Detailed guide and strategy for Part 64 in Magic: The Gathering Arena, covering deck types, enemy tactics, and tips for victory.
This section details strategies for Part 64, focusing on deck archetypes and enemy behaviors within Magic: The Gathering Arena.
Walkthrough:
The average life gain deck is generally sufficient for this encounter. However, integrating this concept into a speedier beatdown deck can be more effective, as many of the opponent's creatures have low toughness (1-2). Be aware that the sacrifice loop can empower Bloodthrone Vampire, potentially making single-target spells on other creatures a waste. Tomb Hex typically functions as a -4/-4 effect on the opponent's turn, while Dead Reckoning and other similar effects deal half that amount.
- The player starts with a free Blazing Torch artifact, which grants unblockable status against vampires and zombies. This artifact can be sacrificed to deal 2 damage, though its impact is lessened by effects like Dead Reckoning and Disentomb. To be sacrificed, it must be equipped.
- The 1/1 Bloodthrone Vampire is a significant threat, as it can sacrifice its allies to overcome blockers. This tactic thins the opponent's field, leaving it vulnerable to bounce effects or spells like Tribute to Hunger or Reprisal.
- The opponent's graveyard can be a major nuisance. Consider employing similar tactics, such as Bloodghast spam, or focusing on eradicating their key creatures. Anger of the Gods can clear the opponent's board and exile creatures like Bloodghasts that cannot be powered up through sacrifices. Suffer the Past can exile cards from the opponent's graveyard, serving a dual purpose as a healing tactic.
ZENDIKAR: TRAP-FILLED LAIR
Difficulty: 1 of 5
Deck Type: R/U trap-themed deck. Traps are special instants with reduced casting costs if certain conditions are met: Lavaball Trap (two or more lands played), Lethargy Trap (three or more creatures attacking), Runeflare Trap (3+ cards drawn), Stone Idol Trap (costs 1 less for each attacker), and another trap (two+ creatures played this turn).
Planeswalker Changes: The Planeswalker difficulty swaps a Mountain for an Inferno Trap, which can deal 4 damage on a 1-mana trigger if two or more creatures damaged its owner that turn. A second Whiplash Trap is also added, making it more useful.
Strategy: Milling the opponent is the easiest approach. Outlasting them with minimal effort is also viable, especially with life gain. Avoiding the traps' cost-lowering conditions makes the deck manageable. Milling this opponent is the easiest way to earn the "Ingenuity" achievement.
- The 6/12 colorless Construct from Stone Idol Trap lacks Reach, making it ineffective against an all-flyer attack, but it does have trample. As an Artifact, it is vulnerable to removal like Naturalize and Demolish.
ALARA: EXPLORE BANT
Difficulty: 3 of 5
Deck Type: G/W/B Exalted deck. Exalted grants +1/+1 to a creature attacking alone for each of its Exalted allies. Jhessian Infiltrator, being unblockable, often benefits greatly from Exalted boosts. If Rafiq of the Many is present, the attacker gains double strike. Instants and enchantments are used for creature removal, often by exiling.
Planeswalker Changes: The Planeswalker difficulty replaces Resounding Silence with more copies of Bant Charm, which can return cards to the deck, destroy artifacts, or counter spells. This removes any draw power but makes the deck more resilient.
- Exalted creatures only gain their bonus when attacking alone. If the attacker is removed before the boost, the attack is nullified. Cost-effective instants like Ulcerate or Auger Spree are recommended. Destroying non-attacking creatures with Exalted will not reduce their existing boost.
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