For a deck to be considered mythic tier, it requires consistency, ramp, and of course responses to whatever threats it may face. Mythic rank is earned from countless games and hours of deck building to try and get that perfect built to climb the ranks. You may recognize some of these decks from other lists I have done. This is because they perform what they promise. Here are the top ten decks that will let you wreck hard and earn that mythic rank.
10) Selesnya Blink
Elves love blinking power
Use green and white mana to blink permanents and retrigger enter the battlefield effects. Creatures and enchantments return again and again for devastating results.
What is fun about this deck?
- Green and white blinking might
- Contains decent ramp
- Makes use of Yorion
- More aggressive than Azurious
- Plays large green stompers
How to play this deck?
- Deploy your islands and forests
- Ramp up with the goose
- Cast creatures with ETB triggers and other permanents to give Yorion targets
- Play yorion to watch the blinking barrage
- Wait for the right opportunity to swing for game
Cards
2 Charming Prince
4 Wicked Wolf
4 Yorion, Sky Nomad
2 Llanowar Visionary
4 Temple of Plenty
3 Turntimber Symbiosis
4 Skyclave Apparition
3 Emeria's Call
3 Elspeth Conquers Death
5 Plains
8 Forest
4 Glass Casket
4 Trail of Crumbs
4 Branchloft Pathway
2 Banishing Light
4 Gilded Goose
9)Mono-Green Aggro
Green with envy
Time to stomp on standard with the latest incarnation of mono green aggro. Slam those big boys onto the board and use combat to decimate your opponents. If they aren’t big enough you have ways to make them bigger and crush everything in your path.
What makes this deck fun?
- Aggro as hell
- Plays large creatures
- Can stomp hard early game
- Has the ability to survive with bulky blockers
- Fighting as removal
How this deck is played
- Deploy forests
- Cast creatures and start stomping
- Keep stomping while you get more mana
- Use the mana to cast even more creatures
- Do not stop stomping til your opponent is dead
Cards
4 Swarm Shambler
16 Forest
3 Scavenging Ooze
3 Wildborn Preserver
3 Yorvo, Lord of Garenbrig
4 Kazandu Mammoth
4 Castle Garenbrig
4 Lovestruck Beast
3 Gemrazer
2 Turntimber Symbiosis
2 The Great Henge
4 Stonecoil Serpent
3 Primal Might
2 Questing Beast
3 Inscription of Abundance
8)Dimir Rogues
Stealth doesn’t mean we can’t have style
Time to get sneaky with removal and mill. Rogues love evading danger with flying and making themselves unblockable. Use that to synergize and pulverize your opponent and looking edgy while doing it.
What makes this deck fun?
- Blue and black at your disposal
- Removal stocked up
- Mills your opponent
- Rogues can buff themselves
- Draw power and counters
How to play this deck
- Deploy swamps and islands for your colors
- Start off by casting rouges when you can
- Swing early on to get that extra damage in and to trigger the mill
- Play more rouges and watch them get stronger as you swing
- You will either kill them with damage or mill whatever comes first remove threats as needed
Cards
4 Agadeem's Awakening
4 Soaring Thought-Thief
4 Thieves' Guild Enforcer
3 Jwari Disruption
4 Zareth San, the Trickster
4 Drown in the Loch
3 Heartless Act
2 Castle Locthwain
4 Clearwater Pathway
6 Island
4 Merfolk Windrobber
4 Temple of Deceit
6 Swamp
4 Into the Story
4 Zulaport Duelist
7)Esper Doom Foretold
You must construct additional hedrons
Time for the most controlling three color deck in standard. Use noncreature spells to assert dominance and remove threats. You will blink everything you play and either make them concede or win from ridiculous effects.
What makes this deck fun?
- Ridiculous amount of removal
- Multiple board wipes
- Blink your permanents with Yorion
- Great draw power
- Tri color deck
How this deck is played
- Deploy Swamps, Islands, and Plains for your colors
- Start playing low cast spells with ETB triggers
- Yorion is back, you know what that means? Time to blink!
