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But if you take starter deck and go to Standard, then you will be faced against edited decks- usually much stronger decks.
Legendary creatures can also die to removal, effects (like deathtouch) or in combat.
In mono-color challanges the challange is to play the mono deck. There are no restrictions to your real opponent. We don't know how exactly matchmaking here works.
You can protect your creatures with other spells (the type depending on your colors). Green and white have good spells to prevent a spell or damage from killing your creatures. Blue can counter spells before they resolve. Black can bring them back. Red (by itself) is pretty all-in, so you kinda just have to throw stuff at your opponent until they drop.
The game is very resource management heavy. Once you lose your win condition, it can be hard to restabilize. Keep at it and experiment more with the color pie and see what works best for you.
Just have a look through the following link. Players can only use a precon deck and cannot modify the precon decks in the Starter Deck Duel event queue, but some precons are better than others. It's also possible that there are veteran players in that queue. They cannot modify the decks but they will have more experience and skill than new players. When you lose, think about how they beat you, what precon deck they used, and see if you can learn something from how they played.
https://draftsim.com/mtg-arena-starter-deck-duel/
sometimes i play it to get back into the groove and mindset of things, like fps pros play casual cue or training, to get warmed up (not that i am an pro, i am mythic scrub).
there are many reasons. and as a tip even for medium to semi experienced players. play starter deck duel to get used to find and recognize play patterns and possbilities. you know whats in the enemy deck try to plan ahead and try to see what the enemy could do ahaed of times, helps in ranked too. like, i see way to few ppl that know that fight with a deathtouch creature will kill everything, that petrify will starve them of manadorks, ppl going hogwild with +1 counters to then get blown out by a "kill power 4 creature" spell or kill a power 4 creature at turn 3 to then see the green enchantment (from the ug deck) go down and not having the spell to kill the enchantment and so on and so on.