Categories: Fun

Adventures in Chaos: Episode 17 of Fun & Jank on MTG Arena Zone


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Welcome back to Fun & Jank, and oh boy, do I have a bargain for you! Two Party decks for the cost of one!

When the Party mechanic first emerged in Zendikar Rising, it introduced a clever idea: rewarding decks for forming a “full party” consisting of Clerics, Rogues, Warriors, and Wizards. Although the flavor was exceptional, its implementation left much to be desired. It was primarily crafted with a Standard or Limited power level in focus (obviously!). The mechanic faced issues with consistency, since locating and sustaining all four creature types in play was difficult, particularly in formats laden with heavy removal. The reward cards frequently felt unsatisfactory, and the mechanic lacked the versatility and brute strength needed to stand against faster, more efficient strategies in eternal formats. Party was an enjoyable concept, yet it soon became a case of “fantastic in theory, not so much in practice.”

Until your trusty friend Plum decided to work his enchantment.

As I began experimenting with the party mechanic, I swiftly recognized that most cards explicitly referencing it are a pitfall. Many of them feel lackluster unless you consistently have a full Party—and even then, the rewards often don’t validate the setup. Unlocking this archetype wasn’t about forcing the mechanic to function; it was about eliminating most of those dependency-driven cards completely.

What clicked for me was concentrating on strong creatures that happen to be Warriors, Rogues, Wizards, or Clerics. Rather than designing the deck around the mechanic, I constructed robust, synergistic decks that could thrive independently. Once I established a solid foundation, I integrated the best cards that take advantage of the Party mechanic without relying on it too heavily. This change in viewpoint made all the difference—now the deck’s base is potent, and the party mechanic serves as a bonus rather than a crutch.

The lists for this week actually originated from my quirky, yet fervent desire to utilize Journey to Oblivion as copies 5-8 of Leyline Binding within a Beanstalk shell. I also realized that Spoils of Adventure was quite appealing with Beans too. Hence, I immediately immersed myself in the Party mechanic as soon as we began brewing. We have two lists to discuss here. The first being precisely what I just mentioned—a Domain Party Beans, which is essentially just 5c good stuff, along with a fantastic Mardu shell that emerged from it.

Brewing Strategy

You can view the stream where we crafted this deck here, but I actually approached this brew without a specific plan. I simply opened Arena and started experimenting.

I streamed and examined every creature with a mana value of 3 or less (I also thought I might fit in Collected Company) that was a Warrior, Cleric, Wizard, or Rogue. Then, I compiled all the ones that I deemed potentially playable into a list, subsequently analyzing each one individually to find the ones we liked the best.

So, with the Beans/Leyline core we previously mentioned and our selected suite of creatures, we concluded with this initial draft on stream.

Domain Party Beans v6.0

by _Plum_

22 mythic

31 rare

20 uncommon

7 common




80 Cards
$581.9

1 Cards
$0.69

(Brewer’s Tip: If you find yourself with too many cards to play, simply add Yorion to play them all!)

As mentioned earlier, we realized the decks must perform well independently, with or without a full Party. If we attempt to include inferior cards to enhance lesser cards, we’ll lag in both power and pace. Relying on a complete Party can render your deck unwieldy and inconsistent. It compels you to include subpar cards merely to fulfill a specific role, often leaving you with unplayable hands due to drawing the wrong combination of party members. By the time you gather your ideal team, your opponent has already overwhelmed you with superior cards that disregard thematic synergy.

That’s the pitfall. You don’t want a deck that depends on a full Party to operate—you need a deck that’s robust on its own. The party mechanic should be a bonus, not the cornerstone.

