Gladiator Deck Tech: Naya Werewolves

With the release of Innistrad: Midnight Hunt, players all across the world eagerly awaited the return of Werewolves to greatness. Even though they suck in Draft, we can still try to make things work in Gladiator!

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The Armory #5: Mono-Black Zombies

Greetings Gladiators! With The Armory #5 my goal is to increase your knowledge about Gladiator so your brains are more delicious to my Zombies! Or at least that’s how I convinced them to let me go free. Mono-Black Zombies is a strange mix of Midrange and Aggro, capable of fast starts but also with late…

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Mono-Red Tempo: Censor Deck Wins

Have you ever looked at Mono-Red Aggro (also known as Red Deck Wins or simply RDW) and thought “Wow, such a powerful, consistent deck – I wonder if I could make it worse”

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Dimir Control Deck Tech

Dimir Control deck tech and GBGG & Top 8 recap

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Four Color Blood Deck Tech

A deep dive into the Four Color Blood decklist, card choices, and play patterns.

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The Armory #4: Polymorph Tokens

Greetings Gladiators! Today’s article, the fourth in the series, will demonstrate why artifacts and creatures are overrated, and why you don’t need more than two in your entire deck.

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Great Big Gladiator Games Deck Tech: Mono-White Death & Taxes

Decks these days can have so many colors. I’ve even heard rumors of disturbed individuals who will play four or more…

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The Armory #3: Lorehold Control

Welcome students! In today’s class, we’ll study the history of Lorehold Control, a pet deck of your professor. The deck aims to eliminate the opponent’s board presence, accumulate card advantage, and win with big Dragons! Although the matches were played before the release of Adventures in the Forgotten Realms, the deck list has been updated with the new cards. Can Control decks exist without Islands? Let’s find out!

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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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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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