Last updated on January 27, 2026

Start Your Engines | Illustration by Darek Zabrocki
Starter decks are excellent if you’re new to MTG, or if you don’t have a big collection. MTG Arena provides players with dozens of starter decks, one for each of the five colors, as well as options for 2-color pairs.
Today I go through each of these decks and show you how you can switch some cards to build a stronger and more cohesive deck. Keep in mind that this will require you to have the corresponding card in your MTGA collection or to have wildcards available to craft them, so there may be some extra work involved.
Overview of Decks

Private Eye | Illustration by Vincent Christiaens
- Aerial Domination : As the name implies, this deck is all about flying creatures gaining the upper hand in the air while flash offers extra trickery.
- Arcane Aerialists : This is your typical fliers deck, with plenty of cheap fliers and incentives like Empyrean Eagle.
- Cat Attack : Cat Attack is a mix of a cat typal deck and a +1/+1 counter deck. Either way, you want to attack with several buffed creatures.
- Cold-Blooded Killers : Black removal is king, so here you have more than a few ways to get rid of your opponent’s creatures.
- Goblins Everywhere! : The name of the game is goblins with this red deck, and you should swarm the board with small aggressive creatures and their synergies.
- Graveyard Gifts : A midrange deck with self-mill effects as well as cards with the threshold mechanic and reanimation.
- Keep the Peace : A typical white weenie deck that cares about creatures on the battlefield, with a little lifegain subtheme.
- Large and in Charge : Green specializes in producing lots of mana (known as “ramping” and mana dorks in Magic slang) and having the biggest battlecruiser on the battlefield.
- Learn from the Land : This ramp deck is based on landfall. Play lands and cast big creatures for the win.
- Might of the Legion : This is a go-wide deck with Boros. The token makers and finishers like Heroic Reinforcements and Goblin Surprise are aggressive and effective.
- Morbid Machinations : This deck revolves around the morbid mechanic, so you have incentives to cast spells after a creature dies.
- Path of Power : It’s all about power here. Creatures with power 4 or greater rule the battlefield, and you have incentives to for controlling large creatures.
- Reckless Raid : The name of the game is the raid mechanic, so it’s a deck that wants to be on offense to trigger it as much as possible.
- Vampiric Hunger : This deck is all about lifegain payoffs, with cards like Ajani's Pridemate that get bigger and cards like Phyrexian Arena that allow you to spend life and draw more cards.
- Wondrous Wizardry : This is a spellslinger deck. It thrives on casting cheap instants and sorceries while leading the attack with cards like Balmor, Battlemage Captain.
A Note on Mana Fixing in Dual-Colored Decks
There’s a huge difference between a mono-colored deck and a dual-colored deck, and that’s the need for mana fixing. Let's say you play your green and white deck and you draw a mix of white cards in hand and only get green mana, you're stuck not playing. To improve the mana consistency of a dual-colored deck, it’s imperative to play two-colored lands.
For example, in green-white you can play the likes of Temple Garden, Selesnya Guildgate, or Kyoshi Village to give you either of two colors with one land.
Ideally, you’ll play 24 lands: 14-16 dual lands of the chosen colors, and the rest basic lands, so when you read about how to improve the dual-colored decks, remember that switching some of your basics for dual lands is almost always a good idea.
With that out of the way, let’s take a look at the Arena starter decks with suggestions for improving them for Standard. In case you need to craft some of these cards with wildcards, I note a card's rarity like this:
- Mythic = M
- Rare = R
- Uncommon = U
- Common = C
#15. Keep The Peace

Angelic Guardian | Illustration by Sara Winters
Creatures (25)
Charmed Stray x4
Fencing Ace x2
Hallowed Priest x4
Impassioned Orator x3
Moorland Inquisitor x2
Angel of Vitality x2
Leonin Warleader x2
Serra Angel
Spiritual Guardian
Angelic Guardian
Inspiring Commander x2
Goring Ceratops
Instants (5)
Tactical Advantage x4
Confront the Assault
Sorceries (1)
Enchantments (4)
Lands (25)
Plains x25
This mono-white deck leans on white’s love of small creatures and lifegain to make an aggressive build that buffers its life total to keep it ahead against other aggressive decks. The most important aspect of piloting this deck effectively is focusing on how well the hand you keep curves out or plays spells each turn.
Strengths and Weaknesses
This deck can go in one of two routes: One is when you add many lifegain payoffs and have a lifegain deck, and the other possibility is to have a go-wide deck. With a few alterations, we’re adding go-wide payoffs in On the Job and The Wandering Rescuer, and strengthening the lifegain with Brightblade Stoat and Angel of Vitality.
What to Change
Out:
- 4 Charmed Stray
- 4 Tactical Advantage
- 1 Confront the Assault
- 1 Bond of Discipline
- 1 Goring Ceratops
- 1 Spiritual Guardian
- 1 Angelic Guardian
- 1 Moorland Inquisitor
- 1 Angelic Reward
In:
- 2 Sheltered by Ghosts U
- 4 Novice Inspector C
- 2 Brightblade Stoat U
- 2 Angel of Vitality U
- 2 Resolute Reinforcements U
- 2 On the Job C
- 1 The Wandering Rescuer M
Total wildcards needed: 1 Mythic Rare, 0 Rare, 8 Uncommon, 6 Common.
#14. Aerial Domination

