MTG Arena Singleton Advice and Decklists

by in Magic: The Gathering Arena | Dec, 29th 2019

There are so many ways to play MTG Arena. Today we’re going to highlight Singleton decks. Singleton, like its name implies, only allows for one of each card in your deck. That’s not counting basic lands, of course. Special lands are also one per deck. Think of it like Hearthstone’s “highlander” deck archetype.

There aren’t real rules per se’ for Singleton, but there are ways to go about it, and ways to not go about it. This mode shows up time to time in MTG Arena, so I figured now’s a good time to clue our readers in about what you need to know in Singleton.

Plus, I’ll highlight some of my favorite MTG Arena Singleton decks. Some of them are trolly and disrespectful. Some take the nature of the mode and spit on it. Some are just silly fun. Let’s talk one-offs!

What Is Singleton?

As I said, Singleton is “one of each non-basic land per deck.” There are unfortunately exceptions to that, thanks to MTG rules. According to Magic the Gathering, “card rules trump format rules,” 100% of the time. But what does that mean, you might ask?

There are pair of cards in the current meta that can break the “4 per deck” rule: Rat Colony and Persistent Petitioner. Anytime you play Singleton in MTG Arena, these decks will come up. I promise you they will. Whether you are running them, or someone else, they’re going to be dominant.

That means success in MTG Arena Singleton can hinge on your deck having answers to these two decks. Being able to do deal even 1 point of Area damage can stop Rats in their tracks, but Petitioners is a bit harder. The Persistent Petitioners are ⅓, and you can tap 4 of them to make your opponent mill 12 cards. That’s the only reason I’m not going to highlight those decks. But I can help you deal with them!

How to Counter These Two Decks

They aren’t science. Rat Colony gets +1 attack per Rat Colony on the board. You can stack these to the heavens. Success in Singleton also depends on how you design your deck. You don’t want to spread the color identity of your deck too thin. Three colors at the absolute most in most cases.

Are there expensive Superfriends 5-Color decks (Tons of Planeswalkers)? Oh yes. Do they win all the time? Ehhh. But they are fun. Certain colors have better answers to the decks. For example, Red’s “Flame Sweep” does 2 damage to each creature (except ones you control with Flying), so that kills Rats dead.

Deputy of Detention exiles a target a non-land permanent and all other copies of it in play. Bye Rats! Bye Petitioners! White also has “Ixalan’s Binding.” Exile one of these cards and no further iterations of it can be played. Since this deck runs no spells or artifacts, simply Binding one will kill any further motion they can muster.

Another option is First Strike. First Strike quickly kills rats. They only have 1 Health, so even if it’s a 15/1, First Strike means that poor rat goes to the grave. So, stacking these helps. You can also go with cards like Cleansing Nova, Ritual of Soot, or any other fun board wipe.

How to Build a MTG Arena Singleton Deck

The main idea is to have a goal for the MTG Arena Singleton deck. This is a meta that’s dominated by either heavy aggro, or heavy control. So sway either way and you’re likely to be fine. I know I suggest not to have too many colors, but if you’re comfortable with it (and I will give an example), you sure can.

The reason I say you don’t want too many colors, is you want to have a nice, easy win-con. You don’t want to say, “Oh, if I could only get one green mana, I can make this combo happen and win!” Deck combos typically don’t work too well in this meta.

Lands can be overlooked as being unimportant, but nothing could be further from the truth. Having tons of the right dual-lands is a godsend. Even if they come into play tapped, there are plenty per most color pairings right now. I’d say about 22-25 lands per deck, on average.

I’m always bad with numbers, but I have read that aggro decks tend to lean towards 22-24 relevant creatures and control decks have on average 10 cards built around their win-condition.

Spells/enchantments for aggro decks can probably run around 10 cards, focused on creature buffs and the odd removal spell. Control decks, on the other hand, will likely have 20 or more spells in it. But you want to balance card draw and removal, as well as a smattering of planeswalkers.

Without further ado, let’s talk about some fun MTG Arena Singleton decks!

MTG Arena Singleton: Mono-Blue Singleton

MTG Arena Mono-Blue Singleton Nezahal, Primal Tide Card

No matter what happens in any meta, there’s one deck type that will always remain relevant: Mono-Blue. Blue has in my estimation, always been the strongest color in MTG Arena, regardless of expansion. The closest that comes to it is Red, I’d say. So, Mono-Blue Singleton has plenty of options. The deck has counters, big creatures, quick creatures, creatures to tap for mana, counterspells, sleep spells, counterspells, elementals, counterspells and mind control spells.