This philosophybehind our roster. Instead of compelling underwhelming cards into the roster merely to tick the “Cleric” or “Rogue” box, we’re utilizing robust, independently capable creatures that coincidentally align with the Party archetype. Cards such as Brazen Borrower and Deputy of Detention are included not due to their being Wizards or Clerics—but because they’re formidable cards that deliver impactful results on their own. If they also assist in lowering the cost of Spoils of Adventure or enhancing Archpriest of Iona, that’s just a bonus! We’re not idly waiting to form the Avengers. We’re exerting pressure, creating value, and eliminating threats. If a complete Party happens to come together along the way, splendid! But if it doesn’t, this deck continues to perform admirably, securing victories without relying excessively on a gimmick. Once I recognized that we needed to stop attempting to constrain the Party mechanic and start concentrating on simply playing effective cards, I realized its immense potential.

Gameplay

Let’s begin with the adhesive that binds the deck. Up the Beanstalk is an absolute juggernaut in a deck like this. With an abundance of high-impact cards such as Leyline Binding, Journey to Oblivion, and even Spoils of Adventure, it transforms nearly every play into a two-for-one exchange. Casting a five-mana spell and instantly replacing it is significant, especially when you’re employing a grindy midrange deck that aims to maximize each card’s value.

Once the Beanstalk graces the battlefield, the game shifts dramatically in your favor. Your opponent might try to outpace you, but you’re drawing cards and maintaining the lead while they deplete their resources. And since the deck is packed with removal options and efficient threats, finding your way back into matches feels almost guaranteed.

The creatures in this deck don’t require a Party to shine. Cards like Darkstar Banisher and Deputy of Detention operate as both interaction and threats, while Archpriest of Iona and Dark Confidant (yes, I know how much it’ll cost us) sustain the pressure and fill your hand. Even without a complete Party, each creature stands its ground, whether it’s attacking, defending, or producing value.

And let’s not overlook the additional synergy when you do create a complete party. Cards like Spoils of Adventure and Archpriest of Iona suddenly become extraordinarily efficient. One of the most remarkable attributes of this deck is its fortitude. Even if you lag behind early, the combination of Up the Beanstalk, proficient removal, and robust creatures makes it effortless to claw your way back into the contest.

I encourage you to check out this match against Mono-R Resonance to grasp what I’m conveying.
(1:06 vs Greasefang, 1:50 vs Life Gain, and 3:03 vs Goblins are entertaining matches too!)

Numerous games on stream showcased situations where we had our backs against the wall, yet we managed to secure a win. With 8 pieces of such effective and flexible removal supported by Beanstalk, we can outvalue almost any other deck.

Other Shells

When I initially began assembling this deck, I envisioned grandeur. I aimed to heavily engage the Domain mechanic, with Brawler and Wild Nacatl filling the warrior positions in our Party. Tribal Flames appeared to be outstanding removal/reach alongside Journey and Leyline Binding. Domain sounded promising on paper, but in practice, it didn’t meet expectations. The package rendered the deck somewhat cumbersome, and the creatures I selected were more suited for an aggro build, not midrange. We scaled back to a Domain mana base solely for Leyline Binding, but pivoted our creatures to those that could yield better value. Sometimes less is indeed more, you know?

This deck performed remarkably well on stream, concluding the evening with a 71% win rate:

A few of us in chat were brainstorming alternative ideas for the mechanic towards the conclusion when someone suggested Outlaws’ Merriment. While the Beans list shines with its grindy value and card-drawing engine, at times, you simply want to ignite the party a bit more swiftly. I wanted to explore a different archetype, aiming for a leaner and more aggressive approach to the mechanic that trades the slow grind for fierce attacks and relentless pressure.

Party Hard, Party Faster

Merriment serves as a one-man party generator. It creates 3 out of the 4 necessary creature types independently while delivering constant pressure. We were also contemplating how we could enable Ajani to transform more reliably, and the fact that it and its tokens were red made it feel like a fitting addition. So, off-stream, I began crafting a smaller, more aggressive Party list. Eliminating Binding and maintaining a lower curve allowed our mana base to become more reliable too.

Now I recognize I mentioned that most Party cards should be disregarded. However, we discovered a method to incorporate a few more into a Mardu Shell and have them work effectively. Blood-Priest has been phenomenal; even just draining the opponent for 2 on curve has proven dependable, but when combined with our new Rogue, Nurturing Pixie, it can act as a Lightning Helix on a stick in the mid to late game.