Windreader Sphinx | Illustration by Min Yum
Creatures (23)
Wall of Runes x2
Sworn Guardian x2
Waterkin Shaman x3
Cloudkin Seer x3
Warden of Evos Isle x3
Octoprophet x2
Soulblade Djinn x2
Windstorm Drake x2
Frilled Sea Serpent
Riddlemaster Sphinx x2
Windreader Sphinx
Instants (5)
Sorceries (4)
Winged Words x2
Sleep
Overflowing Insight
Enchantments (3)
Waterknot x3
Lands (25)
Island x25
Aggressive decks utilizing a bunch of cheap fliers are often quite powerful since flying lets you ignore opposing blockers. Mono-blue decks lean on tempo strategies that focus on gaining a temporary advantage, often by bouncing opposing creatures since blue doesn’t remove permanents as well as other colors. A big part of playing this deck well involves knowing when to use your bounce spells to answer a threat and when to hold them.
Strengths and Weaknesses
The basic idea of the deck is to block on the ground while attacking in the air with flying creatures, and getting benefits from playing said fliers like Winged Words and Warden of Evos Isle.
To improve this deck while keeping the same idea, we’re going to up the card quality, taking out bad cards like Glint and Sworn Guardian, as well as expensive but ineffective cards like Overflowing Insight and Frilled Sea Serpent. Let’s also lower the mana curve with cards like Spyglass Siren and Shore Up, and improve our removal and counterspell suite with Sugar Coat and Phantom Interference.
What to Change
Out:
- 1 Overflowing Insight
- 2 Glint
- 2 Winged Words
- 3 Waterknot
- 2 Wall of Runes
- 2 Sworn Guardian
- 2 Octoprophet
- 1 Frilled Sea Serpent
In:
- 3 Spyglass Siren C
- 2 Shore Up C
- 2 Plumecreed Escort U
- 3 Sugar Coat U
- 2 Phantom Interference C
- 3 Clinquant Skymage U
Total wildcards needed: 0 Mythic Rare, 0 Rare, 8 Uncommons, 7 Commons.
#13. Goblins Everywhere!

Goblin Gathering | Illustration by Svetlin Velinov
Creatures (20)
Tin Street Cadet x3
Goblin Tunneler x2
Nest Robber x4
Molten Ravager x2
Goblin Gang Leader x2
Goblin Trashmaster
Ogre Battledriver x2
Immortal Phoenix
Volcanic Dragon
Siege Dragon x2
Instants (9)
Shock x3
Storm Strike x2
Burn Bright x2
Inescapable Blaze x2
Sorceries (4)
Enchantments (2)
Lands (25)
Mountain x25
Mono-red is all about going fast, and red mages have utilized goblins as a means to that end for almost as long as we’ve played Magic. Rather like the white deck, piloting this goblins list is a matter of sequencing and understanding which cards to cast first to deal the most damage.
Strengths and Weaknesses
This deck needs goblins and goblins synergies. It already makes a lot of goblins but the only payoff is Goblin Trashmaster. We can lower this deck’s curve by cutting the expensive spells and adding more aggressive cards and finishers. Dropkick Bomber is one of our best goblin payoffs that’s legal in Standard. Gnawing Crescendo can be a finisher, while Lightning Strike is a flexible burn spell.
What to Change
Out:
- 2 Inescapable Blaze
- 2 Raid Bombardment
- 2 Storm Strike
- 2 Siege Dragon
- 1 Volcanic Dragon
- 1 Immortal Phoenix
- 2 Molten Ravager
- 4 Nest Robber
In:
- 4 Dropkick Bomber R
- 2 Krenko, Mob Boss R
- 3 Reckless Lackey C
- 3 Lightning Strike C
- 2 Volley Veteran U
- 2 Gnawing Crescendo C
Total wildcards needed: 0 Mythic Rare, 6 Rare, 2 Uncommon, 8 Common.
#12. Cold-Blooded Killers

Skeleton Archer | Illustration by Randy Vargas
Creatures (22)
Sanitarium Skeleton x2
Typhoid Rats x2
Malakir Cullblade x3
Vampire Opportunist x2
Mardu Outrider x2
Savage Gorger x3
Skeleton Archer x2
Sengir Vampire x2
Soulhunter Rakshasa
Nightmare
Demon of Loathing x2
Instants (11)
Compound Fracture x4
Cruel Cut
Unlikely Aid x3
Murder x3
Sorceries (1)
Enchantments (1)
Lands (25)
Swamp x25
Black excels at creature interaction, and this deck goes all-in on that with a bunch of removal alongside cheap creatures that win the game once you’ve killed everything your opponents have cast. Despite this abundant interaction, a key feature of this deck is knowing which threats deserve the Murder and which can simply be fought in combat with your creatures.
Strengths and Weaknesses
This deck has a mix of vampires and creatures that get better when your opponents lose life, or when you kill their creatures. To strengthen this deck, it’s interesting to up the vampire count and the benefits of running vampires, like Queen's Bay Paladin. Infernal Grasp is one of the best black removal spells, so we’ll go with that. Sinister Monolith works with the drain life theme and gets us some cards too.
What to Change:
Out:
- 2 Sanitarium Skeleton
- 2 Typhoid Rats
- 1 Malakir Cullblade
- 1 Compound Fracture
- 1 Bad Deal
- 3 Unlikely Aid
- 2 Sengir Vampire
- 1 Eternal Thirst
- 2 Skeleton Archer
In:
- 2 Sinister Monolith U
- 4 Vampire Nighthawk U
- 3 Infernal Grasp U
- 2 Patchwork Banner U
- 2 Preacher of the Schism R
- 2 Queen's Bay Paladin R
Total wildcards needed: 0 Mythic Rare, 4 Rare, 11 Uncommon, 0 Common.
#11. Large and In Charge