This deck has everything, including the kitchen sink.

How It Works

There aren’t too many bad hands for this deck, because most of the deck is reasonable in terms of casting cost. There are big cards like Nezahal, Primal Tide, Zahid, Djinn of the Lamp and Mass Manipulation, but you can get on the board quickly with your cheap creatures.

Perhaps one of my favorite early game cards is “Departed Deckhand.” This 2/2 SPirit can tap 4 to make a creature unblockable, except by other spirits. In a deck with “Tempest Djinn,” this is amazing. In a Mono-Blue deck, Tempest Djinn rules the roost. It’s a 0/4 that gains +1 per Island you control. With only Islands for lands, you do the math.

This deck also can bring creatures and spells back from the grave. Exclusion Mage brings a creature back to its owner’s hand. You can sacrifice Spellkeeper Weird to bring an instant or sorcery back to your hand. Use the Weird, then the Mage if you can to get important spells back. Want another copy of Entrancing Melody (gain control of target creature with cost X)? That’s now a doable thing!

One of the best things about Blue right now though, is Mass Manipulation. Since this is a Mono-Blue deck, that 3 Blue + X X is easy enough to do. This lets you control x Planeswalkers and/or Creatures. Is your opponent loading down with those dumb Petitioners? Steal them and do unto them! Mono-Blue is a deck you play with patience. You have answers for most situations, from big creatures to counterspells.

It even has Mill! Patient Rebuilding lets you mill a players deck 3 cards each of your upkeeps. Then you draw a card for each land card they lost. Play with patience, stall your opponent at all opportunities and then play your beefy boys to win the game. Or steal theirs. That’s just as good. This is a deck about making people salty.

Key Cards

Mass Manipulation: Mass Manipulation is your late game “Haha, I win and there’s nothing you can do to stop me” card. Once they’re tapped out, their board is set up, you tap out and steal everything they love from them. Planeswalker decks? Not anymore! Colony? Nope, those are yours now! Gruul aggro? Now you deal the aggro. Even if it goes to your graveyard, you have a couple of options to get it back. That’s the best part.

Nezahal, Primal Tide: Nezahal may be a 7-drop, but it can’t be countered! It’s a 7/7 beast that gives you an unlimited hand size. Plus, whenever an opponent casts a non-creature, you draw a card. Is that not enough to make this creature a must-have? You can discard 3 cards to exile Nezahal. Return it to the battlefield tapped under its owner’s control at the beginning of the next end step. Prevent that bad boy from ever being killed off, as long as you have the cards. Nothing stops Nezahal from returning to feast. His hunger knows no bounds.

Vodalian Arcanist: This 2-cost ⅓ creature has a fun ability: Tap: Add 1 Colorless Mana. Use this only for instants and sorceries. This means you can cast your counterspells just a tiny bit easier. You can also feed that 1 mana into Mass Manip. The more mana you have for that, the better! You probably won’t be swinging with this creature, but it is a ⅓ and makes a solid blocker in the early game. It’s too hard to pick “must-haves” for this game type, but I wanted to highlight some enjoyable ones. I do love this card though.

