









Overview:
This Boros (R/W) deck helmed by Arabella, Abandoned Doll focuses on swarming the battlefield with creatures of power 2 or less to maximize Arabella's triggered ability. The strategy revolves around token generation, combat evasion, and damage amplification to pressure opponents through Arabella's life-draining attacks and occasional explosive combat finishes. Key themes include token multiplication, recursion of low-power creatures, and leveraging equipment like Grafted Exoskeleton or Dictate of the Twin Gods to convert Arabella's triggers into lethal threats. Arabella acts as both a scaling damage engine and a key enabler for the deck's "go-wide" strategy, though the deck can function temporarily without her through token overrun tactics.
Primer:
Core Strategy Execution:
- Early Setup (Turns 1-3):
- Deploy mana rocks (Sol Ring, Mana Vault, Boros Signet) and low-CMV creatures (Soul Warden, Charismatic Conqueror).
- Establish card advantage engines like Mentor of the Meek or Welcoming Vampire.
- Protect Arabella with Lightning Greaves or Dolmen Gate.
Token Flood (Turns 4-6):
- Cast mass token generators: Release the Dogs, Goblin Rally, Rabble Rousing, or Secure the Wastes.
- Activate Krenko, Mob Boss with existing Goblin tokens for exponential growth.
- Use Skullclamp to convert tokens into card advantage.
Amplify Damage:
- Equip Arabella with Grafted Exoskeleton to convert her triggers into poison wins.
- Deploy Dictate of the Twin Gods or Gratuitous Violence to double damage output.
- Enable unblockable attacks via Key to the City or Rogue's Passage.
Recovery/Endgame:
- Recur key creatures with Sevinne's Reclamation, Patch Up, or Dewdrop Cure.
- Overload Vandalblast to clear opposing artifacts before alpha strikes.
- Use Martial Coup as both board wipe protection and token generation.
Mulligan Priorities:
- Keep hands with 2-3 lands and at least one token generator or mana rock.
- Prioritize Arabella protection (Greaves) or early card draw (Mentor of the Meek).
- Avoid hands without early plays (T1-T3) or excessive high-CMC cards.
Key Tips:
- Use Meekstone to lock down opponents' large creatures while your 2-power army remains untapped.
- Delney, Streetwise Lookout doubles triggers from Welcoming Vampire/Mentor of the Meek.
- Blasphemous Act becomes nearly free with a wide board - pair with Flawless Maneuver for one-sided wipe.
- Subira, Tulzidi Caravanner enables both card draw and unblockable attacks for Arabella triggers.
Weaknesses:
Critical
- Board Wipe Vulnerability: Relies heavily on maintaining creature density for Arabella triggers and combat presence. Lacks mass recursion outside Dusk // Dawn.
- Commander Dependency: Arabella's damage scaling is critical for closing games - repeated removal can stall the strategy.
Moderate
- Artifact Reliance: Key pieces (Skullclamp, Grafted Exoskeleton, Meekstone) are vulnerable to artifact hate.
- Limited Stack Interaction: Only Mana Tithe and Untimely Malfunction for spell disruption.
Minor
- Mana Constraints: Several 4+ CMC payoffs (Dictate, Gratuitous Violence) with limited ramp beyond rocks.
- Anti-Tech Cards: Torpor Orb nullifies ETB token generators; Elesh Norn, Grand Cenobite cripples the board.
Most Important Cards:
- Arabella, Abandoned Doll (Primary damage engine)
- Grafted Exoskeleton (Converts triggers to instant kill)
- Rabble Rousing (Token generation + hidden card advantage)
- Skullclamp (Card draw from 1/1 tokens)
- Dictate of the Twin Gods (Damage multiplier)
- Krenko, Mob Boss (Exponential token production)
- Delney, Streetwise Lookout (Trigger doubler for draw engines)
- Martial Coup (Board reset + token generation)
- Flawless Maneuver (One-sided indestructible)
- Dolmen Gate (Protects attacking swarm)
Attribute Ratings:
Speed: 5/10
Can threaten wins via poison (T5-6 with Grafted Exoskeleton) or overwhelming tokens (T7-8), but lacks turbo starts.
Resilience: 4/10
Limited protection beyond Greaves/Dolmen Gate. Recursion exists but struggles against repeated wipes.
Consistency: 6/10
Multiple token generators and some card draw, but tutors are sparse beyond Recruiter of the Guard.
Interaction: 3/10
Minimal stack interaction outside combat tricks. Relies on sorcery-speed removal for artifacts/creatures.
Rating Justification:
This deck operates as a focused casual build with clear combat/commander-centric win conditions but lacks the speed and redundancy of optimized lists. Its T7-8 win potential and vulnerability to common disruption align with upgraded precon-level performance.
Power level: 4.0 - 4.5
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