Epic Proportions | Illustration by Jesper Ejsing
Creatures (27)
Jungle Delver x3
Ilysian Caryatid x4
Woodland Mystic x2
Wildwood Patrol x2
Baloth Packhunter x4
Prized Unicorn
Rumbling Baloth x2
World Shaper
Gigantosaurus x2
Sentinel Spider x2
Affectionate Indrik x2
Rampaging Brontodon x2
Instants (2)
Sorceries (3)
Rabid Bite x3
Enchantments (3)
Colossal Majesty x2
Epic Proportions
Lands (25)
Forest x25
Mono-green is always about going bigger than your opponents between mana acceleration that allows you to play more expensive spells and creatures that are naturally the largest in the game. This overwhelming strength often leads to powerful, explosive draws. Ways to power out your big creatures are important.
Strengths and Weaknesses
This is a green stompy deck through and through, with ways to generate mana and big creatures to crush the opposition. The changes proposed here are to improve the card quality, taking out a Forest since this deck doesn’t need 25 lands, and bad cards like Wildwood Patrol to add strong uncommons and rares that make this game plan much more consistent. Opening with Woodland Mystic and Raucous Audience presents a strong curve, and cards like Pelakka Wurm or Gnarlback Rhino can win the game if you get them down ahead of schedule.
What to Change
Out:
- 3 Jungle Delver
- 2 Stony Strength
- 1 Epic Proportions
- 2 Rampaging Brontodon
- 1 World Shaper
- 1 Prized Unicorn
- 2 Sentinel Spider
- 2 Wildwood Patrol
- 1 Forest
In:
- 4 Summon: Fenrir U
- 2 Raucous Audience C
- 2 Snakeskin Veil C
- 2 Ornery Tumblewagg R
- 1 Pelakka Wurm U
- 2 Gnarlback Rhino U
- 2 Hivespine Wolverine U
Total wildcards needed: 0 Mythic Rare, 2 Rare, 9 Uncommon, 4 Common.
#10. Graveyard Gifts

Dreadwing Scavenger | Illustration by Xavier Ribeiro
Creature (18)
Kiora, the Rising Tide
Gleaming Barrier x3
Brineborn Cutthroat x2
Arbiter of Woe x2
Abyssal Harvester
Crow of Dark Tidings x2
Dreadwing Scavenger x4
Billowing Shriekmass x2
Arcanis the Omnipotent
Instant (12)
Opt x4
Stab x4
Essence Scatter x2
Bake into a Pie x2
Sorcery (6)
Inspiration from Beyond x2
Rise of the Dark Realms
Zombify x3
Land (24)
Dimir Guildgate x4
Dismal Backwater x4
Temple of Deceit
Island x7
Swamp x8
Graveyard Gifts is a Dimir deck that wants to self-mill and use its graveyard as a resource. Mechanics like threshold help us here, with cards like Kiora, the Rising Tide and Dreadwing Scavenger, and we have ways to mill ourselves. This deck has plenty of bad cards, so replacing them should be top priority and help this deck be a little more effective.
Strengths and Weaknesses
This deck has some good cards and intentions, but it feels like a good Limited deck with too many different strategies, weak removal spells like Bake into a Pie, and mid creatures like Crow of Dark Tidings and Gleaming Barrier. We also have a problem with Zombify and Rise of the Dark Realms, as this deck lacks interesting reanimation, and a 9-mana sorcery doesn’t make the cut these days. To improve the deck, we’ll cut the chaff and add more powerful self-mill payoffs like Cruel Somnophage and Huskburster Swarm.
What to Change
Out:
- 1 Rise of the Dark Realms M
- 2 Bake into a Pie C
- 2 Stab C
- 2 Crow of Dark Tidings C
- 2 Gleaming Barrier C
- 3 Zombify U
In:
- 2 Kiora, the Rising Tide R
- 4 Cruel Somnophage R
- 2 Shoot the Sheriff U
- 2 Huskburster Swarm U
- 2 Overlord of the Balemurk M
Total wildcards needed: 2 Mythic rare, 6 Rares, 4 Uncommons, 0 Commons
#9. Morbid Machinations

Wardens of the Cycle | Illustration by Caroline Gariba
Creature (28)
Infestation Sage x2
Llanowar Elves x3
Eager Trufflesnout x2
Midnight Reaper
Spinner of Souls
Wardens of the Cycle x3
Cackling Prowler x2
Vampire Gourmand x2
Needletooth Pack x2
Infernal Vessel x2
Quilled Greatwurm
Scavenging Ooze
Wary Thespian x2
Tragic Banshee x2
Reassembling Skeleton x2
Instant (2)
Sorcery (4)
Eaten Alive x2
Felling Blow x2
Enchantment (2)
Land (24)
Forest x8
Swamp x7
Temple of Malady
Golgari Guildgate x4
Jungle Hollow x4
Morbid Machinations is a green-black deck built around sacrificing creatures and the morbid mechanic. Your typical black sacrifice deck if you will. You’ll have powerful cards like Desecration Demon that make them lose creatures, and you have your own sacrifice engines and outlets, which can benefit cards like Midnight Reaper.
Strengths and Weaknesses
I see where this deck wants to go, but it’s a bit confusing. It’s a synergy deck that usually folds to drawing the wrong cards at the wrong time. To improve it, I want to add more brute force. Cards like Liliana, Dreadhorde General, Desecration Demon, and Spinner of Souls improve the card quality overall, as well as Goldvein Hydra, a card that’s pretty good in every moment and that you can sacrifice for profit. We’re also improving the removal with Go for the Throat. To make room, cards like Gnarlid Colony and Wary Thespian have to go.
What to Change
Out:
- 2 Cackling Prowler
- 2 Eager Trufflesnout
- 2 Needletooth Pack
- 2 Eaten Alive
- 2 Wary Thespian
- 2 Tragic Banshee
In:
- 1 Desecration Demon R
- 1 Midnight Reaper R
- 1 Spinner of Souls R
- 1 Liliana, Dreadhorde General M
- 2 Fell U
- 3 Goldvein Hydra M
- 3 Vengeful Bloodwitch U
Total wildcards needed: 4 Mythic Rare, 3 Rare, 5 Uncommon, 0 Common.
#8. Reckless Raid

