Hello, players! Welcome to our *Magic on Budget* series, where we take strong decks in the metagame and make them more accessible, but still good! *Ken Yukuhiro* was one of the Top 8 players at *Mythic Championship V* while using the *Mardu Knights* deck. [deck](18325) Right off the bat we have some aggressive (or aggro) cards: We have [card](Fervent Champion) which is a 1/1 creature with both first strike and haste costing only 1 red mana. Whenever it attacks, another target attacking Knight we control gets +1/+0 until end of turn - and in our budget deck, that means all of our creatures. On top of that, our equip abilites targeting [card](Fervent Champion) will cost 3 less mana to activate (so we're able to use any equipment of this deck without paying its costs). For our budget version we will decrease the number of copies from 4 to 3. [card](Knight of the Ebon Legion) is a great card with 1 mana cost, but for budget reasons we will replace all 4 copies of it with [card](Foulmire Knight) - a 1/1 creature that costs 1 black mana and has deathtouch (so any amount of damage he deals to a creature is enough to destroy it). Although it doesn't buff itself like the other Knight, it still can be lethal. In addition, it also can be played as the instant adventure Profane Insight - that makes us draw a card and lose 1 life, we then exile this creature and may cast it later from said exile. We'll add 3 copies of [card](Worthy Knight), a 2/2 Knight that creates a 1/1 white Human creature token whenever we cast a Knight spell (note that the spell does *not* need to be resolved, just cast) - creating a small army, which helps attacking our opponents even faster. We'll also add 4 copies of [card](Smitten Swordmaster), a 2/1 creature with lifelink (damage dealt by this creature also causes you to gain that much life). It also can be played as the sorcery adventure Curry Favor - which both grants us X life and causes each opponent to lose X life, where X is the number of Knights we control. This adventure can win us the game at later stages or it can keep us alive longer. Moving on, we'll keep all 4 copies of [card](Blacklance Paragon), a 3/1 creature with flash that, when entering the battlefield, grants deathtouch and lifelink until end of turn to a target Knight (which may be himself). This strategy can serve as a removal of sorts. We are also keeping all 4 copies of [card](Acclaimed Contender), a 3/3 creature that when enters the field (while we control another Knight) let us look at the top five cards of our library. We then may reveal a Knight, Aura, Equipment or legendary artifact among them and put it into our hand. The rest goes on the bottom of our library in a random order. Unfortunately, we'll have to get rid of all copies of [card](Rotting Regisaur) for budget reasons. Besides our main attackers, we have some cards that will increase the attack of our creatures: [card](Inspiring Veteran) grants +1/+1 to other Knights we control - and we'll keep all 4 copies of it. We'll also keep the 4 [card](Rimrock Knight) cards, a 3/1 creature that can't block, but can be played as the instant adventure Boulder Rush - that grants +2/+0 to target creature until end of turn. Furthermore, we'll keep 4 copies of [card](Steelclaw Lance), an equipment that grants +2/+2 to the equipped creature. We can equip a Knight for only 1 generic mana or any other creature for 3 generic mana. We'll add a copy of [card](Mace of the Valiant), an equipment that grants the equipped creature vigilance (attacking doesn't cause the creature to tap) and +1/+1 for each charge counter on [card](Mace of the Valiant). We put a charge counter on it whenever a creature enters the battlefield under our control. Sadly, we'll drastically decrease [card](Embercleave) copies from 4 to only 1 - this legendary artifact equipment has flash (so we may cast it at any time we could cast an instant) and will grant +1/+1, double strike and trample to the equipped creature. Despite its high cost, it will cost 1 less generic mana for each attacking creature we control, and we can immediately attach [card](Embercleave) when it enters the battlefield to a creature we control. Later, if necessary, we can equip it at the cost of 3 generic manas. Closing out our list, we have the following mana base: We will keep 4 [card](Tournament Grounds), which can be tapped to add a colorless mana or can be tapped to generate 1 red, 1 white or 1 black mana - but this colored mana can only be spent to cast a Knight or Equipment. And to stay within our budget, we'll have to remove all copies of [card](Blood Crypt), [card](Sacred Foundry) and [card](Godless Shrine). Finally, we'll use 8 [card](Mountain) cards, 7 [card](Swamp) cards and 5 [card](Plains). After all that we get the following deck: [deck](18324) In short, our strategy is to fill the battlefield with our Knights as quickly as possible, increase their attack and swiftly finish the game before the opponent even has a chance to react. Against other aggro decks we can keep going aggressive as well. We can catch our breath with [card](Smitten Swordmaster) and its adventure Curry Favor and we can hold on to the opponent's aggression with our Human tokens created by [card](Worthy Knight). When facing control decks, we once more rely on our quick and successive attacks, trying to end the game before the opponent can gain much control - being careful to play [card](Embercleave) at the right time. I hope you enjoyed this deck and see you soon!