Mono-Blue Singleton Decklist

24 Island (ELD) 254

1 Mass Manipulation (RNA) 42

1 Entrancing Melody (XLN) 55

1 Nezahal, Primal Tide (RIX) 45

1 Zahid, Djinn of the Lamp (DAR) 76

1 River’s Rebuke (XLN) 71

1 In Bolas’s Clutches (DAR) 54

1 Weight of Memory (DAR) 74

1 Salvager of Secrets (M19) 70

1 Patient Rebuilding (M19) 67

1 Air Elemental (XLN) 45

1 Tempest Caller (XLN) 86

1 Snapping Drake (M19) 75

1 Sleep (M19) 74

1 Skitter Eel (RNA) 53

1 Wizard’s Retort (DAR) 75

1 Waterknot (RIX) 61

1 Tolarian Scholar (DAR) 71

1 Thought Collapse (RNA) 57

1 Tempest Djinn (DAR) 68

1 Spellkeeper Weird (WAR) 69

1 No Escape (WAR) 63

1 Exclusion Mage (M19) 55

1 Divination (DAR) 52

1 Cancel (XLN) 47

1 Aviation Pioneer (M19) 46

1 Arrester’s Admonition (RNA) 31

1 Vodalian Arcanist (DAR) 73

1 Slimebind (RNA) 54

1 Sage’s Row Savant (RNA) 49

1 Quench (RNA) 48

1 Metamorphic Alteration (M19) 60

1 Kasmina’s Transmutation (WAR) 57

1 Ghostform (M19) 58

1 Disperse (M19) 50

1 Chart a Course (XLN) 48

1 Departed Deckhand (M19) 49

Final Thoughts

This is an easy-to-use and satisfying deck. You have an option to make your big creatures unblockable and you can steal virtually anything you need from your foe. You have counters, ways to tap opponents permanents, card draw and counters. I mean, you just can’t go wrong with Mono-Blue.

It’s not a deck that’s going to win in a few turns. You’re in it for the long haul. This is the kind of deck you run when you need to feel mastery and power over your opponent in a real, tangible way. Only you get to have fun — nobody else.

MTG Arena Singleton: Red/Green Beatdown

MTG Arena Ilharg, the Raze-Boar Card

Is control not your bag? Do you just want a horde of mighty, ridiculous creatures to proverbially stuff down the other player’s throat? Creatures that make other creatures that add +x/+x trample, or simply double the attack power of everything on your side?

Does the thought of your opponent having life points cause you physical anger? Then Gruul Beatdown is right up your alley. This deck is primarily creatures, with a smattering of spells, a pair of useful enchantments and a couple of planeswalkers for good measure.

How It Works

Can you think of a green or red creature that just makes your anger act up by the mere mention of it? It’s probably in this deck! A pair of artifact creatures were added for good measure: Stonecoil Serpent and Meteor Golem. Stonecoil is whatever Power/Toughness you want it to be. It has Protection from Multicolored, Reach and Trample. It’s ludicrous.

Meteor Golem isn’t amazing, but it does destroy a non-land permanent that an opponent controls when it comes into play. In a Gruul deck, 7 mana isn’t an issue. If you can get Nissa into play, all of those Forests tap for an additional green mana. This deck isn’t a complex one. That’s why I love it so much, I think.

For all of my love of heavy control, there’s a lot to be said about dropping Ilharg, the Raze-Boar and drawing into God-Eternal Rhonas. Ilharg lets you play a creature from your hand for combat and return it to your hand after. So you swing out, double your creatures attack power and put him back in your hand. This means you can just do it again next turn if you need to. Instead of having a counterspell for any situation, you have a creature for every situation.

Running against weenie decks and you have no trample options? Questing Beast ignores them and deals damage for free. Need lots of chump blockers? That’s where Biogenic Ooze comes in. You can just tap all that free mana for plenty of Oozes.

This deck only runs 6 spells. Most of them have a direct damage option but can also increase the strength of your creatures. But the two enchantments in the deck make every single creature a threat.

Ferocity of the Wilds gives non-Human creatures that are attacking (that you control) +1/+0 and Trample. Rhythm of the Wild prevents your creatures from being countered. On top of that, all creatures you cast have “Riot.” That means you can give them Haste, or +1/+1. This stacks with other instances of Riot on creatures. This deck does not have a lot of card draw, unfortunately, so you’re at the mercy of RNG. Thankfully, every single creature in this deck is an immediate threat.

Key Cards

Vivien, Champion of the Wilds: I need to put her in more of my Red/Green and Mono-Green decks. This planeswalker lets you look at the top 3 cards of your deck for her -2. Then you can exile a card face down and put the rest on the bottom of your library. As long as this card is exiled, you can cast it; if it’s a creature card. She also lets you cast creatures as if they had Flash (so you can cast on your opponents turn without consequences with Rhythm of the Wild).

Ilharg, the Raze-Boar: I. Hate. This. Creature. It always seemed to show up in the last couple of ranked seasons when it needed to — when this 6/6 with trample attacks, you can put a creature card from your hand into play, tapped and attacking. It goes back to their hand at the beginning of their next end-step. It doesn’t matter if you can’t afford the creature. You can use Meteor Golem this way to kill permanents every turn, or with Ravager Wurm to fight inconvenient creatures/destroy lands on a turn-by-turn basis. Ilharg doesn’t need to be here, but let’s be honest: He makes life much easier.