Alesha, Who Laughs at Fate | Illustration by Ekaterina Burnak
Creature (27)
Diregraf Ghoul x4
Infestation Sage x3
Vampire Gourmand x3
Searslicer Goblin
Slumbering Cerberus x3
Alesha, Who Laughs at Fate
Battlesong Berserker x2
Perforating Artist x3
Goblin Boarders x3
High-Society Hunter
Massacre Wurm
Strongbox Raider x2
Instant (9)
Abrade x3
Burst Lightning x2
Fake Your Own Death x2
Hero's Downfall x2
Land (24)
Swamp x8
Mountain x7
Temple of Malice
Bloodfell Caves x4
Rakdos Guildgate x4
This deck focuses on the raid mechanic, as shown by cards like Perforating Artist. You also want to attack with hasty creatures or beatdown cards like Vampire Interloper. We have a curve of interesting aggressive creatures, but this deck flounders with its mix aggro and aristocrats, and cards are more mana-intensive than they're worth.
Strengths and Weaknesses
This deck’s strength is a good curve of aggro creatures, and we have plenty of good raid payoffs. To improve the deck, we’re adding more cheap interaction, so we can keep attacking, thus improving the deck’s raid aspects. A card like Burst Lightning does double duty, killing blockers and sometimes our opponent, so we want to max out on that. Cards like Infestation Sage and Fake Your Own Death are better in decks that capitalize on the sacrifice aspect, so we’re taking them out.
- 2 Battlesong Berserker U
- 2 Strongbox Raider U
- 2 Fake Your Own Death C
- 2 Hero's Downfall U
- 2 Vampire Gourmand U
- 3 Infestation Sage C
In:
- 2 Alesha, Who Laughs at Fate R
- 2 Fanatical Firebrand C
- 3 Untimely Malfunction U
- 2 Withering Torment U
- 2 Burst Lightning C
- 2 Searslicer Goblin R
Total wildcards needed: 0 Mythic Rares, 4 Rares, 5 Uncommons, 4 Commons.
#7. Arcane Aerialists

Giada, Font of Hope | Illustration by Eric Deschamps
Creature (27)
Healer's Hawk x2
Giada, Font of Hope
Youthful Valkyrie x2
Inspiring Overseer x2
Serra Angel x2
Spectral Sailor x2
Fog Bank x2
Curator of Destinies
Empyrean Eagle x3
Cloudblazer x2
Dazzling Angel x2
Aegis Turtle x2
Vanguard Seraph x2
High Fae Trickster
Lyra Dawnbringer
Instant (2)
Sorcery (2)
Artifact (2)
Enchantment (3)
Stasis Snare x3
Land (24)
Plains x8
Island x7
Azorius Guildgate x4
Tranquil Cove x4
Temple of Enlightenment
Flying-matters deck is one of the most straightforward ways you can build an Azorius deck. Arcane Aerialists has a mixed theme of flying-matters and angel-matters, but in the end, these are all flying creatures. Here, you want to cast as many fliers as possible and keep poking at your opponents until they’re gone.
Strengths and Weaknesses
The best part about this deck is that almost all creatures fly and contribute to the same game plan. The proposed changes aim to improve the flying-matters theme with cards like Air Nomad Legacy and Empyrean Eagle, while adding powerful angels and good disruption like Plumecreed Escort. Unfortunately for cards like Aegis Turtle and Serra Angel, they're from an era long ago, so we can say goodbye.
What to Change
Out:
- 2 Stasis Snare U
- 2 Serra Angel U
- 2 Fog Bank U
- 2 Dazzling Angel C
- 2 Aegis Turtle C
- 2 Faebloom Trick U
- 1 Youthful Valkyrie U
In:
- 2 Healer's Hawk C
- 2 Giada, Font of Hope R
- 1 Empyrean Eagle U
- 3 Plumecreed Escort U
- 1 Resplendent Angel M
- 2 Air Nomad Legacy U
- 2 Witness Protection U
Total wildcards needed: 1 Mythic Rare, 2 Rares, 8 Uncommons, 2 Commons.
#6. Might of the Legion

