[Top 10] MTG Arena Most Fun Decks

MTG Arena Fun Decks
The god of revels

[Top 10] MTG Arena Most Fun Decks

Let the fun begin

MTG Arena is a very competitive game at times. And most players seem to take it that way, building the top decks of the meta to play in all modes in order to have that extra edge over their opponents.

For me, playing those decks is rewarding, but after a while you can get tired of them as they can feel grindy and almost too consistent.

That’s when I take a stroll through some MTG content on Youtube and try to find some janky, over the top decks that have no place in the ranked meta, but are made purely for the enjoyment of Magic.

Here are the Top 10 Most Fun Decks to play in MTG Arena (Mostly from before Theros: Beyond Death came out).

10. Simic Ramp

Face the beast

This deck focuses on going wide and going big. This is achieved by pumping out lots of small creatures that help you put extra lands on the battlefield or help you draw extra cards through various effects. In the end, a powerful card such as End-Raze Forerunners or Finale of Devastation takes care of your opponent’s life points and reduces them to well below zero.

What is fun about this deck:

  • You get to play two lands a turn which lets you play bigger threats than your opponent earlier.
  • It’s very satisfying to hit your opponent in the face with 10 creatures or more that all have power in the double digits and trample. It’s always a game for me – how much damage can I really deal in a single turn.
  • Drawing all the cards with Hydroid Krasis enhanced by Nissa’s mana ability.

How this deck is played:

  • You start by playing a Gilded Goose. This will help you play your threats early.
  • If you have your Goose down on the battlefield, the best thing to do is play Uro, Titan of Nature’s Wrath to get some extra lands into play, gain some life and draw a card.
  • If you are still on two lands, consider playing Wolfwillow Haven to put some steroids into your lands, and make them produce extra mana.
  • Play Nissa as soon as possible, she’s a powerful threat on her own and will win you the game by herself if left unchecked.  Getting to her ultimate ability is not that hard, plus, it keeps your opponent off your life points as they try to answer her.
  • With Nissa in play, draw as many cards as possible with Hydroid Krasis. You can even play it into an obvious counterspell as its ability resolves when casting it instead of when entering the battlefield.
  • The aim of the game is playing as many creatures as possible, then buffing them with End-Raze Forerunners or Finale of Devastation (sometimes both). Luckily, this isn’t your only way of winning the game as it is sometimes hard to pull off, but it’s very satisfying if you get it right.
  • Most games, you will win by playing big creatures and attacking with them.


4 Nissa, Who Shakes the World (WAR) 169

1 Agent of Treachery (M20) 43

4 Cavalier of Thorns (M20) 167

1 End-Raze Forerunners (RNA) 124

3 Gilded Goose (ELD) 160

4 Hydroid Krasis (RNA) 183

1 Questing Beast (ELD) 171

4 Uro, Titan of Nature's Wrath (THB) 229

2 Finale of Devastation (WAR) 160

4 Growth Spiral (RNA) 178

4 Wolfwillow Haven (THB) 205

1 Blast Zone (WAR) 244

4 Breeding Pool (RNA) 246

2 Castle Vantress (ELD) 242

2 Fabled Passage (ELD) 244

11 Forest (ELD) 266

4 Island (ELD) 254

4 Temple of Mystery (M20) 255


1 Gilded Goose (ELD) 160

4 Aether Gust (M20) 42

3 Disdainful Stroke (GRN) 37

2 Mystical Dispute (ELD) 58

2 Shifting Ceratops (M20) 194

3 Voracious Hydra (M20) 200

9. Mono White Life-gain

Godly intervention

Sometimes, you just want to play a few quick games in MTG Arena, with no special mental strain involved. Mono White Life-gain is exactly the deck for such occasions. It’s fast and aggressive, with an abundance of cheap creatures to play early. It might run out of steam quickly, but if you don’t win by then, there’s a slim chance you will anyway.

What is fun about this deck:

  • You get to play with one of the new Gods – Heliod, Sun-Crowned.
  • It’s great against our greatest nemesis – mono red.
  • It’s not only fun, but is actually quite competitive as well, so feel free to take this deck into the standard event and reap some rewards.