Nissa, Who Shakes the World: Probably one of the most popular planeswalkers right now. This green planeswalker, as I’ve said before, makes all Forests tap for an additional green mana. She can turn lands into 3/3 vigilance elementals (and haste) and when/if you get her ultimate, your lands are all indestructible. She also lets you search your library for as many forests as you want and put them into play tapped. She’s your ultimate mana ramp source. Protect her at all costs.

God-Eternal Rhonas: That’s right, two God Cards are key to this deck. Pulling Rhonas when you swing with Ilharg is amazing. When Rhonas enters the battlefield, you double the power of other creatures you control. They also get vigilance, so they don’t tap to attack. The 5/5 Deathtouch God doesn’t even have to stay on the field to be a threat. Merely knowing he can come back, every single turn is terrifying.

Red/Green Beatdown Decklist

1 Domri, Anarch of Bolas

8 Mountain

1 Rugged Highlands

9 Forest

1 Castle Garenbrig

1 Ferocity of the Wilds

1 Blast Zone

1 Lava Coil

1 Questing Beast

1 Nullhide Ferox

1 Pelt Collector

1 Skarrgan Hellkite

1 Biogenic Ooze

1 Incubation Druid

1 Domri, Chaos Bringer

1 Gruul Spellbreaker

1 Rhythm of the Wild

1 Collision // Colossus

1 Thrash // Threat

1 Gruul Guildgate

1 Stomping Ground

1 Ilharg, the Raze-Boar

1 Krenko, Tin Street Kingpin

1 God-Eternal Rhonas

1 Nissa, Who Shakes the World

1 Paradise Druid

1 Vivien, Champion of the Wilds

1 Castle Embereth

1 Nightpack Ambusher

1 Mowu, Loyal Companion

1 Evolving Wilds

1 Fabled Passage

1 Domri’s Ambush

1 End-Raze Forerunners

1 Stonecoil Serpent

1 Shock

1 Fry

1 Bonecrusher Giant

1 Beanstalk Giant

1 Kraul Harpooner

1 Wildborn Preserver

1 Loaming Shaman

1 Thrashing Brontodon

1 Ravager Wurm

1 Meteor Golem

Final Thoughts

This may not be a “fast” deck, but it’s a “fun” deck. It’s got so many weird and wonderful creatures. I think its biggest weakness is heavy control or decks that run faster. White/Blue flyers would probably have a strong chance at dominating this, thanks to the lack of flying creatures in the deck and the speed at which they deal damage.

That said, this deck can counter a lot of options your opponents can bring. Simply dropping big creature after big creature can throw people off their game. You have cheap mana dorks, Riot Jerks, creatures that bring pals (Krenko, Nightpack, Biogenic) and the massive end-game deal-sealers (End-Raze Forerunners). If you just like big stompy nonsense, this is the deck for you. Play your favorite big beefy boys and stomp across an opponent’s face.

MTG Arena Singleton: Azorius Flyers (White/Blue)

MTG Arena Singleton Sephara, Sky's Blade

Remember when I talked about how annoying flying creatures are? How about a whole deck full of them?! That’s right, this is Azorius flyers, based on the popular standard meta deck of the same name. However, since we can’t have duplicate creatures, we have to reach far and wide for the most annoying flyers the two colors have.

Thankfully, there is no shortage of those. Most of the really annoying angels are here, as an example. Sephara, Sky’s Blade is one of the most fun cards in this whole deck. Why you might ask? You can pay 1 white and tap four untapped creatures with flying, instead of paying the 7 mana cost. This 7/7 has Flying, Lifelink and other creatures you control with flying have Indestructible. That makes my skin crawl just thinking about it.

How It Works

This is another deck that’s very easy to pilot. There aren’t too many starting hands that are bad. The average cost of a creature in this deck is, I’d say 2-3. The biggest the creature, the more frustrating it is, but there are even cheap, infuriating options! Empyrean Eagle, for example, is a 3-drop that gives other flyers +1/+1. Since you can only have one, that might be mediocre. Favorable Winds is a 2-drop that does the same thing!

One of the brilliant things about Singleton, is covering as many bases as possible in one deck. You can draw cards (Spectral Sailor, Cloudkin Seer), buff creatures (Empyrean Eagle), gain life (Herald of Faith, Dawning Angel, Healer’s Hawk) and so much more.

