed twice.
If you decide not to be aggressive and swing over and over, we can stack creatures just to sacrifice creatures to Siege-Gang Commander for damage. This is key when the other player has bigger creatures than you, and you don’t want to just throw away your goblins for a handful of damage. That requires more mana, so we need land drops and/or Skirk Prospector to happen.
I prefer the more aggro/lord-filled deck, but this one has plenty of promise. As long as we’re on the upswing, dropping constant creatures, we have a lot of ways just to start swinging as soon as the God-Pharaoh’s Gift is out. Downside: if a player keeps killing our creatures that come from the grave, we’re going to feel hard-countered. With each creature we exile, we have one fewer we can bring back. Absolutely need to make sure we can keep summoning and sacrificing them at our leisure. It’s still a mighty and powerful deck. I’m torn on Cathartic Reunion. If we don’t have cards to discard in the mid-game (which is often), we aren’t going to be able to use it. Instead, I consider putting Goblin Ruinblaster and/or Legion Warboss. Goblin Ruinblaster, in particular, to pay its kicker cost and destroy a non-basic land.
15 Mountain (UST) 215
4 Castle Embereth (ELD) 239
4 Cathartic Reunion (IKO) 110
4 Fanatical Firebrand (RIX) 101
4 Gate to the Afterlife (AKR) 271
4 Gempalm Incinerator (LGN) 94
3 Goblin Cratermaker (GRN) 103
4 Goblin Instigator (M19) 142
2 God-Pharaoh’s Gift (AKR) 272
2 Krenko, Tin Street Kingpin (WAR) 137
2 Muxus, Goblin Grandee (JMP) 24
1 Phyrexian Tower (JMP) 493
3 Siege-Gang Commander (DAR) 143
4 Skirk Prospector (DAR) 144
4 Wily Goblin (XLN) 174
4 Goblin Chainwhirler (DAR) 129
4 Goblin Ruinblaster (ZEN) 127
2 Grafdigger’s Cage (M20) 227
2 Lava Coil (GRN) 108
3 Legion Warboss (GRN) 109
4 Goblin Instigator
4 Conspicuous Snoop
4 Goblin Warchief
3 Gate to the Afterlife
4 Goblin Chieftain
4 Muxus, Goblin Grandee
3 Phyrexian Tower
2 Castle Embereth
4 Skirk Prospector
3 Krenko, Mob Boss
4 Wily Goblin
1 God-Pharaoh’s Gift
This deck is mighty similar, but we want to run 4x Goblin Warchief (Goblins cost 1 less colorless to cast, have haste) and 4x Goblin Chieftain (Haste, other Goblins you control have +1/+1 and haste). We have Conspicuous Snoop to abuse whatever goblin power we have on top of our deck and Krenko, Mob Boss to flood the board with goblin tokens. We still very much want Gate to the Afterlife/God-Pharaoh’s Gift to put into play.
That way, we can bring our Lords back bigger and better than ever, and we have 4x Muxus, Goblin Grandee, because they’re still our big way to win. Even if they get discarded, we can bring him back with the Gift. We have so many low-cost goblins that we can constantly sacrifice them with Skirk Prospector, play Muxus early, or get our Gate to the Afterlife out. This is a deck where we flood the board with goblins and just swing with them vigorously. The other deck relies on Siege-Gang or re-playing cheap goblins.
The two artifacts we’ve listed just make this deck much more powerful. Since we use Skirk Prospector to put creatures in the grave in exchange for mana, we can play something very powerful, activate Gate to the Afterlife’s ability, get God-Pharaoh’s Gift, and get some of those goblins back! Now they’re 4/4s instead of 1/1 or 2/2s! It’s so strong and so brutal. I. Love. It.
Possibly the hardest deck to beat with this is Fields of the Dead/Uro. But other than that, we have an advantage in a lot of situations. It’s a very fun deck, and it’s so fast, thanks to Skirk Prospector. It can be wildly satisfying to sacrifice a goblin to summon something else, and then on the combat step, bring that 1/1 back as a 4/4, and before you know it, the game is over. This deck spirals out of control in really wild ways. We want to get that Gate to the Afterlife as soon as possible, but be aware of counterspells. Counterspells and exile can be very bad, but it’s not anything we can’t come back from. Be advised that we can still very much win without the Gates, but they make things faster.
