Arena Standard - Constructed Event | Mono White Weenie

53
28 13 0 19
Aggro

I have been playing a lot of jank decks lately, and while it's fun when the combo goes off (Sultai Self Mill), or when we crush our opponents with a bunch of 0/x creatures (Mesmerizing Arcades), sometimes the Spike in me likes to just straight up win a lot of matches with a competitive deck.

This is where the White Winnie comes in. It's the deck that I've used to climb to Diamond tier in ranked format (I know, I know, it's nothing to write home about), and it's also my go-to-deck when farming for gold in Constructed Event.

The key to this deck is being aggressive in the early game. However, unlike most aggro decks out there, we don't have the luxury of having burn spells  and combat tricks to pump our creatures so we can dish out more damage to our opponents.

Instead we rely heavily on developing our board faster than our opponent can, while chipping away at their life total in the process. The deck has a lot of cheap creatures, so getting a bunch of them on the board is the easy part. The hard part getting them to stick on the board, especially since we have a lot 1-2 toughness creatures that dies to almost anything that our opponents throws at them.

Plus, there's this card called Cry of the Carnariumimage which can be Concede-inducing is most cases.

image

The bane of our deck.

The first three turns are crucial to the success of our deck. Oftentimes, the games that I played are decided on how well my first three turn went and how well my opponent reacted to it. With a little bit of luck and thoughtful consideration, we should be able to cheat our Venerated Loxodon in to play without paying its CMC and give our small dudes a small, but useful shot in the arm. This would allow us to either trade blows with our opponent in the combat phase or dish out more damage.

Although most of the games are usually decided in the first 5 turns, I would be remissed if I didn't say that Turn 0 is as equally important as the next consecutive turns. This explains why I often find myself pleading to the RNG-sus to give us a work-able opening hand to get us going, or at least get decent pulls from our library during the first few turns.

***Quick Gameplay***

(not sure how to add GIF here)

That is it folks! I hope you like the deck we featured here today. If you do, you can show your appreciation by hitting that Like button, or by giving me constructive feedback on how I can further improve the deck in the comments section.

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Side note:

Aggro decks are often frowned upon for not having a lot of depth to it or because of its boring nature of just going face every single turn. As a control player myself, I am also not a huge fan of aggressive decks, but this doesn't mean that we can't learn a thing or two by playing this of deck.

As a matter of fact, in the past weeks that I've been playing with this deck, I think I've improved my game by learning how to make favorable trades with my opponent, better calculate the total damage on board (on both sides), plan my move and anticipate my opponents next move, when to attack or when to buff my creatures with Loxodon, and more importantly how to react as a control player when placed in the same situation.

So yeah, playing aggressive not only nets you a lot of win, but it can also make you a better MTG player in the process. And besides, as Ogre Magi said "Hitting stuff is fun!", especially when its our opponent's face.

 

 

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Last Updated: 17 May 2019
Created: 16 May 2019
377 157 0

Mainboard - 60 cards (13 distinct)

Creature (28)
$0.26€0.180.03
$0.23€0.120.03
$0.20€0.070.03
$0.25€0.210.03
$0.24€0.170.03
$0.50€0.440.02
$0.69€0.340.02
$0.50€0.600.08
Instant, Sorcery, Enchantment, Artifact (13)
$4.34€4.140.02
$1.14€1.150.09
$0.47€0.320.02
$0.23€0.110.03
Land (19)
$0.20€0.060.03

Sideboard - 15 cards (7 distinct)

$0.50€0.440.02
$0.42€0.240.02
$0.21€0.060.03
$0.23€0.100.03
$0.23€0.110.03
$1.30€1.180.03
$4.37€2.890.02

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Main/Sideboard Rarity Count
21 18 17 4 0
0 8 5 2 0