The most important part about this deck though is having the right lands. I’d certainly consider a mulligan if you only have one type of land and a bunch of multicolored creatures. Never count on just “drawing into the right mana”. That’s a mistake that I personally make more often than not. You can keep yourself in the game for a long time though, with the various ways you have to gain life. If you have Resplendent Angel, that can turn into more creatures, which is only another positive.

Plus, this deck is an excuse to use a classic MTGA creature: Dungeon Geists. This 3/3 flyer taps a creature your opponent controls until you lose control of Dungeon Geists. This is another “We can do anything with the right creatures” deck, and I love it. It’s annoying, it has plenty of creatures across the mana-cost spectrum and can beat someone down out of virtually nowhere.

Key Cards

Sephara, Sky’s Blade: I know I mentioned this one before, but it bears repeating. This creature gives your flying creatures Indestructible. This is paired well with Serra’s Guardian (Other creatures you control have Vigilance). Together, you can swing with complete impunity every turn and not worry about your opponent retaliating. At least, not likely.

Shalai, Voice of Plenty: Here’s another creature that gives your creatures a useful ability: Hexproof! Not only them but any planeswalkers you happen to have, as well as you yourself! That’s right, you can also have hexproof thanks to this ¾ Angel. Sadly, you can’t take advantage of its “Put a +1/+1 on each creature you control”, unless you snuck a Chromatic Lantern into the deck. I probably wouldn’t do that though, if I can be honest. But this prevents direct creature removal. However, it does not stop board wipe, so be aware.

Bishop of Wings: A ¼ may not be much to sneeze at for attacking, but that’s not where the Bishop stands out at. Whenever an Angel enters the battlefield under your control, you gain 4 life. When an Angel you control dies, you get a 1/1 white Spirit creature token with flying. You’re running at least 8 Angels in this deck, too. That’s a whole lot of life if you’re lucky.

Siren Stormtamer: A common that’s a key card? You bet! This deck runs 0 counterspells, despite having blue splashed in. Between this and Cerulean Drake, you can sac these creatures to counterspells that target you or a creature you control. Cerulean Drake is only to counterspells that target you, but the Siren can also save your creatures. Most of the good stuff in this deck are admittedly white creatures, but this is also a terrific addition to the deck.

Azorius Flyers (White/Blue) Decklist

1 Healer’s Hawk (GRN) 14

15 Plains (ELD) 250

1 Rustwing Falcon (M19) 36

1 Bishop of Wings (M20) 8

1 Silverbeak Griffin (M19) 285

1 War Screecher (WAR) 39

1 Aerial Assault (M20) 1

1 Angel of Vitality (M20) 4

1 Griffin Sentinel (M20) 21

1 Kinjalli’s Sunwing (XLN) 19

1 Resplendent Angel (M19) 34

1 Ajani’s Last Stand (M19) 4

1 Griffin Protector (M20) 20

1 Imperial Aerosaur (XLN) 14

1 Parhelion Patrol (GRN) 22

1 Shalai, Voice of Plenty (DAR) 35

1 Confront the Assault (ANA) 3

1 Dawning Angel (M20) 11

1 Herald of Faith (M19) 13

1 Serra Angel (DAR) 33

1 Serra’s Guardian (M19) 284

1 Sephara, Sky’s Blade (M20) 36

1 Parhelion II (WAR) 24

1 Sunhome Stalwart (GRN) 26

1 Paladin of Atonement (RIX) 16

1 Ajani’s Welcome (M19) 6

1 Ashes of the Abhorrent (XLN) 2

1 Siren Stormtamer (XLN) 79

1 Spectral Sailor (M20) 76

1 Cerulean Drake (M20) 53

1 Metropolis Sprite (M20) 66

1 Cloudkin Seer (M20) 54

1 Dungeon Geists (M20) 57

1 Empyrean Eagle (M20) 208

1 Elite Guardmage (WAR) 195

1 Azorius Skyguard (RNA) 155

1 Memorial to Genius (DAR) 243

1 Glacial Fortress (XLN) 255

1 Meandering River (DAR) 274

1 Tranquil Cove (M20) 259

5 Island (ELD) 254

1 Favorable Winds (XLN) 56

Final Thoughts

Though this deck is also pretty easy to pilot, you have to be aware that cards like Sephara and Shalai do not protect themselves; just your other creatures. That means they will be immediate targets for spot removal and destruction. Enjoy them while you can, or do what little is available to protect them from removal.

