The Armory #1: Pirate Tribal

Pirate tribal, an idea submitted by Fungustober#71587. These fearsome warriors of the high seas aim to quickly take down their opponents with evasive bodies and efficient removal. The deck also contains a minor artifact sub-theme and tribal synergies. Will the Pirates seize the treasures they desire or meet their fate at the bottom of the stormy sea? Let’s find out!

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Green-Black Aggro Deck Tech

Green-Black Aggro (henceforth referred to as GB Aggro) is a creature-based aggressive deck whose game plan revolves around playing threats resistant to removal while using its own removal and hand disruption to clear the way for those threats. It is slower than the fastest Aggro decks, instead favoring a longer term, more resilient strategy. This gives it more endurance in the face of board wipes than other decks, as well as additional avenues to disrupt Combo and Control lists proactively instead of relying on racing them.

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Blue Red Control Deck Tech

and then develop a threat and protect it. In this article I’ll be going over why I chose to play this deck, the game plan of the deck, my card choices and potential changes to the list.

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The Metagame Loop

The concept of the Metagame in this article specifically relates to the cycle of player decisions and actions leading up to, and during, any given competitive constructed tournament. I refer to this in the article as a single metagame cycle. This cycle is format agnostic. The steps within this cycle may or may not be executed consciously by the players, but all players in a given tournament execute this fundamental gameplay loop.

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Snow Mana, Hot or Not?

Thanks to Kaldheim, snow payoff cards entered the format in February 2021. Most of the card pool that cares about snow mana comes from Kaldheim, though Wizards of the Coast has made additions to the snow matters pool through Historic Anthologies. It’s unlikely they will add more snow payoff cards in the near future, but it’s not impossible. Snow lands have many clear upsides and some downsides for playing them. In this article I am going to discuss some of the most played cards that affect or are affected by snow lands and share my opinion about playing them in Gladiator.

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Tech-Edge: Bant Nexus Deck Tech

Bant Nexus is a hybrid ramp and control deck, built to drag the game out long to generate a sufficient mana advantage to decisively win the game. This deck is perfect for anyone who enjoys playing very long, interactive games of Magic. Each game features important decisions, which rewards player skill while still being accessible to learning players, since the length of the game means a single mistake will not make or break the game.

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Tech-Edge: 4 Color Eggs Deck Tech

Of the many decks I have brewed since starting Gladiator a few weeks back, this is by far the most intriguing of them so far, full to the brim with impactful decisions. Though it does not lend itself well to beginners, it has a steep learning curve, the deck will test you to become a better magic player, as  often the slight deviations from optimal play are the difference between victory and loss.

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Tech-Edge: Jeskai Control

Jeskai Control is an excellent choice for you if you’re looking to learn the fundamentals of control. Playing Jeskai Control means drawing cards, countering spells, and controlling the battlefield with removal. Every win with Jeskai Control is decisive; by the time you’ve killed the opponent, they will have no cards in hand  and no cards in play. If you’re looking to win tournaments and aren’t afraid of long matches, then look no further than Jeskai Control.

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Tech-Edge: Mono-Green Stompy Deck Tech

Mono-Green Stompy looks to play large creatures ahead of the curve, to attack for lethal damage before the opponent has time to deal with each threat you play. The deck is fairly linear, as it aims to be aggressive most of the time, but is resilient enough to switch to defense and grind, if the need arises.

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Tech-Edge: Esper Manse Deck Tech

The Esper Manse deck began its life in the late 2019 standard with Throne of Eldraine introducing the titular card, Dance of the Manse, and persists in Gladiator today. The deck uses multiple enchantments and artifacts to grind the opponent out and resurrect problem enchantments from the graveyard to the battlefield. In singleton, the deck favors a controlling gameplan, employing high-value enchantments like sagas to grind out the midgame and threaten our opponents with armies of tokens. Meanwhile, actions are setting up for a huge Dance to close out the game or to resurrect a big threat from our graveyard to threaten our opponent’s life total.

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