All Roads Lead to Ulamog (Five-Color Combo)
Technically, this is a Gruul deck, not a five-color. We happen to have a playset of a five-color card, and it’s an absolute doozy. Maelstrom Archangel requires a little more mana than we usually would have access to in a Gruul deck. Thankfully, we have cards like Chromatic Lantern, Paradise Druid, and merely slotting in a few other colored lands. Triomes, dual lands, all sorts of things. So with that in mind, we have so much mana to utilize!
You know, before I get started, you know what I’d love to put in this deck? Akroma’s Memorial would be wonderful with Hornet Queen. If you were going to slot that anywhere, maybe take out one or two of your big guns to add just one in. You wouldn’t want a playset though, as that would thin out our incredible potential damage output.
Our end game: Finding really annoying ways to cheat Ulamog, the Ceaseless Hunger into play and start forcing the other player to exile their deck (or simply defeat them via damage). We’re also running a classic card in Gruul, Rhythm of the Wild, to make sure our creatures can’t be countered and start with haste (or +1/+1).
If we can give Ulamog haste, we can play him, he can’t be countered or stopped, he’s Indestructible, and oh, we immediately exile the top 20 cards of an opponent’s deck! It’s brutal. Thanks to our Druids and Chromatic Lantern, it shouldn’t take too long either. We aren’t running a ton of ramp, just a few creatures, and a way to make our lands tap for anything.
Maelstrom Archangel is a card that can go into so many decks. As long as you have the mana to put it into play (say Jegantha), you can play cards without paying their cost, provided you can get that damage. Speaking of which, let’s talk about that!
How Does It Work?
Ulamog, the Ceaseless Hunger is a wildly powerful card. Despite that, I’m not worried about it being banned. MTG Arena is going to be seeing a Historic ban. I’m not worried about this deck harmed in any way, shape, or form. The only change we could see is if Burning-Tree Emissary gets unsuspended. That way, we could add it to do even more possibly.
However, this deck is built around a pair of really nasty jerks: Ilharg, the Raze-Boar and Ulamog, the Ceaseless Hunger for our power creatures. We also have Hornet Queen, which is a new card, thanks to Amonkhet Remastered. We have that in the deck to create a flood of insect tokens that have Flying/Deathtouch, and thus we always have blockers that are a threat.
This deck wants to obliterate the other player in one of two ways: A flood of constant creatures or hit them for overwhelming numbers in one turn. The other player might keep blocking Ulamog, so we can exile their deck nice and fast. It’s going to make someone frustrated. I can feel it right in my bones. We need a few turns to set things up, and they’ll melt under the pressure of our damage.
Your average player won’t be diving into combat against someone with 1/1s with deathtouch and aren’t afraid to throw them away. Whenever she comes into play, you create four 1/1 green Insect Creature tokens with flying. So the question we have to ask ourselves is this: How can we keep abusing this? That leads me right into our loop/game-winning combo.
The Set-Up (You Need This):
Our two major ways to get victory are Ilharg, the Raze-Boar and Maelstrom Archangel. We also really want Rhythm of the Wild to make sure players can’t stop our creatures from being cast, and also giving them potential immediate haste. What do we do with those two creatures though?
Ilharg, the Raze-Boar is the easier of these two to set up, since it’s a red creature. That way we don’t have to fiddle with any of the nonsense non-green/red land stuff. But what does it do? Firstly, it doesn’t die, per se’. When it dies or exiles, you can choose to put it in your deck, third from the top. It’s always coming back.
When it attacks, you can put a creature card from your hand into play, tapped and attacking. Then you return it to your hand at the beginning of your end step. If you do this with Hornet Queen, you keep spamming the board with 1/1 deathtouch tokens. Sadly, they don’t get haste from Rhythm of the Wild since they’re tokens. Rhythm only affects your creatures, not creature tokens. But this keeps us with a flood of creatures, and it’s safe. The Hornet Queen keeps leaving play, so it’s harder to stop in theory.
That’s one strategy: We flood the board with deathtouch creatures that we ping away with or use as blockers. The other option is to swing with Ilharg, play Ulamog, swing for another 10, exile 20 cards from their deck, and put it away again.