- Using the absurd amount of enchantments you have blink them for profit
- You will either make them forfeit because they can't respond or kill them with damage.
Cards
2 Clearwater Pathway
2 Temple of Deceit
1 Hagra Mauling
3 Island
3 Swamp
3 Fabled Passage
3 Griffin Aerie
6 Plains
2 Skyclave Apparition
3 Omen of the Sun
1 Temple of Enlightenment
1 Bloodchief's Thirst
1 Yorion, Sky Nomad
1 Brightclimb Pathway
3 Elspeth's Nightmare
4 All That Glitters
3 Doom Foretold
3 Dance of the Manse
3 Heartless Act
4 Omen of the Sea
1 Erebos's Intervention
1 Castle Ardenvale
4 Glass Casket
3 Elspeth Conquers Death
3 Golden Egg
2 Extinction Event
4 Temple of Silence
2 Banishing Light
2 Ondu Inversion
3 Raugrin Triome
2 Sea Gate Restoration
3 Palladium Myr
1 Shatter the Sky
6)Golgari Adventures
Must we always have to fight hydras on adventures?
Black and green love to raise a hoard. Using adventure spells you get to pull off some incredible respawns and use the creatures to do what you wish. Remove threats at will and profit off of death.
What makes this deck fun?
- Solid removal
- Green allows you to run big creatures
- Black lets you destroy and drain life
- Can even mutate creatures
- Viven allows you to cast creature spells at instant speed
How this deck is played
- Deploy swamps and forests to get your colors
- Play creatures that benefit off of adventures
- Start to play adventure spells and buff your creatures
- You will draw and make an army from the adventure spells
- Use overwhelming odds that you build to attack and kill, remove threats as needed
Cards
3 Agadeem's Awakening
1 Heartless Act
3 The Great Henge
4 Temple of Malady
4 Swamp
2 Scavenging Ooze
2 Gemrazer
2 Polukranos, Unchained
2 Order of Midnight
4 Murderous Rider
4 Lovestruck Beast
4 Kazandu Mammoth
2 Indatha Triome
4 Foulmire Knight
5 Forest
4 Fabled Passage
4 Edgewall Innkeeper
1 Castle Locthwain
2 Bloodchief's Thirst
2 Vivien, Monsters' Advocate
1 Elder Gargaroth
5)Temur Ramp
Rampin and soarin
Using green, red and blue, we are going to ramp hard for wrecking results. This deck is all about building up power and out pacing your opponent. This is done with ease because of the cards we have right now and landfall is just the extra push we can exploit\
What makes this deck fun?
- Hardcore ramp
- Burn your opponents
- Use the ineffable Ugin
- Landfall helps you ramp and stomp
- Aggressive play style
How this deck is played
- Deploy forests, islands, and mountains for your colors
- Play Lotus Cobra to ramp
- Use land search and the extra mana from the cobra to cast massive spells
- Creatures go stomp
- Use burn damage when you can kill either threats or your opponent
Cards
4 Cragcrown Pathway
4 Fabled Passage
4 Forest
4 Ketria Triome
3 Island
2 Mountain
1 Riverglide Pathway
4 Lotus Cobra
4 Bonecrusher Giant
3 Llanowar Visionary
3 Kazandu Mammoth
2 Glasspool Mimic
4 Terror of the Peaks
4 Beanstalk Giant
4 Cultivate
2 Shatterskull Smashing
4 Genesis Ultimatum
2 Ugin, the Spirit Dragon
1 Elder Gargaroth
1 Spikefield Hazard
4)Rakdos midrange
Attack on titan
Black and red unite for some burn and turn standard action. Remove threats and burn your opponents. Rakdos decks love to put on a show and in your hands you can be the entertainment til rotation.\
What makes this deck fun
- Red burns your opponent
- Black provides removal
- Features hand destruction
- Life drain
- Uses the titan to limit your opponent’s resources
How to play this deck
- Deploy swamps and mountains for your colors
- Since it is midrange you can go aggo or wait to dominate
- Burn your foe fast with your spells
- Remove threats as you need
- Hold out til you burn them down or attack them for the game
Cards
4 Bloodchief's Thirst
4 Bonecrusher Giant
4 Fabled Passage
2 Hagra Mauling
1 Pelakka Predation
4 Kroxa, Titan of Death's Hunger
4 Mire Triton
2 Murderous Rider
2 Ox of Agonas
2 Rankle, Master of Pranks
4 Shatterskull Smashing
2 Liliana, Waker of the Dead
4 Robber of the Rich
4 Mountain
4 Temple of Malice
4 Tymaret Calls the Dead
1 Castle Locthwain
6 Swamp
1 Eliminate
1 Spikefield Hazard
3) Mono Red Aggro
And my axe
I love the smell of burning life totals in the morning! Fiery red aggro loves to swing and ping. Rinse and repeat til you kill them.