This deck is particularly weak to faster MTG Arena Singleton decks, as well as board wipe. If your opponent waits for you to put all those awesome angels in play and then wipes the field, it can be very hard to come back from that. A card I’d love to run in this deck is Divine Visitation. That turns tokens you create into 4/4 Angels instead of whatever they initially were. With that though, I’d want to run Dawn of Hope.

That way, I can make 1/1 creatures that wind up being 4/4 Angels instead. I’m not really sure what I’d remove for them though. Perhaps Parhelion II, or one of the minor flying creatures. If you’re finding that you absolutely need more frustrating Angels, that can be a great way to get tons of life with Bishop of Wings.

MTG Arena Singleton: Planeswalker Madness (5-Color Fun)

MTG Arena Singleton Chromatic Lantern Card

Originally I was going to run with a silly Golos deck that was a whole host of creatures and nonsense in it. But there were too many cards that aren’t in the Standard meta anymore. It would be fun in Historic, but not for Standard Singleton. That’s what this is focused on, so I shifted over to a really really ludicrous deck. 5-color fun planeswalker!

This is a deck I’ve played a few times in Singleton myself, and in casual matches with friends. There are a few changes to it though; this was before I had access to Niv-Mizzet Reborn, for example. I will say this is a pretty darn hard deck to run. It relies very heavily on having the right mana. Thankfully, it runs 1 of every dual land I could possibly think of. With that in mind, it’s a pretty slow deck unless you get an early Circuitous Route, and an early Golos, Tireless Pilgrim.

The 5-color Planeswalkers are weird, but when it pops off it makes blood boil and tables get proverbially flipped.

How It Works

When I first saw Niv-Mizzet Reborn, it really confused me. The card errata didn’t make a ton of sense until I re-read it a second time. He’s a 6/6 flying legendary dragon, that costs 1 of each color. When you do cast him, you reveal the top 10 cards of your library.

For each color pair, you can choose one that’s exactly those colors, and put it into your hand. The rest go on the bottom of your deck. So this only works for cards that are two-color. Three/Four/Five color pairs won’t work. Fortunately, almost every card in this deck is a two-color card.

Admittedly, this deck is slow in Singleton, since you don’t have much in the way of mana ramp. Your options are Circuitous Route, Chromatic Lantern (lands are all mana types) and Golos, Tireless Pilgrim. You have options to scry and search around, but they don’t let you directly take lands.

The original deck ran Teferi, Hero of Dominaria, but now that’s not in the Standard, I replaced him with a more aggressive option. Instead, I chose Garruk, Cursed Huntsman. I use him to put Wolves on the board and kill creatures while also draw cards. Sure, his ultimate isn’t so great for this deck (+3/+3 and trample for all your creatures). It can though, in conjunction with his Wolves, Sarkhan, the Masterless and Liliana, Dreadhorde General. Oh, and Ugin, the Ineffable.

You have token creatures, but only two real creatures. This is a deck you play with patience and a little bit of RNG Luck. This deck also had to remove Field of the Dead, because that’s no longer allowed in Standard. Instead, I replaced it with Lotus Field for now.

Key Cards

Chromatic Lantern: Oh yes, Chromatic Lantern. One of my favorite artifacts in the game, hands down. A 3-cost artifact that can tap for mana, and makes all of your lands tap for any color? For a 5-color, this is a no-brainer. The only hard part is getting to this card. So you need luck, card draw, or mostly just a lot of luck. But it turns all those dual lands into anything you happen to need at the time. With so many wild color pairings in this deck, it’s a must.

Nicol Bolas, Dragon God: You can’t use Niv-Mizzet to bring forth the Dragon God, unfortunately. But his ultimate ability makes the game incredibly easy to win. Once you have locked down, you can keep forcing your opponent to exile cards, until they have no legendaries. Then you pop his ultimate ability and claim a free win. Nicol Bolas offers card draw and can use any ability of any planeswalker on the field (yours or theirs). He is the Alpha and Omega, the beginning and end.