How this deck is played:

  • Start by playing one of your one-drop creatures.
  • On turn two you want to play Ajani’s Pridemate and start growing him by gaining some life as soon as possible.
  • Hushbringer is also a very powerful turn two play as it can stop some decks in their tracks if not answered.
  • On turn three, you play Heliod or Linden, the Steadfast Queen. Linden is amazing with Ajani’s Pridemates as she grows them quickly and consistently.
  • By turn four, you will already be winning, if your creatures haven’t been removed yet. But make sure to play a planeswalker on this turn to boost your chances of winning.
  • Win by attacking often, gaining life and removing your opponent’s best blockers or powerful planeswalkers with banishing light.


4 Ajani, Strength of the Pride (M20) 2

2 Gideon Blackblade (WAR) 13

4 Ajani's Pridemate (M19) 5

4 Alseid of Life's Bounty (THB) 1

4 Daxos, Blessed by the Sun (THB) 9

4 Healer's Hawk (GRN) 14

4 Heliod, Sun-Crowned (THB) 18

4 Hushbringer (ELD) 18

4 Linden, the Steadfast Queen (ELD) 20

2 Banishing Light (THB) 4

4 Castle Ardenvale (ELD) 238

1 Mobilized District (WAR) 249

19 Plains (ELD) 250


2 Banishing Light (THB) 4

2 Gideon Blackblade (WAR) 13

2 Devout Decree (M20) 13

2 Elspeth Conquers Death (THB) 13

2 Elspeth, Sun's Nemesis (THB) 14

3 Glass Casket (ELD) 15

2 Tomik, Distinguished Advokist (WAR) 34

8. Elfball

Don't anger the elves

This deck is a bit older, from before the standard set rotation in autumn 2019. It’s a dedicated elf deck with a very potent card draw and creature buff synergy. Once you get all the pieces of the puzzle on the ground it starts rolling hard, drawing you cards and putting creatures on the board left and right. Have fun with the Elfball deck!

What is fun about this deck:

  • The most fun thing about this deck is its ability to cascade different effects almost forever.
  • It can produce amazing amounts of mana once you have the right components.
  • You can power up your elves to become really big menacing creatures.

How this deck is played:

  • Turn one, start with Llanowar Elves to give you that all important early mana boost.
  • Then you want to play Marwyn, the Nurturer as quick as possible as it grows with each elf that enters the battlefield, in turn, producing extra mana.
  • After that, you want to play other important pieces of the elfball puzzle, namely, Beast Whisperer and Vanquisher’s Banner. These two cards will ensure your card advantage and will boost your elves.
  • From turn 4 or 5 onwards you will want to play any elves that you can until you are sure you can safely attack for massive damage.
  • Don’t be afraid to sacrifice a few elves to some blockers, if that means you can damage your opponent, as it is likely that you will be able to draw more very easily.
  • Sadly, this deck is really vulnerable to sweeper spells, which will obliterate your side of the battlefield. But, when this deck gets going, it is one of the most fun decks I have ever played.


1 Vivien Reid (M19) 208

4 Beast Whisperer (GRN) 123

4 Druid of the Cowl (M19) 177

4 Elvish Clancaller (M19) 179

4 Llanowar Elves (DAR) 168

4 Marwyn, the Nurturer (DAR) 172

4 Pelt Collector (GRN) 141

4 Steel Leaf Champion (DAR) 182

4 Thorn Lieutenant (M19) 203

3 Adventurous Impulse (DAR) 153

4 Vanquisher's Banner (XLN) 251

20 Forest (ELD) 266


2 Vivien Reid (M19) 208

3 Diamond Mare (M19) 231

3 Reclamation Sage (M19) 196

3 Shapers' Sanctuary (XLN) 206

4 Vine Mare (M19) 207

7. Sultai Vannifar

Judgement awaits

This is a combo deck like no other. It uses Prime Speaker Vannifar to search your deck for creatures that untap it (Corridor Monitor and Hyrax Tower Scout) almost endlessly, while making copies of those creatures with Nightmare Shepherd. This all culminates in a very devastating Gray Merchant of Asphodel activation that most likely brings your opponent’s life total to zero.