That way, even if they keep blocking, they will run out of cards in very short order. Conversely, we can mana ramp into several colors, and play Maelstrom Archangel. Since it’s a five-color, we have to have a variety of lands, and we can, with a lucky start, do this on about turn 4. If we aren’t missing land drops and can play at least one Paradise Druid and the Chromatic Lantern, we’ll do it.
Maelstrom Archangel, when it deals combat damage (5/5, Flyer) to a player, you may cast a spell from your hand without paying its mana cost. What would we possibly do with that? Cast Ulamog! Because it very specifically states “cast” and not “play.” That way we can play Ulamog, and get the two target permanents exiled. We’re feeling saucy, play Ilharg, the Raze-Boar, and flicker Ulamog on combat turns.
It depends on how confident you are in the state of the board. We also have more mana, thanks to Domri, Chaos Bringer. We’ll be talking about her again very shortly because she’s also potentially key in setting up having power cards in our hand. She also has a powerful ultimate, which gives us a 4/4 Red and Green Beast with Trample at every end step (yours and the other players). It’s not needed, but it’s lovely.
Because this combo requires us to have awesome, strong creatures in our hands to punish the other player, we can technically put any huge creatures in our deck. Massacre Wurm, any giant Hydra (as long as it doesn’t have an X in its cost), Rampaging Wurm, whatever your heart desires. With Maelstrom Archangel, you could also cast Omniscience to make everything cost 0!
Now it’s just a matter of winning. We can swing pretty safely with the Ilharg/Ulamog at our leisure. It’s important to have a Rhythm of the Wild to make sure anything we play will have haste, so we don’t waste a turn waiting on a fun attack phase to come around. But the next question is clear. How do we get more cards in hand?
Brief Amounts of Card Draw and Mana Ramp:
Thrill of Possibility is one of our main sources of some card draw. It’s not great, but it’s useful. For 2 mana (1 red), it lets us draw two cards, with the cost of discarding one. So with that, it’s handy to get rid of something we don’t need (too many lands, for example). Domri, Chaos Bringer doubles as giving us 1 green or red mana (+1 Loyalty) and looking at the top four cards of our library. With that, we can put up to two creatures from there in hand (-3 Loyalty).
We can do that to get a few creatures in hand easily. That’s the only thing that can slow us down: not having large creatures in our hands to play with 0 mana. We also need more mana! Chromatic Lantern is a 3-cost colorless that makes all our lands tap for any color, and so can the Lantern. On top of that, we have the obvious Paradise Druid, which taps for any color. Incubation Druid can tap for any color our lands can produce. So with Chromatic Lantern, it also taps for anything! That will make our ability to tap mana much better. If we adapt Incubation Druid (5 mana, 2 green), it can tap for 3 mana of color.
With that in mind, we have access to lots of mana of any color. You choose how you want to win. You can flicker Maelstrom Archangel in, have it attack, deal combat damage (through Ilharg), and use them to play Ulamog (or another Maelstrom Archangel) for 0 mana, and put the first one back into your deck.
The way you win is up to you, but you have tons of sources of damage, and it’s very demoralizing to see Ulamog show up every single turn, for the. . . two or three turns that happen. At that point, the game is over.
1 Blood Crypt
1 Dragonskull Summit
1 Woodland Cemetery
1 Rootbound Crag
1 Clifftop Retreat
1 Sunpetal Grove
1 Hinterland Harbor
1 Sulfur Falls
1 Zagoth Triome
1 Indatha Triome
1 Ketria Triome
1 Savai Triome
1 Raugrin Triome
4 Thrill of Possibility
4 Maelstrom Archangel
1 Breeding Pool
1 Temple Garden
1 Stomping Ground
1 Overgrown Tomb
1 Sacred Foundry
4 Incubation Druid
4 Rhythm of the Wild
4 Chromatic Lantern
4 Ilharg, the Raze-Boar
2 Hornet Queen
4 Ulamog, the Ceaseless Hunger
2 Domri, Chaos Bringer
1 Steam Vents
4 Paradise Druid
This is a janky sort of deck, but it’s wildly powerful. Maelstrom Archangel’s ability to cast cards without paying for them can set up quite a lot of our combos and moves. That could be how we get Illharg out, and then it can start the rest of our game-winning moves for next turn. That’s why this deck is so great. We have two options to get creatures into play without paying – one temporary, one permanent. It’s still strong either way. Now, if we can’t get Rhythm of the Wild into play, we may be in for a bad time. Control decks ruin our speed. If we can get things going, it’s so hard to stop. The only way things could go wrong is constant exile or if we don’t have creatures in hand to play.