Teferi, Time Raveler: I talk about Teferi a lot because he’s amazing. In particular, an early game Teferi can prevent your opponents from countering your spells at all! You have to keep him on the board for that though. As long as he’s in play, your opponents cannot cast spells at instant speed. He also lets you cast sorceries as an instant with his +1. This lets you kill a creature your opponent plays as soon as they show up, in case you don’t have any other options. Nothing’s more frustrating than being board wiped during your own turn!

Planeswalker Madness (5-Color Fun) Decklist

I had to adjust this deck a few times for lands and planeswalkers, but I think I’m happy with how it’s come out so far.

1 Deafening Clarion (GRN) 165

1 Sacred Foundry (GRN) 254

1 Solar Blaze (WAR) 216

1 Tamiyo, Collector of Tales (WAR) 220

1 Nissa, Who Shakes the World (WAR) 169

1 Nicol Bolas, Dragon-God (WAR) 207

1 The Elderspell (WAR) 89

1 Chromatic Lantern (GRN) 233

1 Ugin, the Ineffable (WAR) 2

1 Gateway Plaza (GRN) 247

1 Azorius Guildgate (RNA) 243

1 Orzhov Guildgate (RNA) 252

1 Dimir Guildgate (GRN) 246

1 Izzet Guildgate (GRN) 251

1 Rakdos Guildgate (RNA) 255

1 Golgari Guildgate (GRN) 249

1 Gruul Guildgate (RNA) 249

1 Boros Guildgate (GRN) 244

1 Selesnya Guildgate (GRN) 256

1 Simic Guildgate (RNA) 257

1 Circuitous Route (GRN) 125

1 Hallowed Fountain (RNA) 251

1 Watery Grave (GRN) 259

1 Steam Vents (GRN) 257

1 Blood Crypt (RNA) 245

1 Overgrown Tomb (GRN) 253

1 Lotus Field (M20) 249

1 Stomping Ground (RNA) 259

1 Growth Spiral (RNA) 178

1 Golos, Tireless Pilgrim (M20) 226

1 Temple Garden (GRN) 258

1 Justice Strike (GRN) 182

1 Niv-Mizzet Reborn (WAR) 208

1 Temple of Malady (M20) 254

1 Jungle Hollow (M20) 248

1 Kaya’s Wrath (RNA) 187

1 Teferi, Time Raveler (WAR) 221

1 Davriel, Rogue Shadowmage (WAR) 83

1 Kaya, Orzhov Usurper (RNA) 186

1 Oath of Kaya (WAR) 209

1 Mortify (RNA) 192

1 Thought Erasure (GRN) 206

1 Tyrant’s Scorn (WAR) 225

1 Chandra, Awakened Inferno (M20) 127

1 Liliana, Dreadhorde General (WAR) 97

1 Narset, Parter of Veils (WAR) 61

1 Vraska, Golgari Queen (GRN) 213

1 Sarkhan the Masterless (WAR) 143

1 The Wanderer (WAR) 37

1 Ral, Izzet Viceroy (GRN) 195

1 Chandra, Fire Artisan (WAR) 119

1 Angrath’s Rampage (WAR) 185

1 Bedevil (RNA) 157

1 The Royal Scions (ELD) 199

1 Garruk, Cursed Huntsman (ELD) 191

1 Ral, Caller of Storms (GRN) 265

1 Ashiok, Dream Render (WAR) 228

1 Breeding Pool (RNA) 246

1 Plaza of Harmony (RNA) 254

1 Simic Guildgate (RNA) 258

Final Thoughts

This is a deck I typically only run when playing with friends because I simply don’t have variance on my side often enough to make it work. When it does though, it’s incredible. Your two creatures’ sole purpose is to get you a new land that you need, or a load of permanents to drop on your foe. It’s a lot of fun though! You can get away with ridiculous shenanigans, depending on what planeswalkers you get. You can batter foes with dragons, or simply win by having the only legendaries.

You can slow down your opponent, board wipe and destroy whatever you need to at the time. It is admittedly slow and heavy aggro Singleton decks can chew it up and spit it out. That’s the sad fact, but it’s still a really fun deck. It’s risky, but it’s satisfying to watch it all come together.

There are other MTG Arena Singleton decks I want to add to this and I will in the near future! But for now, this is a really silly way to have your opponent second-guessing every move you make. Feel free to swap planeswalkers out for what you’re comfortable with, but I’d always keep Teferi and Nicol Bolas no matter what.


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