What is fun about this deck:

  • Once you get going, the game will be over in one turn.
  • It’s not fun for your opponent, who ends up just watching you play by yourself for about five minutes.
  • There is a certain satisfaction when you get your combo together.

How this deck is played:

  • Turn one, play Gilded Goose to get your mana up and running as early as possible.
  • If you don’t have Prime Speaker Vannifar in your hand yet, try digging through your Library for it with Incubation or Neoform if possible.
  • When you have Vannifar on the field, hope that it survives one turn, if it does, the game is most likely over.
  • The combo is a bit complicated to execute, but in essence you sacrifice your one-mana creature to get a two-mana creature (corridor monitor), which you then sacrifice to get a three-mana creature, which you then sacrifice to get Nightmare Shepherd. Once you have a Nightmare Shepherd it leaves a copy of your sacrificed creature on the battlefield, which you can sacrifice more to get the devotion to black that you need before winning the game by slamming down a couple of Grey Merchants of Asphodel.
  • That’s it. Have fun experimenting with the deck! You might not get the combo right the first few times as it needs some getting used to, but once you get the feel of it, it is one of the most fun things to do in MTG Arena.


4 Breeding Pool (RNA) 246

4 Corridor Monitor (ELD) 41

2 Forest (ELD) 266

4 Gilded Goose (ELD) 160

2 Gray Merchant of Asphodel (THB) 99

4 Hyrax Tower Scout (THB) 173

3 Incubation // Incongruity (RNA) 226

1 Island (ELD) 254

2 Neoform (WAR) 206

4 Nightmare Shepherd (THB) 108

4 Overgrown Tomb (GRN) 253

2 Paradise Druid (WAR) 171

4 Prime Speaker Vannifar (RNA) 195

1 Spark Double (WAR) 68

3 Swamp (ELD) 261

1 Temple of Deceit (THB) 245

3 Temple of Malady (M20) 254

3 Temple of Mystery (M20) 255

4 Watery Grave (GRN) 259

4 Woe Strider (THB) 123

1 Arboreal Grazer (WAR) 149


4 Agonizing Remorse (THB) 83

3 Assassin's Trophy (GRN) 152

3 Find // Finality (GRN) 225

2 Plaguecrafter (GRN) 82

3 Wicked Wolf (ELD) 181

6. Fires Tokens

Strike it while it's hot

I always hated the Fires of Invention deck, because every time that I played against it, I got completely stomped by it, and I didn’t have enough mythic wildcards to craft one. Then I watched a video that featured a different kind of Fires of Invention deck, and I decided that it’s time to try it out. It turns out that playing fires of invention is immensely fun, especially in this deck, which features other powerful enchantments such as Outlaw’s Merriment and Divine Visitation. Give it a go!

What is fun about this deck:

  • Fires of Invention is in fact a very fun card to play.
  • Having enough mana left over to craft tokens after playing two very expensive cards with Fires is always a very cool bonus.
  • Slamming a Cavalier of Flame on the board, then pumping all your creatures a couple of times and giving them haste is quite enjoyable.

How this deck is played:

  • There are no turn one plays with this deck, so just play your lands and be done with it.
  • On turn two, play dawn of hope, if you have one in hand, otherwise play thrill of possibility to dog for Fires of Invention or use Bonecrusher Giant’s Stomp to get rid of an opposing creature.
  • On turn three, play the Bonecrusher Giant or remove as many creatures on your opponent’s side of the field as possible. Honor the God-Pharaoh is also a valid play, as it creates a blocker and draws cards. The main objective of this deck is to make it to turn four with a Fires of Invention in hand and enough mana to cast it.
  • If you survive until turn four, and you play Fires of Invention, great job! You have now made it, and can finally start playing this deck!
  • Play fires of invention and win. That’s it.
  • Okay, it’s not that simple, but you get the gist of it. You can now play any two spells on your turn for free and have enough mana to activate dawn of hope to craft tokens that might turn into angels if you played a Divine Visitation beforehand.
  • Use Cavalier of Flame for a bombastic finish for extra fun points.