From there, you may have to wait. That’s not what you want to do in this deck. You want to start hammering the other player as soon as humanly possible. It’s not a hard deck to pilot, you need a solid ramp start, and before the other player knows what’s happening, what started as a Gruul deck leads into the mighty Ulamog.
Infinite Elf-Works (White/Green Famished Paladin Elfball)
Full Disclosure: The idea for this deck mostly came from a reader! Thanks to Darrin (Last Name Redacted) for the brilliant idea! He wrote in with a cool idea for Famished Paladin that is honestly much easier to pull off than what I was doing with Wand+Paladin. Whenever Pioneer comes to MTG Arena, we’ll be able to do even sillier things I think.
I absolutely love this combo because it’s technically infinite, but you don’t have to trigger it. Thus, no chance of a draw! You won’t get locked into this. This is a take of an older concept that we’ve discussed before: Elfball. Elfball floods the board with tons of Elves, and swings for huge numbers. However, in typical Elfball, we have Lords and buffs to make them bigger. That way we swing for hundreds of damage without very much stress on being able to be blocked.
It’s gone through a few changes since I initially set this down this morning, but I’m happy with the potential it has. Sure, there are faster decks (Cycling/Thassa’s Oracle decks) but I’m not stressed about that. There aren’t many decks that win no matter what in any setting. Originally I was going to run Crashing Drawbridge in this to add an option for Haste, and if you want it, you could slot out maybe a few Incubations for it.
Our biggest fear is board wipe on turn 4 or so. If the other player can’t wipe before we swing (and doesn’t exile our attackers), we win. However, as long as we don’t swing with our Lifegain/Paladin, we can rebuild, so that’s a positive. I love this concept though, so let’s talk about it.
How Does It Work?
In a way, this is not only a combo deck but a control deck. In an ideal world, we swing for something like 50 damage on turn 4 or 5. More, if we’re feeling spicy/belligerent. However, we have to consider what MTG Arena players can do. We’re very likely to see board wipe against this deck. From exile, to just complete annihilation, it’s going to happen. What do we do when we see the other player drop something like Ritual of Soot to defeat our board?
We laugh. We look death in the face, and we laugh. After all, when spells like that go into play onto the deck, we have a chance to respond. As long as we can tap Famished Paladin, we’re going to mock them. But before we go into what we do there, let’s talk a bit more about what we’re aiming for. If you look back to July, we discussed the Famished Paladin + Sorcerer’s Wand infinite damage combo. It’s a bit tedious to set up though, unfortunately.
However, with White/Green Famished Paladin, and an ideal hand, we can set up an infinite life loop on Turn 3. That’s right, on turn 3, with the right cards, the game is essentially over. Let’s get into that set up, and then discuss why board wipe isn’t the end of the world.
It’s Too Late (to Apologize):
Soul Warden is a key component of this deck, and one of the absolute best turn 1 or turn 2 drops for this decks. Our idea is to use Famished Paladin to infinitely churn out 1/1 Green Elf Warrior tokens. That comes from the enchantment Presence of Gond that dropped into our laps thanks to Jumpstart. We want a card that gives us life when creatures come into play under our control. Soul Warden does that but better. She also triggers off the opponent’s creatures, but we don’t ever want to see them get that far.
Then we play Famished Paladin. Since we gain life for him coming into play, he immediately untapped. We also want a turn 1 Mana Dork (Llanowar Elf). That paves the way for a turn 3 combo. So turn 2, we’d play a land, play Soul Warden, and then also play Famished Paladin. Now the Paladin is untapped, and we simply need the final piece of the puzzle.
Presence of Gond is an Enchant Creature card that lets us tap that creature to create a 1/1 Elf. Soul Warden/Anointer Priest would trigger, giving us 1 life, untapping, letting us re-tap him until the other player simply falters under the constant triggers. The only real downside I see is not having access to Haste. Now we have to wait a turn to swing for lethal damage (because it would be). To ensure you have enough damage, just figure out how many possible creatures they could drop in on you, and then double/triple that number.