Resolute Reinforcements | Illustration by Billy Christian
Creature (21)
Frenzied Goblin x2
Dawnwing Marshal x2
Resolute Reinforcements x2
Searslicer Goblin
Crusader of Odric x3
Dauntless Veteran x2
Axgard Cavalry x2
Krenko, Mob Boss
Fanatical Firebrand x3
Serra Angel x2
Aurelia, the Warleader
Artifact (3)
Celestial Armor
Goldvein Pick x2
Instant (6)
Valorous Stance x2
Burst Lightning x2
Goblin Surprise x2
Sorcery (6)
Dragon Fodder x2
Heroic Reinforcements x2
Release the Dogs x2
Land (24)
Mountain x8
Plains x9
Boros Guildgate x2
Wind-Scarred Crag x4
Temple of Triumph
Boros is usually the best color pair for a go-wide deck, so you need to cast as many 1- and 2-mana creatures as you can before finishing the game with Heroic Reinforcements. Cards like Resolute Reinforcements are key in a deck like this, supplying two bodies with just one card.
Strengths and Weaknesses
The deck’s already very focused on attacking, so let’s improve the card quality a bit. Convoking a card like Knight-Errant of Eos is excellent when you have many small creatures, and you also get card advantage this way. I want good 2-drops and cheap removal like Burst Lightning while upping the Heroic Reinforcements count. Krenko, Mob Boss is a good card, but this deck lacks goblins. I’m not as high on cards like Axgard Cavalry or Dauntless Veteran that require synergies to work, so these are coming out.
What to Change
Out:
- 2 Dauntless Veteran U
- 2 Axgard Cavalry C
- 1 Krenko, Mob Boss R
- 2 Goblin Surprise U
- 1 Crusader of Odric U
- 2 Serra Angel U
- 2 Release the Dogs U
- 2 Goldvein Pick C
In:
- 2 Warden of the Inner Sky R
- 2 Resolute Reinforcements U
- 1 Valorous Stance U
- 2 Burst Lightning C
- 1 Heroic Reinforcements U
- 2 Fanatical Firebrand C
- 2 Arabella, Abandoned Doll U
- 1 Sun Warriors U
- 1 Aurelia, the Law Above R
Total wildcards needed: 0 Mythics, 3 Rares, 7 Uncommons, 4 Commons.
#5. Cat Attack

Regal Caracal | Illustration by Filip Burburan
Creature (23)
Savannah Lions x3
Dawnwing Marshal x2
Helpful Hunter x4
Arahbo, the First Fang
Regal Caracal
Felidar Savior x2
Good-Fortune Unicorn x3
Leonin Vanguard x3
Wary Thespian x4
Instant (6)
Giant Growth x2
Claws Out x4
Sorcery (2)
Felling Blow x2
Enchantment (5)
Anthem of Champions
Banishing Light x2
Angelic Destiny
Unflinching Courage
Land (24)
Forest x6
Plains x9
Temple of Plenty
Blossoming Sands x4
Selesnya Guildgate x4
Cat Attack is a very focused cat-typal deck that starts the curve earlier with Savannah Lions and Leonin Vanguard, ending the curve on Regal Caracal. There’s a small +1/+1 counters theme mixed with lifegain in some cards. We already have good rares that push the deck in this typal/go-wide direction, so let’s expand this route.
Strengths and Weaknesses
The deck is already in a good direction, as most of its cards are already cats or cards that buff creatures, like Anthem of Champions. We’ll want more Arahbo, the First Fang and Regal Caracal for sure, as well as cheaper cats. We're adding some strict upgrades, and dropping Good-Fortune Unicorn; it has its value, but it’s sadly not a cat.
What to Change
Out:
- 2 Felling Blow U
- 3 Good-Fortune Unicorn U
- 2 Dawnwing Marshal U
- 2 Helpful Hunter C
- 1 Felidar Savior C
- 2 Wary Thespian C
In:
- 1 Undergrowth Leopard C
- 2 Prideful Parent C
- 2 Hard-Hitting Question U
- 2 Kutzil, Malamet Exemplar U
- 2 Arahbo, the First Fang R
- 2 Regal Caracal R
- 1 Felidar Retreat R
Total wildcards needed: 0 Mythic Rares, 5 Rares, 4 Uncommons, 3 Commons.
#4. Path of Power

Halana and Alena, Partners | Illustration by Jason Rainville
Creature (26)
Halana and Alena, Partners
Ashroot Animist
Ruby, Daring Tracker x2
Courageous Goblin x2
Nessian Hornbeetle x3
Axgard Cavalry x2
Giant Cindermaw x2
Skyraker Giant x2
Llanowar Elves x3
Mild-Mannered Librarian x2
Beast-Kin Ranger x2
Eager Trufflesnout x2
Spinner of Souls
Vizier of the Menagerie
Instant (5)
Bulk Up
Scorching Dragonfire x2
Snakeskin Veil x2
Sorcery (4)
Felling Blow x2
Bushwhack x2
Enchantment (1)
Land (24)
Rugged Highlands x4
Gruul Guildgate x4
Mountain x7
Forest x8
Temple of Abandon
Path of Power is, simply put, brute power in the form of huge creatures. You want to have 4-power creatures on the battlefield as soon as possible, and having Llanowar Elves on turn 1 into a 4-power 3-drop helps immensely.
Strengths and Weaknesses
This deck is already very solid with good ramp pieces like Llanowar Elves and Ruby, Daring Tracker, as well as good top-end cards like Halana and Alena, Partners. To improve this deck, let’s take out cards that make more sense in Limited like Axgard Cavalry and Giant Cindermaw and add better rares and better ways to take advantage of 4-power creatures, like Nessian Hornbeetle and Cactusfolk Sureshot.
What to Change
Out:
- 2 Courageous Goblin
- 1 Bulk Up
- 2 Felling Blow
- 2 Axgard Cavalry
- 2 Giant Cindermaw
- 2 Skyraker Giant
- 2 Mild-Mannered Librarian
- 2 Eager Trufflesnout
In:
- 1 Halana and Alena, Partners R
- 1 Ashroot Animist R
- 2 Ruby, Daring Tracker U
- 1 Nessian Hornbeetle U
- 1 Garruk's Uprising U
- 1 Llanowar Elves C
- 3 Tiger-Dillo U
- 3 Outcaster Trailblazer R
- 2 Cactusfolk Sureshot U
Total wildcards needed: 0 Mythic Rare, 5 Rare, 9 Uncommon, 1 Common.
#3. Wondrous Wizardry