2 Dawn of Hope (GRN) 8

8 Mountain (ELD) 265

2 Thrill of Possibility (ELD) 146

5 Plains (ANA) 56

4 Bonecrusher Giant (ELD) 115

4 Prison Realm (WAR) 26

4 Honor the God-Pharaoh (WAR) 132

2 Deafening Clarion (GRN) 165

4 Fires of Invention (ELD) 125

2 Solar Blaze (WAR) 216

4 Outlaws' Merriment (ELD) 198

4 Cavalier of Flame (M20) 125

2 Divine Visitation (GRN) 10

3 Castle Ardenvale (ELD) 238

2 Castle Embereth (ELD) 239

4 Sacred Foundry (GRN) 254

3 Temple of Triumph (M20) 257

1 Wind-Scarred Crag (M20) 260

5. Mono-black Devotion

What lurks in the bog?

Theros: Beyond Death brought with it a fresh new reprint of a very famous card: Gray Merchant of Asphodel. It’s a card that drains your opponent for X, where X is your devotion to black (the amount of skull symbols in all your permanents’ mana costs). It’s a very powerful finisher in aggressive black decks, and it’s a very fun way to play magic.

What is fun about this deck:

  • You get to play all of the normal black staples like Ayara, Yarok’s fenlurker, Knight of the Ebon Legion etc.
  • You get to win by draining your opponent’s life points by a big chunk quite often.
  • At the end of the day, this deck is very flexible, you can add any black cards that you want to play to it!

How this deck is played:

  • Turn one, play any black card you want.
  • Do the same on turn two, as these two turns are not as important for this deck. You can check your opponent’s hand with agonizing remorse to plan out your next few turns.
  • On turn three, play Ayara, First of Locthwain. She is a very important piece of the “puzzle” so to speak, as her devotion to black is three, which is a lot in magic.
  • On turn four, play Nightmare Shepherd. This in combination with Ayara will help you deal a lot of damage in the long run.
  • Deathless knight is also a very powerful turn 4 play, it will enable Erebos, and it will add a whole lot of devotion to black to your side of the field.
  • Play Gray Merchant of Asphodel at any point in the game, but I would recommend that you play it when you can finish the opponent with it. Or play it in order to preserve your life points, whichever comes first.


3 Nightmare Shepherd (THB) 108

20 Swamp (ELD) 261

1 Erebos, Bleak-Hearted (THB) 93

2 Tymaret, Chosen from Death (THB) 119

4 Murderous Rider (ELD) 97

2 Rankle, Master of Pranks (ELD) 101

4 Foulmire Knight (ELD) 90

2 Ayara, First of Locthwain (ELD) 75

2 Deathless Knight (ELD) 208

4 Yarok's Fenlurker (M20) 123

4 Knight of the Ebon Legion (M20) 105

2 Drag to the Underworld (THB) 89

4 Gray Merchant of Asphodel (THB) 99

2 Witch's Cottage (ELD) 249

2 Castle Locthwain (ELD) 241

2 Agonizing Remorse (THB) 83

4. WB Hushbringer

Just a silent whisper is enough to hush everyone

This is a very special deck that revolves around cancelling enter the battlefield effects. Hushbringer is the central card of this deck, but take it out and it is basically a life-gain deck with Ajani Pridemates and other Life-Gain synergies. The best part of this deck is the combination of Hushbringer and Clackbridge Troll. Try it out!

What is fun about this deck:

  • More often than not, you will see opponents remove Hushbringer instead of some much bigger and more powerful threat simply because it negates some decks’ strategies.
  • You have two very powerful planeswalkers at your disposal in this deck, Sorin and Ajani.
  • Clackbridge Troll that doesn’t create three goats for your opponent when it enters the battlefield is a very amusing thing to see. It will wreck your opponent.