Hey, guys! I'm Ariel and this is *All Against Arena.* This series is all about the presentation, creation and/or adaptation of unusual or unexplored decks that, nevertheless, works great and provides what all games should provides us with: *fun!* Today, I am going to show you the deck I played last Monday, in our (portuguese-speaking) live stream, over at [link](https://www.twitch.tv/cardsrealm)(Cards Realm Twitch channel): *Fires of Grixis!* I must confess: This deck, if not the strongest, is currently one of the strongest in Arena. The synergy with the card that names it is amazing! Speaking of which, we have the enchantment of the new edition (*Throne of Eldraine*) [card](Fires of Invention), which is the main synergy between all cards. When this enchantment reaches the battlefield, it opens up a range of possibilities! So we have: 4 [card](Drawn from Dreams) and 4 [card](Narset, Parter of Veils) so we can make the best choices against our opponent, "hunting" whatever suits us best. In addition, we have 7 more planeswalkers to define the game: 3 [card](Nicol Bolas, Dragon-God), 2 [card](Chandra, Awakened Inferno) and 2 [card](Liliana, Dreadhorde General). This deck proved to be very strong against several decks from the current meta, I didn't see any major disadvantages in it. Maybe I could swap 3 [card](Rankle, Master of Pranks) with 3 [card](Murderous Rider) for better synergy and better answers against planeswalkers. I will test this substitution in the future. Check out the list: [deck](17011) But a video is worth a thousand words, so take a look at my test run - though it's in portuguese, it's worth a watch! [youtube](https://www.youtube.com/watch?v=nfeMUAyusbk) Although we lost the first (and only) match, this deck is still great, very strong and with good answers in ranked matches. It's the deck I'm using to rank up and it has worked very well so far! I recommend this deck even more so now that [card](Field of the Dead) has been banned. Want to see more decks like this? I'm live every Monday and Thursday at 10pm at our [link](https://www.twitch.tv/cardsrealm)(portuguese-speaking Twitch channel!)