Archmage of Runes | Illustration by Kai Carpenter
Creature (18)
Drake Hatcher
Niv-Mizzet, Visionary
Archmage of Runes
Tolarian Terror x3
Ghitu Lavarunner x4
Balmor, Battlemage Captain
Enigma Drake x2
Mischievous Mystic x2
Heartfire Immolator x2
Ovika, Enigma Goliath
Instant (15)
Arcane Epiphany x2
Opt x4
Burst Lightning x4
Dive Down x3
Fiery Annihilation x2
Sorcery (3)
Land (24)
Mountain x7
Island x8
Swiftwater Cliffs x4
Temple of Epiphany
Izzet Guildgate x4
Wondrous Wizardry is an Izzet spells-matter deck that has a bunch of wizards for no reason other than to make Arcane Epiphany cost less. It’s divided between casting cheap spells and having a late game with Niv-Mizzet, Visionary and Ovika, Enigma Goliath. Fixing this is easier than you think: Just cut the expensive cards.
Strengths and Weaknesses
This deck just need a little more streamlining. It doesn’t need fancy, expensive cards, although they are good in a vacuum. It needs more creatures that work well with spells so you get damage in early with Guttersnipe and have a card like Giant Koi as an option to finish the late game, where it attacks unblocked because of waterbending. I also want to max out on cards like Tolarian Terror and Mischievous Mystic.
What to Change
Out:
- 2 Enigma Drake U
- 2 Heartfire Immolator U
- 1 Ovika, Enigma Goliath R
- 2 Arcane Epiphany U
- 1 Fiery Annihilation U
In:
- 1 Chart a Course U
- 1 Tolarian Terror C
- 1 Giant Koi C
- 2 Guttersnipe U
- 1 Balmor, Battlemage Captain U
- 2 Mischievous Mystic U
Total wildcards needed: 0 Mythic Rares, 0 Rares, 6 Uncommons, 2 Commons.
#2. Vampiric Hunger

Vampire Nighthawk | Illustration by Jason Chan
Creature (26)
Hinterland Sanctifier x2
Healer's Hawk x2
Ajani's Pridemate x3
Sun-Blessed Healer x2
Sanguine Syphoner x2
Vengeful Bloodwitch x2
Cat Collector x2
Twinblade Paladin x2
Vampire Nighthawk x2
Dazzling Angel x2
Elenda, Saint of Dusk
Fiendish Panda x2
Inspiring Overseer x2
Instant (8)
Moment of Triumph x2
Moment of Craving x2
Tribute to Hunger x2
Mortify x2
Enchantment (2)
Phyrexian Arena
Angelic Destiny
Land (24)
Plains x8
Swamp x7
Orzhov Guildgate x4
Scoured Barrens x4
Temple of Silence
Lifegain matters decks are usually simple to build, and they have a place in competitive environments, often thriving against aggro and burn decks. This is what we have here: a typical Ajani's Pridemate deck.
Strengths and Weaknesses
Ajani's Pridemate is a card that grows whenever you gain life. You have ways to consistently gain life every turn like Healer's Hawk, as well as cards like Phyrexian Arena that convert excess life into card draw. I want to max out on this engine by adding more Essence Channelers and Amalia Benavides Aguirre, both are very good lifegain matters cards that see play in multiple Magic formats. Cards like Moment of Triumph and Tribute to Hunger aren’t how this deck wants to gain life, so I’m replacing them for better removal and lifegain payoffs.
What to Change
Out:
- 1 Plains
- 2 Moment of Triumph
- 2 Cat Collector
- 2 Twinblade Paladin
- 2 Sanguine Syphoner
- 2 Vampire Nighthawk
- 2 Dazzling Angel
- 2 Tribute to Hunger
In:
- 1 Phyrexian Arena R
- 1 Healer's Hawk C
- 1 Inspiring Overseer C
- 2 Momentum Breaker U
- 2 Case of the Uneaten Feast R
- 3 Essence Channeler R
- 3 Leonin Vanguard U
- 2 Amalia Benavides Aguirre R
Total wildcards needed: 0 Mythic Rare, 8 Rare, 5 Uncommon, 2 Common.
#1. Learn from the Land