How this deck is played:

  • Turn one, play a Healer’s Hawk.
  • Turn two, play Ajani’s Pridemate and attack with the Hawk, or play Hushbringer. But playing Hushbringer this early can be risky as it is a very juicy target for early removal.
  • Play your Bloodthirsty Aerialist on turn three, or remove a creature with Murderous Rider or Oath of Kaya. Either of these plays will pull you ahead by quite a margin.
  • Turn four is planeswalker time. Sorin will ensure that all your creatures have lifelink, and that most creatures that you have can grow. Playing Sorin before Ajani can sometimes even let you use Ajani’s ultimate ability very soon.
  • If you still have your Hushbringer on the battlefield by the fifth turn, play the Clackbridge Troll and hit your opponent for massive damage.
  • Ethereal Absolution is also in this deck, it usually just takes over the game when it resolves. It is also a very powerful tool to combat all the new Escape spells.


4 Healer's Hawk (GRN) 14

5 Plains (ANA) 56

2 Disfigure (M20) 95

5 Swamp (ELD) 261

4 Ajani's Pridemate (M19) 5

2 Ajani, Strength of the Pride (M20) 2

4 Hushbringer (ELD) 18

4 Bloodthirsty Aerialist (M20) 91

4 Murderous Rider (ELD) 97

2 Oath of Kaya (WAR) 209

3 Sorin, Vengeful Bloodlord (WAR) 217

4 Clackbridge Troll (ELD) 84

2 Ethereal Absolution (RNA) 170

4 Godless Shrine (RNA) 248

4 Scoured Barrens (M20) 251

1 Castle Locthwain (ELD) 241

1 Castle Ardenvale (ELD) 238

2 Temple of Silence (M20) 256

3 Fabled Passage (ELD) 244

3. Discard Your Hand, Please

It guards the secrets of the convent

This deck is pure evil. It’s built around the discard mechanic and will leave your opponent without any cards in their hand in a matter of turns. They will be stuck top-decking for the rest of the game while you play out your heinous strategy. While most their cards end up in the graveyard, you can bring them back with the help of Command the Dreadhorde. It’s a fresh way to play magic indeed.

What is fun about this deck:

  • You get to discard most of your opponent’s cards and then even play them if you resolve Command the Dreadhorde.
  • Your opponent ends up playing only one card per turn as you deplete their resources.
  • In the end, each play you make is kind of like a two for one.

How this deck is played:

  • Start your game by playing a few lands, then, on turn two, you should play Burglar Rat or Yarok’s Fenlurker to make your opponent discard a card.
  • These two creatures are great blockers, since you don’t care about them as you can always bring them back with Soring later in the game. They have done their part by discarding a card from your opponent’s hand and maybe even blocking a creature.
  • If you get to play a Midnight Reaper on turn three, you are one lucky bastard and will quickly gain a very important card advantage.
  • Turn four is reserved for the first big plays. Play Sorin, get some life or bring back a creature from the dead. Basilica Bell-Haunt is also very powerful at this point as your opponent most likely doesn’t have many cards left in hand and will have to discard something powerful or relevant to the game.
  • On turn 6, play Liliana or Command the Dreadhorde and take over the game. Any of these two cards will guarantee you victory in just a few turns.


4 Charming Prince (ELD) 8

9 Swamp (ELD) 261

4 Burglar Rat (GRN) 64

5 Plains (ANA) 56

4 Yarok's Fenlurker (M20) 123

4 Midnight Reaper (GRN) 77

4 Murderous Rider (ELD) 97

2 Rankle, Master of Pranks (ELD) 101

4 Basilica Bell-Haunt (RNA) 156

4 Sorin, Vengeful Bloodlord (WAR) 217

3 Cavalier of Night (M20) 94

1 Command the Dreadhorde (WAR) 82

1 Liliana, Dreadhorde General (WAR) 97

1 Castle Ardenvale (ELD) 238

1 Castle Locthwain (ELD) 241

4 Godless Shrine (RNA) 248

4 Fabled Passage (ELD) 244

1 Temple of Silence (M20) 256

2. Golgari Big-Bois

Prepare for the hunt

I only recently came upon this deck and it blew me away with how fun and easy it is to play. It’s a big creature deck with Garruk and The Great Henge as two curve-toppers. I always loved to play big creatures in magic and this finally fulfilled my dream of becoming a creature tamer. The Great Henge is also a great addition to these kinds of decks as it allows you to draw more cards, which is often a problem with creature decks.