What makes this deck fun?
- Fast heated play style
- Cheap spells
- Can burn what stands in your way
- Embercleave is always fun
- The dwarf enhances your damage dealing
How to play this deck
- Deploy mountains
- Cast creatures and swing
- Cast more creatures and keep swinging
- Deal burn damage with spells like Shock and keep swinging
- If somehow they are still alive use instants for extra damage and swing out
Cards
16 Mountain
3 Castle Embereth
4 Anax, Hardened in the Forge
4 Bonecrusher Giant
4 Fervent Champion
4 Robber of the Rich
2 Torbran, Thane of Red Fell
4 Rimrock Knight
4 Embercleave
2 Shock
4 Shatterskull Smashing
3 Phoenix of Ash
4 Akoum Hellhound
2 Kargan Intimidator
2) Gruul Adventures
Sit for a spell
Gruul decks always smash, the question is what will help them do it? The answer right now is adventures. This deck is similar in concept to the Golgari deck but because it is Gruul we can do it even faster.
What makes this deck fun?
- Aggro play style
- Burn to remove threats
- Adventures are removal or extra burn damage
- Viven is with us for support with flash for our creatures
- Red and Green dual color deck
How this deck is played
- Deploy forests and mountains for your colors
- Cast creatures that will profit off going on adventures
- Go on adventures as much as you can
- Using them for extra damage during combat is highly recommended
- Use what you need to deal damage and kill your opponent
Cards
4 Bonecrusher Giant
4 Brushfire Elemental
4 Edgewall Innkeeper
4 Kazandu Mammoth
2 The Great Henge
4 Lovestruck Beast
2 Evolving Wilds
4 Fabled Passage
1 Vivien, Monsters' Advocate
3 Mountain
2 Scavenging Ooze
3 Embercleave
4 Scorching Dragonfire
4 Shatterskull Smashing
4 Cragcrown Pathway
9 Forest
1 Primal Might
1 Questing Beast
1) Dimir Control
From the sky, the earth, and the sea!
What would a standard environment be without a control deck to challenge every other deck on this list. Earning the top slot is a blue and black manipulative deck. Remove and counter what you want, if you don’t like what someone is doing you can stop it.
What makes this deck fun?
- Has a response for everything
- Incredible draw power
- Tons of removal
- Counter spells for days
- Can halt aggro and prevent damage
How this deck is played
- Deploy lands and pass the turn
- You have instant speed, use that to your advantage
- To win you can simply respond to everything til they leave the game
- If you want to fight, you can by creating opportunities with combat tricks
- Set your opponent up to fail and counter any advantage, swing out for game if they stick around after the fourth counter in a row.
Cards
2 Agadeem's Awakening
2 Cling to Dust
2 Castle Vantress
3 Heartless Act
4 Thieves' Guild Enforcer
2 Zareth San, the Trickster
4 Clearwater Pathway
2 Brazen Borrower
4 Soaring Thought-Thief
4 Temple of Deceit
6 Island
4 Drown in the Loch
3 Zagoth Triome
1 Eliminate
3 Fabled Passage
3 Into the Story
2 Swamp
2 Gadwick, the Wizened
3 Bloodchief's Thirst
2 Essence Scatter
1 Mystical Dispute
1 Lullmage's Domination
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