Without Beans anymore, I had the freedom to experiment with more intriguing options for card advantage, such as Dark Confidant and Party Thrasher (very on-brand). Thrasher’s ability to allow us to cast Journey or Deadly Alliance for less mana without needing a full Party has shown to be an immensely valuable synergy as well. Add in the core creatures from the original list and voila! We have a brew!

Mardu Party v1.2

by _Plum_

8 mythic

32 rare

12 uncommon

8 common




I appreciate how tidy our primary board appears. This version is significantly swifter than the 5c variant, yet it can still grind effectively. The early phase centers around deploying threats such as Bloodsoaked Champion and Ajani, Nacatl Pariah to start dealing damage. Acquisitions Expert introduces disruption to your opponent’s hand, complicating their stabilization efforts, while Malakir Blood-Priest can alter life totals in your favor when the Party is unified.

In the mid-game, you shift to utilizing Party Thrasher and Outlaws’ Merriment to maintain high pressure. At this stage, you’re aiming to inundate your opponent with value. If the duel prolongs, Journey to Oblivion, Deadly Alliance, and Mutavault provide you with endurance. Your recurrent threats create difficulty for control decks to stabilize, and your removal suite guarantees that midrange and aggro competitors wrestle to uphold board presence.

As previously, we’re not compelling the Party mechanic here either. They are merely solid creatures that become enhanced if you manage to establish a complete Party.

Advantages and Drawbacks

Advantages:

  • Durability: With recurrent threats like Bloodsoaked Champion and robust grind tools such as Outlaws’ Merriment, this deck can endure board wipes and removal-centric matchups.
  • Tempo and Aggressiveness: The mana curve is minimal, the threats are effective, and the removal is economical. You can quickly put opponents on the defensive and maintain that pressure.
  • Flexibility: This deck can switch between aggression and grinding based on the matchup, making it challenging for opponents to foresee your strategy.

Drawbacks:

I’m really enjoying the Mardu archetype and the win-rate has been decent thus far. I believe with some adjustments it could become a quite viable off-meta option for the ladder.

Final Thoughts

Indeed, I believe Party could genuinely thrive within the format. I honestly didn’t anticipate the decks to perform exceptionally. However, I’m more than pleasantly surprised. These two decks approach the Party mechanic in completely different ways. One is a deliberate midrange engine, drawing cards and accumulating value gradually. The other? A direct combatant, aiming to overwhelm adversaries with swift aggression and efficient threats. Collectively, they demonstrate that the Party mechanic can be both flexible and unexpectedly effective when constructed properly. Both of these Party decks—whether it’s the value-driven engine of the Domain list or the aggressive, synergy-focused Mardu strategy—testify to the merits of revisiting previous concepts. The Party mechanic was often regarded as underwhelming upon its initial release, and for valid reasons. Yet, time, an influx of new cards, and a fresh outlook have revealed that even the most overlooked mechanics can shine within the right framework.

Magic: The Gathering is a perpetually advancing game. Cards that appeared subpar when initially printed can suddenly find their place as new components align. Revisiting older decks and archetypes is akin to rummaging through your attic—you might uncover something that once seemed inconspicuous but now holds the potential to be extraordinary. Therefore, when you find yourself in a brewing slump or in low spirits, consider revisiting an outdated deck or archetype. Dust off that overlooked collection you abandoned years back and explore what the latest sets have in store. Sometimes, it merely requires one or two new cards to revive a forgotten idea into a competitive and enjoyable deck!

Thank you for reading.

As always, don’t hesitate to comment and pose any questions you may have below! Be sure to return next week for even more Fun & Jank!

If you’re interested in witnessing these decks in action, join me on stream where we test, refine, and have a great deal of fun together!

Happy Brewing!


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and if you wish to remove this article from our site, please reach out to us

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