Even if they hit you with Settle the Wreckage, you’re still fine and you get all your basic lands. Just never swing with Famished Paladin, Soul Warden, et cetera. Only swing with the Elves. The next question asked is “What if we don’t get our combo pieces?”
This is a deck I feel comfortable taking a few mulligans with. After all, nothing in this deck costs more than 3 mana. On top of that, we have Llanowar Elves to help with mana production. We do have a few choices to help us get all this going though. I’m still looking at potential card draw options/cycling options though. For now, this is what we’ll do.
Incubation is an easy pick. It’s 1 green or 1 blue, and we can look at the top five and put a creature in our hand. This is how we try to pluck whatever creature we’re lacking for the combo. There’s always the risk of losing our upcoming Presence of Gond though. What do we do then?!
Heliod’s Pilgrim! It’s a 3-cost creature (1 white), and we can go to our deck and take an Aura (Presence of Gond) and put it into our hand. That way we can actually cast it. Bond of Flourishing also helps as a Green Sorcery. We can look at the top three cards, and take a permanent from among them and put it into our hand. We also gain 3 life. This is amazing because it can be any permanent – a creature, land, enchantment, et cetera.
I’m still looking at potential other cards to put in here. Maybe some cycling cards. I considered Explore but there have to be better choices than that. I’m just not 100% sure what they would be.
What to Do About Inevitable Board Wipe:
Here’s when things get really fun (for me at least). If the other player decides to board wipe, you can respond. That’s when you start activating your combo until you can no longer do it. Do it until timer’s start running. Why do this? Because this is what makes the deck a control deck.
Say you build up about 500-600 life this way. You just keep doing it as long as you can, until timers start running down. Don’t lose the game over it, but use as much of the timer as you can to build mountains of life. Because the game is “The other player has to overcome this much life”. You can take your time, draw cards, and reset your combo to still win via Elfball overrun. If the other player can’t go and recycle their graveyard into their deck or aren’t running Yorion, you may just win via deck out.
It’s entirely likely to make the other player deck out when you are gaining life, resetting your combo, and sitting on hundreds or even thousands of life points. The idea, if you think they’re going to wipe you, is to build a wall so titanic, so high, made of your life points, that no player can overcome it. That can make players quit right there.
4 Presence of Gond (JMP) 420
8 Forest (UST) 216
4 Famished Paladin (RIX) 8
4 Temple Garden (GRN) 258
4 Soul Warden (M10) 34
4 Bond of Flourishing (WAR) 155
1 Llanowar Elves (DAR) 168
3 Llanowar Elves (M19) 314
4 Anointer Priest (AKR) 3
4 Heliod’s Pilgrim (THB) 20
8 Plains (UST) 212
4 Sunpetal Grove (XLN) 257
4 Selfless Savior (M21) 36
4 Incubation // Incongruity (RNA) 226
This deck is far from perfect, I love wacky concepts like this. If I thought I could get away with it, I’d still put one Sorcerer’s Wand in the deck, just in case. If I did, I’d swap out an Incubation // Incongruity. It’s such an amazing concept as a deck. We have several ways to gain life for those tokens (Soul Warden, Anointer Priest). We also have The Goodest Boy – Selfless Savior to sacrifice to save our Famished Paladin from being destroyed. It’s an easy to pilot deck, and it’s so important to start with at least one part of our combo, two if we can swing it. I’d be willing to take a few mulligans to do so.
I really think if you like making tokens and gaining life, you’ll enjoy this nice, simple deck. Plus: It only runs 8 rares! We just have two playsets of white/green lands! The rest are common/uncommon! It’s cheap to build, and is really fun!
The most ideal start:
- Turn 1: Land for turn, Llanowar Elf
- Turn 2: Land for turn (hopefully WG), play Soul Warden and Famished Paladin
- Turn 3: Play Presence of Gond, start infinite combo.
The best part of this isn’t really the creatures. It’s the insurmountable life lead you’ll get before anyone can stop you from doing it. You should consider giving it a swing! If you can make the other player deal with 100 Elves on turn 4, they’re going to be mad. But you’ll win, and isn’t that the important thing?