Hello, players! Welcome to our *Magic on Budget* series, where we take strong decks in the metagame and make them more accessible, but still good! *Jean-Emmanuel Depraz* placed second in *Mythic Championship V* using the *Bant Golos* deck - the only one of this archetype to reach the Top, despite everyone imagining that it would dominate the format. [deck](17731) However, even if you agree or disagree with the measure, [card](Field of the Dead) was banned. So the main strategy of this deck was ended. But you can still use the foundation of Bant Golos to make another deck focused on ramp - which I'll explain better in a bit. [deck](17732) The idea behind this deck is to fill the battlefield with lands as quickly as possible so we can play our most powerful spells while also increasing the power of some as the number of Gates we control go up. To start the list, let's talk about ramp, that is, looking for lands to help you accelerate (or accel) your mana gain: [card](Golos, Tireless Pilgrim) is a 3/5 legendary artifact creature with 5 generic mana cost that, when enters the field, allows us to search our library for a land (it doesn't have to be a basic land) and put it onto the battlefield tapped. With that, we can search for any land that supply the colors we still need. In addition, at the cost of 1 white, 1 blue, 1 black, 1 red, 1 green and 2 generic mana we exile the top three cards of our library and may play them this turn without paying their mana costs. This allows us to play with both the cards from our hand and the top of our library at the same time, greatly accelerating the strategy. For budget reasons, we will use only 3 of this card instead of 4. [card](Arboreal Grazer) is a 0/3 creature with reach that costs only 1 green mana which, when enters the battlefield, allows us to put a land from our hand onto the field tapped, which accelerates the first turns on top of being a defensive creature that helps with the more aggressive decks at the beginning of the game. Unlike [card](Golos, Tireless Pilgrim), in our budget deck we use 4 copies of [card](Arboreal Grazer) instead of 3. We'll keep the 4 copies of [card](Growth Spiral), an instant that makes us draw a card and then allows us to place a land from our hand onto the field. We'll also keep the 4 copies of [card](Circuitous Route), which is a sorcery that allows us to search for up to two basic lands and/or Gate cards to put onto the battlefield tapped. And we will swap the 2 [card](Once Upon a Time) for 2 [card](Bond of Flourishing). Even though it is a sorcery (not an instant) that only allows us to look at the top 3 cards of our library instead of 5, we may still reveal a permanent card among them and put into our hand, while the rest goes to the bottom of our library in any order. On top of that, we gain 3 life. Despite not accelerating as much, it still helps us finding cards we need. Besides looking for lands, we also have cards that benefit from said lands (mostly from Gates) - be it by our large mana pool or by benefitting from them as they enter the field. We increased the copies of [card](Gatebreaker Ram) from 2 to 3. This 2/2 creature gets a +1/+1 counter for each Gate we control and as long as we control two or more Gates it also gains trample and vigilance, making it one of our main attackers. As we do not use [card](Hydroid Krasis) to gain life, we increased the amount of [card](Archway Angel) from 1 to 3. This angel is a 3/4 creature with flying that when enters the battlefield, gives us 2 life for each Gate we control. This can be a lot of life for us. We also increased the amount of [card](Gate Colossus) from 2 to 3, as it is an 8/8 creature that costs one less generic mana for each Gate we control. Also, it cannot be blocked by creatures with power of 2 or less (Army decks have a difficult time against it). And whenever a Gate enters the battlefield under our control, we may put [card](Gate Colossus) from our graveyard at the top of our library, which makes it a difficult creature to deal with. And since we no longer have [card](Hydroid Krasis) or [card](Teferi, Time Raveler) to help us draw more cards, we use 4 of [card](Guild Summit), an enchantment that when enters the battlefield allows us to tap any number of untapped Gates we control, and we will draw a card for each Gate tapped this way. Also, whenever a Gate enters the field under our control, we draw a card. This deck also has some removals to deal with the opponent as we fill our battlefield with lands: We'll keep the 2 copies of [card](Time Wipe), a sorcery that will first return a creature we control to its owner's hand (which can save an attacker of ours) and then destroy all creatures. Furthermore, we'll keep only 1 [card](Realm-Cloaked Giant // Cast Off) that can be used as an adventure sorcery that will destroy all non-Giant creatures. Or it can be played (it can also be cast later from exile after playing the adventure) as a 7/7 creature with vigilance. Closing out our deck's foundation we have: 2 copies of [card](Agent of Treachery) a 2/3 creature that when enters the battlefield makes us gain control of