This speedy Aggro/Combo deck took me from Bronze to Mythic this month (I had not played Arena in nearly a year). The idea behind this deck is to try and win by around turn 4 or 5 (though it is possible to win on turn 3; I just did earlier today) by striking the opponent and all at once. I cannot tell you how many games I have won simply because the opponent thought they were safe leaving my two creatures unblocked and surprising them by slamming for lethal.
In the early game, you have Monastery Swiftspear, an old reliable, and Delver, the value train. Swiftspear can get early chipshot damage going, while Delver can become a noteworthy threat on turn two. Most of the time, you want to get your Skickshot plotted as early as possible while you let a lethal stockpile of instants and sorceries build up in your hand. Then, when your opponent leaves you the opening, make the kill shot. A well-timed Slickshot with a few instants frequently wins games on turn four.
Instants:
- Fading hope helps you stall by making your opponent pick up their threats or helps protect your creatures by getting them back into your hand. The scrying is also helpful.
- Shore Up gives hex proof and can be a sneaky way to get a blocker back, all while giving any target a small boost and cranking up your prowess creatures.
- Three Steps Ahead provides a timely counterspell or can be used for vital card draws.
- Twinferno is used for granting double strike. I have not used the other function on that card.
Other Creatures
- Electrostatic Infantry is a two of to add more creatures and keep something around that stays bigger (assuming it is unmolested by removal).
- Khenra is particularly helpful for games that go longer as you can transform it and give it double prowess and Ward 2, which really slows some removal-oriented decks down.
Earlier today, I won on turn three by the following sequence:
Turn 1: Island, Delver
Turn 2: Mountain, Flip Delver, Plot Slickshot, hit for 3 (opponent at 17)
Turn 3: Mountain, Cast Slickshot for zero. Swing with both. Unblocked, opponent tapped out. Drop Monstrous Rage and Twinferno on Slickshot, making it 8 power with double strike. Hit for 19 and win.
The lands are a bit arbitrary; many are picked because of the availability of cards in my collection rather than necessarily being the best choice. Restless Spire is a beast, however, that has won me several games on its own. Sometimes, when your opponent kills every creature you drew, having a 2/1 first strike land that scries for you is exactly what you need to sneak out the win anyway.
The deck is potent against most decks, but "Oops, All Removal!" style decks are going to give you fits. Going 2nd against Mono-Red with their nearly always perfect hands is rough, too, but I have stolen my fair share of games from Mono-Red, even on the Draw. As long as the control decks don't get a chance to push this into the late game, you can usually eat their lunch.
The main thing about this deck is those surprise, stolen wins are so much fun.