Primeval Bounty | Illustration by Christine Choi
Creature (29)
Mischievous Mystic x2
Exclusion Mage x3
Mossborn Hydra
Loot, Exuberant Explorer
Tatyova, Benthic Druid x2
Rampaging Baloths
Apothecary Stomper x2
Elfsworn Giant x2
Druid of the Cowl x4
Spectral Sailor x2
Llanowar Elves x3
Mild-Mannered Librarian x2
Magnigoth Sentry x2
Bigfin Bouncer x2
Instant (2)
Quick Study x2
Sorcery (4)
Felling Blow x2
Circuitous Route x2
Enchantment (1)
Land (24)
Forest x10
Island x5
Temple of Mystery
Thornwood Falls x4
Simic Guildgate x4
Ramp decks like Learn from the Land thrive on generating mana and casting big spells. You already have a few ways to take advantage of that like Loot, Exuberant Explorer, so let’s make this deck more consistent by improving the ramp and payoffs.
Strengths and Weaknesses
This deck only needs streamlining. It has a landfall theme that’s hard to use without cards like Cultivate or fetch lands. One more Llanowar Elves to complete the full four, less Druid of the Cowl. I also add a great early game card in Summon: Fenrir and Insidious Fungus as helpful interaction, as well as expensive cards like Bonny Pall, Clearcutter, and strong early game rares like Spinner of Souls.
What to Change
Out:
- 1 Felling Blow U
- 2 Apothecary Stomper C
- 1 Rampaging Baloths R
- 2 Elfsworn Giant C
- 4 Druid of the Cowl C
- 2 Mild-Mannered Librarian U
- 2 Magnigoth Sentry C
In:
- 1 Prime Speaker Zegana R
- 3 Mossborn Hydra R
- 1 Loot, Exuberant Explorer R
- 1 Llanowar Elves C
- 2 Bonny Pall, Clearcutter R
- 2 Insidious Fungus U
- 2 Summon: Fenrir U
- 2 Spinner of Souls R
Total wildcards needed: 0 Mythic Rares, 9 Rares, 4 Uncommons, 1 Common.
How to Change the Format of Your Starter Deck on Arena
Here are six quick steps to change the format of a deck in Arena, including those preconstructed starter decks, just itching to get upgraded.
#1. Go to the Decks section

#2. Expand the Starter Decks Section

#3. Clone a Starter Deck

#4. Back to My Decks and Edit the Clone

#5. Go to Deck Details

#6. Select Your Format

Scroll to the Arena format you want your deck to be, hit the back arrow, and all the cards that do not fit the format are marked in red. You'll have to change them for cards that are legal in the format you've selected, or else Arena will show you an “Invalid Deck” error.
Don't forget to check your sideboard too!

