Total War is back for a second run through the Arena, but it is completely different this time around. With high-quality authority-gain cards in the format, this week is not simply about All Out Aggro. Though, make no mistake, unanswered aggro strategies can win before turn 15. So how do you respond? How do you know which way you should go? Follow me, fellow star traveler, as we embark on a journey through the most dangerous of times – the Total War.

Format Rules and Statistics

The Total War scenario rule ensures that you will always have something to spend with your loose change.

Once per turn a player may pay 1 trade to gain 3 combat.

We’re playing with the Core Set starter and Promo Pack 1. A 92-card trade deck that features many routes to victory. As this format features a starter with only one expansion added, the rares are more likely to appear than you would expect in most Arena weeks. (A larger trade deck increases the chances of not seeing cards of a particular rarity.)

Route One: Aggro.

As I mentioned in June 2018, the scenario rule can cause games to end two to three turns faster than normal. Instead of games ending on turn 20 (plus or minus a turn), games are generally ending on turn 18 (again, plus or minus a turn). This week you get some of the best aggro cards ever printed: Merc Cruiser, Battle Screecher, Blob Fighter, Ram, Blob Destroyer… the green team delivers a ton of damage, same as it ever has. Even if you can’t get all of these cards, just a few of them can get you going nicely.