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Decks by win rate

Each rate is compared with the set average (56.2%). The line under a deck is of how it wins. Win rates from .

  1. Goblin Army 57.6% +1.4 vs average 85,459 games

    Once Bothersome Noisemaker is on the battlefield, every Crude Bent Blade or Tidings of War you cast also grows your .

  2. Ferocious Wolves 56.9% +0.7 vs average 57,277 games

    Keep a creature with 4 or more power on the battlefield so Nasty Little Rabbit, Nighthowl Pursuer and Ravening Warg get their bonus.

  3. Removal Midrange 56.8% +0.6 vs average 4,805 games

    From turn 4 on, cast Bilbo's Deadly Slice, Magnificent End or Celebrate the Mountain-king most turns until the opponent has nothing left to block your creatures.

  4. Dwarves & Equipment 56.5% +0.3 vs average 52,797 games

    Cheap Dwarves carry like Dwarven Mattock into attacks from turn 2, and when one , Dwarven Mauler picks up its Equipment for 1 mana.

  5. Draw Two 56.4% +0.2 vs average 58,594 games

    Lakeshore Apothecary grows each time a card or Plunder the Trollshaws draws your second card of a turn.

  6. Burn and Draw 55.2% −1.0 vs average 4,886 games

    Spew Flame and Pinecone Strike kill creatures while Plunder the Trollshaws draws you three cards over two casts, the second with .

  7. Beasts and Burn 54.6% −1.6 vs average 2,822 games

    Ordinary Bear's 4 power turns on for Nasty Little Rabbit, and Pinecone Strike burns the blocker in the Rabbit's way.

  8. Removal Control 53.2% −3.0 vs average 12,745 games

    Trade creatures early and answer the rest with Gnashing of Teeth, then win in the air with Long Lake Nuisance once the opponent has no creatures left.

  9. Elf Landfall 52.5% −3.7 vs average 22,251 games

    With Thranduil, Sindarin Liege on the battlefield, each land you play makes an Elf that Thranduil turns into a 2/2. With Thranduil's Company, each land also puts two +1/+1 counters on one of your creatures.

  10. Patchwork Midrange 49.7% −6.5 vs average 1,323 games

    Mirkwood Pathmaker and other green creatures that are big on their own do the attacking, with Quarrel and Stone by Sunlight as .

Each deck's name opens its lessons. Compare all decks

Traps

of cards that look strong and lose games, each with the reason to skip it. and win rates from .

Mechanics

  • Amass

    Mostly in Goblin Army decks

    puts on your one , and creates a 0/0 Army first if you have none. Watch one Goblin Army grow over three spells.

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  • Storied

    Mostly in Dwarves & Equipment decks

    cards get a bonus once you have an (3 or more , cards and on the battlefield at once, in any mix). it once and it lasts for the rest of the game.

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  • Ferocious

    Mostly in Ferocious Wolves decks

    cards get better while you control a creature with power 4 or greater. One creature pumped to 4 power for the turn is enough to switch it on.

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  • Recruit

    Mostly in Draw Two decks

    means draw a card, then discard a card, and make a 1/1 Human Soldier if you discarded a nonland card. That draw also counts for cards that care about your second draw each turn.

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  • Adventure

    An card is a spell and a creature in one. Cast the spell first, and you can cast the creature later from .

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  • Saga

    A is an that does one chapter each turn, then is after its last chapter.

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  • Equipment

    stays on the battlefield when its creature , and you can move it to another creature by paying its equip cost again.

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Best commons and uncommons

The top 3 commons and 2 uncommons of each color, by . Each win rate is a . and win rates from .

White

Blue

Black

Red

Green

Multicolor