What is fun about this deck:

  • The Great Henge allows you to play multiple creatures per turn while also drawing cards and making those creatures bigger. It’s a really powerful and fun card.
  • The extra copies of Shifting Ceratops just wreck any blue deck.
  • Garruk really shines in this deck, especially in combination with the Great Henge. These two together make for a very powerful team.

How this deck is played:

  • The Gilded Goose is the only turn one play acceptable with this deck.
  • On turn two you want to play a Paradise Druid, but if you already have a Goose in play go ahead and slam a turn two Rotting Regisaur on the board and watch your opponent weep sweet tears of sadness.
  • If you managed to pull off this crazy turn two play, watch out for the next one. On turn three you can play the Great Henge if you have the Regisaur in play. This will truly diminish any chances of your opponent ever getting back in the game.
  • Turn four can now be extremely explosive either by playing a Questing Beast or Rankle, Master of Pranks. Both will deal massive damage to your opponent. Rankle will even get some extra value.
  • By turn five, six or seven you are probably winning and having fun already, so the deck did its magic. If that’s not the case. Keep playing creatures, making food tokens, gaining life etc.


3 Rotting Regisaur (M20) 111

7 Forest (ELD) 266

3 Clackbridge Troll (ELD) 84

3 Feasting Troll King (ELD) 152

6 Swamp (ELD) 258

4 Murderous Rider (ELD) 97

4 Gilded Goose (ELD) 160

4 Paradise Druid (WAR) 171

2 Garruk, Cursed Huntsman (ELD) 191

2 Questing Beast (ELD) 171

3 Shifting Ceratops (M20) 194

2 Thorn Mammoth (ELD) 323

3 The Great Henge (ELD) 161

2 Temple of Malady (M20) 254

4 Overgrown Tomb (GRN) 253

3 Castle Garenbrig (ELD) 240

2 Castle Locthwain (ELD) 241

3 Rankle, Master of Pranks (ELD) 101

1. Izzet Phoenix

Lightning takes on a new form in Ravnica

This was my favourite deck when Guilds of Ravnica came out. It faded out of the meta quickly with the additions of new sets to the game, but now it is making a powerful resurgence. The playstyle is still the same, but the results are quite more explosive.

What is fun about this deck:

  • It’s very easy to have four Phoenixes attack your opponent very early in the game.
  • Milling yourself seems counterintuitive, but in this deck it’s absolutely the way to play the game.
  • There are some new cards joining the old familiar roster.

How this deck is played:

  • Start the game by milling yourself with Merfolk Secretkeeper, or digging into your Library for the Phoenixes.
  • Continue digging for threats and start removing creatures on turn two. If possible, play Goblin Electromancer to make your spells cheaper and ensure a Phoenix activation on turn three.
  • Turn three can be your big early turn. Play three instants or sorceries and bring as many Phoenixes from the graveyard to your side of the Battlefield and attack.
  • Keep in mind that some decks have the ability to exile your Phoenixes from the graveyard so try to play around such abilities.
  • If you run out of cards in your hand, and desire an extra attacker on the ground, Ox of Agonas is a great addition to this deck.


2 Ox of Agonas (THB) 147

4 Goblin Electromancer (GRN) 174

4 Merfolk Secretkeeper (ELD) 53

4 Arclight Phoenix (GRN) 91

2 Thrill of Possibility (THB) 159

4 Radical Idea (GRN) 52

4 Opt (ELD) 59

4 Scorching Dragonfire (ELD) 139

4 Beacon Bolt (GRN) 154

4 Shimmer of Possibility (RNA) 51

4 Discovery // Dispersal (GRN) 223

8 Island (GRN) 261

2 Temple of Epiphany (M20) 253

4 Steam Vents (GRN) 257

6 Mountain (GRN) 263


4 Lava Coil (GRN) 108

3 Negate (M20) 69

4 Reckless Air Strike (M20) 154

1 Mystical Dispute (ELD) 58

3 Ionize (GRN) 179                                                                                                          

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He was abandoned as a small child, but the scribe elves of Deciderville took him in and gave him purpose.
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