a target permanent (messing up with your opponent's strategy and delaying it). Also, at the beginning of our end step, if we control 3 or more permanents we don't own, we will draw 3 cards. And regarding mana curve, which is very important in this deck, we have: 6 basic lands - 3 [card](Forest), 2 [card](Island) and 1 [card](Plains). We'll remove the 6 Shock Lands - 2 [card](Breeding Pool), 2 [card](Hallowed Fountain) and 2 [card](Temple Garden). Insted, we will increase the Gates from 7 to 13 - 2 [card](Azorius Guildgate), 4 [card](Selesnya Guildgate), 4 [card](Simic Guildgate) for Bant colors, plus 1 [card](Golgari Guildgate) for black, 1 [card](Boros Guildgate) and 1 [card](Izzet Guildgate) for red. We'll keep 1 [card](Plaza of Harmony) - which, upon entering the field, grants us 3 life if we control two or more Gates, and it can also be tapped to generate colorless mana or a mana of any type that a Gate we control produces. We will also swap 2 [card](Fabled Passage) for 2 [card](Evolving Wilds) to fetch our basic lands. And we close this list by keeping 2 [card](Temple of Mystery), that makes us scry 1 when entering the field, and 1 [card](Castle Vantress) that makes us scry 2 when tapped, at the cost of 2 blue and 2 generic mana. The main idea behind the deck is to ramp and if the battlefield starts to get dangerous, we use our removals. Against more aggressive (or aggro) decks (such as MonoRed, Gruul Aggro, Knights, among others) we can play some creatures to defend ourselves until we have the advantage to attack (before wiping the board). When battling control decks, we want to play a [card](Gatebreaker Ram) as soon as possible so we can attack the opponent from the get-go with increasing power, and we should play [card](Gate Colossus) as much as we can, as it will always come back no matter if it is annulled or destroyed. With all these changes we end up with the following deck: [deck](17733) I hope you enjoyed this deck and see you soon!
Hello, fellow players! Are you all right? I'm Fogaça and I'm here yet again to talk about Commander. As you all know, EDH was created for the purpose of being a casual Magic: the Gathering format, even if we treat it competitively. After talking a lot about how to optimize strategies and details to consider when building up a list, I decided to show you the other side of the same coin, after all, if the creators' goal was to enable players to build the way they want, why can't we seek this idea in a competitively manner? Therefore, today I bring you a nuance of this thought (in a somewhat unconventional way); Following the idea of another player, this week's build will be a Queen Marchesa Superfriends. [image](https://cardsrealm.com/images/cartas/en/pz2-treasure-chest-queen-marchesa-50.jpg) *INITIAL CONCEPTIONS* Specifically today, our goal is to be bold. I know that cEDH players will probably dislike two things about this idea - changing the archetype of an established commander (even if it's a low tier one) and building while focusing on Planeswalkers - the point here is to show how we can create effective combinations (albeit with some flaws) even if we stay away from the metagame. Pillowfort's namesake is a throwback to the forts every child made with their pillows and blankets, which in-game represents a battlefield with many permanents and effects that together form a concise scheme. In Marchesa's case, our plan is to take advantage of the colors available to fetch Planeswalkers and use them to add value to our game. *DECK BUILDING* Each Planeswalker chosen from the list has a specific function, but I won't detail every single one; I want to mention [card](Gideon of the Trials) (along with other Gideons in the deck) because of his indestructible effect and [card](Sarkhan the Masterless) because he helps us with a win condition. Now, you might be thinking: "how do we protect our PWs?". Or even: "how are we going to condition our victory with something so inconsistent?". To answer that, we reach for *randomness:* we'll use [card](Possibility Storm)'s effect to make the game as chaotic as possible, and then combine it with any other effect, such as [card](Rule of Law), to promote a lockdown on the table - at this point, our Superfriends will serve more as a tempo strategy, though effective in ending a game that has been conditioned to last. Several removals (both mass and spot ones) are added to tutors - giving our deck a toolbox feel. [deck](12756) *CONCLUSION* As we can see, we shouldn't necessarily be closed-minded towards uncommon ideas, the spirit of the Commander committee (RC) still lives on among EDH, the choice will always be yours as to which stance you take towards victory. That's all for today. Thanks to everyone who has been following this series of articles and I ask you to always leave your feedback so I can keep improving. Until the next time!
Jogador de Magic desde Tarkir, sou apaixonado por interações e sinergias que quebram a curva do jogo. Para mim, o cEDH é o teste máximo para o jogador de Magic, tanto para deck build, quanto para gameplay. Para me acompanhar no YouTube, acessem meu canal.