Wrap Up

Bonny Pall, Clearcutter | Illustration by Bryan Sola
And here we have it folks, all the Arena starter decks with upgrade suggestions, ranging from mono-colored decks to all the 2-color pairs.
I suggest you take them out for a spin, especially if you’re new to the game, to learn what each deck is trying to do and then add better cards as you acquire them or craft them. You can play the unmodified version of any of the dual-color decks in the Starter Deck Duel event, where you'll find a more level playing field than if you take these to the Ranked queue.
If you have a good rare or mythic that would fit the deck and improve it, then by all means add it. Always remember that every 2-color deck can be improved by adding more dual lands of their colors instead of the basic lands.
What’s your take on these starter decks? Have you upgraded one and stuck with it? Let me know in the comments section, or over on our Draftsim Discord. Stay safe, and keep brewing new decks guys!
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47 Comments
This is a great article but it’s out of date now! Can you do another guide for the Boros deck but now?
Believe me we’re looking forward to completing an update!
The section for Goblins Everywhere could use some revision. all of the cards suggested to be added are not legal in standard or alchemy formats. The only card mentioned that is legal in alchemy and not standard is Ogre Battledriver and this card was not actually in the list of *in* cards but just the conclusion afterward.
Come back for a future revision, these upgrades work in Historic. Next time, we’ll likely have new decklists and upgrades for Standard.
Hey there, great article! I really appreciate as a new player. However, looks like Rebel Armory, some cards are not available in Standard. Any chance you could look into that and make some updates?
Hey Scott. Yes! We’re working on updating this now with the newest decks/information.
I wanted to upgrade the “Goblins everywhere!” deck so I duplicated the starter one to make the changes suggeste din this article. However, none of the suggested cards are showing up as a possibility to add them to my deck. Even though I ticket the “Not Collected” box (to craft them), nothing shows up.
4 Dragon Fodder
4 Goblin Instigator
4 Battle Cry Goblin
4 Goblin Chieftain
2 Hobgoblin Bandit Lord
2 Gempalm Incinerator
Thank you for trying the suggestions, those upgrades are for the Historic format. I updated the article to include how to switch deck formats.
Hi thanks for the guide but some of the cards aren’t legal in alchemy unfortunately like siren stormtamer or thalia, guardian of thraben. Is that intentional or am I missing something?
Thanks again!
This round of upgrades are for the Historic format. Future updates will likely suggest upgrades available in Standard.
Are you guys going to make upgrades for the new starter decks that were added?
Yes, thank you for asking for the update. In fact, this one is in writing now, so check back soon.
thanks!!!! I see updates are in for the dual color decks! Looking forward to the updates for Alchemy rotation to the single colored decks. (I expect that we’ll get standard legal single colored decks from wizards with the release of foundations.)
awesome, thanks for the monocolor upgrade recommendations!
First off thank you so much for making these deck upgrades. As a new player these are great. With that said I currently see some issues with the decks upgrades. Goblin’s Everywhere is short a card. Second chance deck has you taking away Thunder Salvo 3 times but is only in the deck twice. Due to this the deck is over the limit by 2 cards currently. Ancient Discovery has you adding 3 Geological Appraisers when 2 are already in the deck which is not possible making the deck short a card. Snack Time is short a card as well. Again thank you for taking the time and making these deck upgrades. Hopefully this can be updated again to fix any issues.
Hey Donovan! Checking over this it looks like Goblins Everywhere and Snack Time are both at the correct 60-card count.
I’ve fixed the errors on Second Chance and Ancient Discovery though, thanks for calling those out, and good luck in the queues!
Hey Timothy, I think Don is onto the fact that when you change the deck you take out 16 cards but only put back 15 for goblins everywhere. It looks like deck 2 also has the same issue where you pull out more cards then you put in.
Ah, I see the issue! Thanks for the catch, I’ll make some number adjustments.
Hi! Just a friendly heads-up that Consider is no longer Standard-legal (for the “Second Chance” deck). Thanks for all the work you put into this article.
Thanks for the catch Zyido! We’ve replaced Consider with a cantrip that’s not quite as good
haughty djinn in the mono blue deck is not alchemy legal anymore 🙁 Thanks again for all the great recommendations!
In Second Chance’s “Out” card section you wrote Thunder Salvo twice, once a x2 and once a x1.
Second Chance only has 2 Thunder Salvos. So you didn’t take out 12 cards, just 11, and then put 12 in.
Just really wanted those Thunder Salvos out I suppose.
I’ve corrected this, thanks for pointing it out~
Been away from mtg arena since Dec 2023, missing a few of these starter decks, looks like since i wasn’t even logging in I’ve missed out on decks released in the past 18 months. I’ll submit a request to WOC…
Also when I do try to copy some of these missing decks to clipboard and then import, I get an error message saying:
The input string contains an invalid line: Creatures
Lastly it would be really nice if you could include a link of each modified deck to copy to clipboard. It may be enjoyable to tinker at times, but honestly I’ve been 95% tinkering (studying limited and 5% playing (only one quick draft and 3 jump in events) since returning to the game 4 days ago.
In the “Learn from the Land” deck, it says to take out 2 “Starlight Snare” cards, but there aren’t any in the starter deck. If you could update that, I’d appreciate it since it’s my favorite, but other than that, I love the decks!
Hey Nick!
Strange, I’m not sure where Starlit Snare came from, but I’ve updated the list, removing the Apothecary Stompers instead.
Looks like Up the Beanstalk isn’t legal anymore 🙁 what to put in last deck instead of it?
Most green cantrips like Commune with Beavers are fine to slot in until you land on something else you like.
Further suggestions for Cat Attack.
I agree that we need 3 copies of Arahbo, the First Fang but I left the more expensive Regal Caracal at two. Replace the extra card and Felidar Retreat with two copies of Kutzil, Malamet Exemplar. This provides a much-needed card draw engine.
Instead of adding two Prideful Parent and two Skyknight Squire, I vote for four of the latter. It is quicker and ramps better. Flying is the only evasion in this deck and can be key to winning against other swarms, including the mirror match.
Don’t cut Helpful Hunter or Wary Thespian as they are essential for getting the right cards out of the deck. Cheap cats are better than support spells such as Anthem of Champions, Banishing Light, and Giant Growth. Remove those. I found room for 2 Undergrowth Leopards which is insane value and shuts down opposing engines.
The mana curve looks like this:
……….
…………..
…..
……
(This tells me that I should cut a Claws Out for a third Kutzil.)
Perhaps that’s too many words about a starter deck! Meow.
Meow indeed!
As long as you’re sticking to playing cats I don’t think you can go too wrong with adjustments to this deck.
in the graveyard replacement cut down and go for the throat are not legal in standard , any suggestion to change it ?
Tragic Trajectory is the most 1:1 replacement for Cut Down, and Bitter Triumph can replace Go for the Throat.
might of the legion comes with 3 fanatical firebrands, not 2…
Indeed it does (decklist was also missing Searslicer Goblin). Thanks for pointing this out!
what would you think was the best adjustment, also do you know good alternatives that work for standard ranked?
Knight-Errant of Eos is most definitely not legal in either standard OR alchemy for the Might of Legion upgrade. Not good :p
Carry over from pre-EOE rotation, I’ll fix that now but wouldn’t be surprised if there are some other holdovers.
Up the Beanstalk is not legal in standard, any idea of replacement for the UG deck ? And are the decks classed by strenght ? The most powerful one being Learn from the land ?
The ranking in this article is meant to be worst-to-best, but Starter decks tend to be pretty close together.
Up the Beanstalk won’t have a direct swap, but any cheap green card that draws should work. Maybe something like Trash the Town.
Hello, new player here. This is very helpful. Its a shame some of these decks arent standard/alchemy format, I wanted to use it to get through spark rank. I was keen to use the upgraded vamparic hunger deck e.g. Sheoldred’s Edict isn’t legal.
Sorry Frogs! Looks like we might need to take a look at this soon and adjust it for post Edge of Eternities rotation.
Is there an article on upgraded precon decks that are standard legal?
Not currently, though we could consider that for the two Starter Decks that are coming out with Lorwyn Eclipsed
What format/who are these upgraded decks for? Some of the cards in these decks don’t exist in standard at all. And some of the upgrades recommended aren’t available in Alchemy.
This article was updated about a week ago as well. Yeesh.
A recent update might’ve been something as simple as changing a word somewhere, “updated a week ago” is not an indication that we did a full sweep through this article.
It still needs to be updated and these decklists change frequently, so there’s usually a gap between when the decks swap out on Arena and when we get a full update of this article.
Hi, I need help with the Legion Power deck. It says to add 2 Incendiary Fanatics, but the original list has 3! What do I do, friends? How should I fix this? I’m new to the game! Who should I remove or add to complete the 60 cards? Thank you!
Good catch, the trick is to add in cards that stay aggressive and don’t rely on other cards to work well. Healer’s Hawk is a great choice that is still a 1-drop, but I could make an argument for Brazen Scourge, Mindsparker, Bishop’s Soldier, or Cathar Commando at non-rare.
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