A Solo Magic: The Gathering Format
Arcane Trials is a solo Magic: The Gathering format designed to challenge your skills in a competitive environment that blends elements of limited play with the structure and deckbuilding constraints of singleton formats - think of a solo version of Brawl or Canadian Highlander. Play through a league of matches against automated opponent decks, earning rewards and refining your strategy as you progress.
Important: Arcane Trials is a flexible framework for solo play. The deck archetypes, automation rules, and game structures presented here are just examples to get you started. Feel free to customize everything to match your collection, preferences, and desired challenge level.
The opponent decks should represent different play styles and strategies to create diverse challenges. The examples provided are suggestions — feel free to build decks that match your collection and preferences.
Customization Note: These are just examples of decks. Create whatever lists you like!
Strategy: Fast creatures, burn spells, combat tricks.
Strategy: Counterspells, removal, card draw, few win conditions
Strategy: Ramp, card advantage, recursion, efficient creatures
Strategy: Pieces that work together, incremental advantage, explosive turns
Strategy: Swarm with efficient goblins, overwhelm with combined tribal boosts.
Strategy: Generate a mass of Elf tokens, buff them, overrun the opponent.
Strategy: Fill the graveyard with instants and sorceries, generate value from casting spells.
Strategy: Fill the graveyard with creatures, reanimate them for value.
Customization Note: These automation rules are examples to help you get started. Modify them to match your playstyle and the specific decks you build. The goal is to create challenging yet deterministic opponents that follow logical patterns.
Decision Priorities:
Decision Priorities:
Decision Priorities:
Decision Priorities:
Decision Priorities:
Decision Priorities:
Decision Priorities:
Decision Priorities:
Feel free to create your own decks and automation rules beyond these examples. Many other strategies can work well with automated decision making, such as Aristocrats-style sacrifice decks, Enchantment strategies, or Equipment based decks.
The ideal cube for Arcane Trials includes:
Don't have 360 cards? Start with a smaller cube (180-240 cards) and adjust the pack quantities accordingly. The format scales well.
Q: Can I use any commander for my deck?
A: Your commander should come from your sealed pool whenever possible, but remember that the goal is to have fun. Don't be afraid to bend the rules if necessary.
Q: How strictly should I follow the automation rules?
A: They're guidelines to create challenging gameplay. Adjust as needed for better balance and to make decisions that feel right for each deck's strategy.
Q: Can I create my own automation rules for the opponent decks?
A: Definitely! The automation rules provided are examples. Create your own to match the decks you build and the challenge level you want.
Q: Can I modify opponent decks?
A: Absolutely! Customize them to match your collection and provide the challenge level you desire. The examples are just starting points.
Q: How do I handle complex card interactions when automating opponent decisions?
A: For complex interactions, create simple priority-based rules. When in doubt, make the decision that most advances that deck's strategy or the one that would be most challenging for you as the player.
Q: Should I strive to include legendary creatures of each color identity in my booster packs?
A: Including legendary creatures is a great way to ensure you'll always have options for your commander, but it's not strictly necessary. Use your best judgment!