DCI scorecard, details on each match in the updates.
My mardu midrange deck, attempting to hit all angles. At it's heart it's a midrange, but can SB into more aggro, control, or combo if needed.
SIDEBOARD:
Abzan Whip: Control: Out- 4x Draconic Roar, 2x phoenix In- 2x Utter end. 4x Anger of the gods
hold your anger for the queens and utter end & command for the whips
Jeskai Token: Control: Out- 4x phoenix, 4x crackling doom In- 4x Anger of the gods, 2x glare 2x utter end
single target removal here sucks game one will be a race so try to value life-gainy things, after sideboard just utter end/erase the ascendancy and anger the token mobs, use spot removal on their seekers/rabbles/swiftspears if they have them
Jeskai tempo/burn: Control: Out- 4x phoenix In- 4x Anger of the gods.
you really don't need to side anything here all my matches have been favorable once you hold them back enough to get some beefy fliers out. 2:1's and lifegain stuff will bring you the win.
Temur Aggro: Control: Out- 4x phoenix In- 4x Anger of the gods.
Another favorable match, if you're being swarmed then go high.
R Deck wins: Control: Out- 2x seige, 2x kolaghan 2x sarkhan, In- 4x Anger of the gods, 2 FTI
Stay alive, make good use of your life-gainy things. Once you make it to turn 6-7 they are completely out of juice and they know they should pretty much scoop.
UW heroic: Beat down: Out- 4x Draconic Roar, In- 2x Crux 2x FTI
Game 1 is a breeze, Tough if they side in a bunch of counter/draw, spot removal is not very effective here aside from T2, unless they're tapped. Hold your dooms/edicts till you absolutely need it 5/5 or if enchanted with a ordeal. If you can buyback a doom with SGM it's GG. Their removal is almost non existant as is their ability to deal with flyers
G Devotion: Control: Out- 4x Soulfire 2x command. In- 4x Anger 2x Crux of fate
melt their mana dudes, den protectors and raptors ASAP, they rely on these as essential pieces of their combo. The sky is clear as long as they don't have hornet queen, if that's the case, then phoenix can eventually bust through.
UB Control: Beat down: Out- 4x Draconic Roar, 3x SGM In- 1x siege, 2x mastery, 2x utter end, 2x FTI
Try for EOT charms and draw step command to snag planeswalkers or card draw. Don't over extend, I try to never go over three threats and if 3, have dragon and non-dragon on the field. Keep up the haste/dash things. Do your instant speed removal in response to them doing EOT effects on you. Mastery of the unseen is what you are relying on as a wincon.
WR aggro: Control: Out- 4x phoenix, In- 4x Anger
Grandmaster can eat a removal or block goblins if they rabble/outburst and might gain you some life in the process with a 4 damage charm, 2 damage command, 3-6 damage roar or 2 damage doom. Try to control them and use your extra life gainy things to your advantage to make their plentiful burn non-effective. You have a more solid late game, all you need to do is take it there.