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Play Innkeeper, Pathlighter, and Wandermare early to get extra value when you cast your Adventure creatures.
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Your best hand consists of several Innkeepers, plus a mix of Adventure creatures and the lands to let you cast them.This lets you continue attacking even if the opponent manages to stall on the ground. You have Flying creatures or ways to grant flying to your creatures.Each copy of Innkeeper adds more to what you get from your creatures. You can get a lot of value compared to other decks.You can cast them as spells at first or as straight-up creatures if you need them right away.
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Your Adventure creatures give you a lot of options on how to play your hand. Edgewall Innkeeper adds even more value by giving you a card each time you cast one of these creatures. Your creatures have card advantage built-in since they can be cast as spells first, then later on as a creature. Smashing four deck builder full#
This innkeeper reserves the best deals for his adventurer patrons.Īs the name implies, To Adventure! makes full use of the Adventure mechanic from Throne of Eldraine. Your opponent could be holding instant speed removal and get a chance to kill it.
When you play a non-creature spell, don’t make Riddleform into a creature if it's not necessary. This lets you at least get some value if they manage to immediately kill it. Play your Wavebreak Hippocamp with mana left over to cast a spell on their turn if possible. Cast your non-creature spells pre-combat to inflict the most damage. Play Spellgorger Weird early so it can gain counters from your spells and grow into a huge threat. Filling your graveyard with spells is good for Spelleater Wolverine and Experimental Overload. Target yourself when casting Merfolk Secretkeeper’s Adventure side. Cheap removal is good against aggro while the big payoff cards are for slower decks. Your best hand consists of Vodalian Arcanist while the rest depends on what you’re up against. If you play an early Spellgorger Weird and back it up with removal spells, you will beat your opponent in a few turns. Your good draws can get out of hand fast. A big share of your spells can draw cards which means you can draw out of poor starting hands and get to your good cards. Double Vision duplicates your spells while Shark Typhoon creates tokens based on their mana cost. Your cards' synergy makes the deck more powerful than the sum of its parts. Experimental Overload lets you make a big threat and get another chance to cast your best spell. Your cards get bonuses or grant more effects as you cast non-creature spells or collect them in your graveyard. Spellpower leans into the spell-focused nature of the Izzet color (blue/red). Overload your opponent’s defenses as you summon a huge creature and get back your best spell.
In this article, we’ve ranked the decks according to their win rate on MTGArena.Pro at the time of writing. Although these decks were intended to have equal strength, some just performed better than the others. These decks give you a feel for how each color pair plays out and can be a starting point to make one of your own. After going through MTG Arena’s new player quests, you will unlock 10 starter decks for each of the possible two-color combinations.