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Enchantment (1)

Instant (1)

Sorcery (1)


Favourite Mardu build.

Lastest Change:
* In: Read the Bones
* Out: Painful Truths

- Reasoning: Since the number of GDD increased I might as well increase the targets it can hit, since hitting truths is worthless. Also, we're seeing 4 cards if you bottom the 2, which means we're more likely to have the answer we need.

  • In: Goblin Dark-Dweller
  • Out: Monastery Mentor

  • Reasoning: More value. Reusing instants/sorceries outweighs getting a token. Besides, 3x Young Pyro do the trick already. If this goes south, I'll revert the changes.

Introduction

Welcome!

This is a Mardu Midrange Build.
It's purpose is to grind out the opponent with the best suite of removal in the format, use powerful creature with abilities to outvalue the opponent and planeswalkers to further this plan.

Build


Lands


This is a fairly straightforward land base. The tipping point here is the use of Shambling Vent and Vault of the Archangel.
Since this deck uses life as a resource to further its gameplan, some lands are used to provide this resource when activated.

8x Fetchlands: I would use Marsh Flats if I owned any but I do not and I will not do that investment for now since this base is working so far.

7x Shocklands: Provide the colors I very much need and when I need them. Almost any are fetchable since they have the basic subtype needed to be fetched.

4x Basics: Needed when going against burn to balance the lifeloss or fetched from enemy Path to Exile. Also fetched when playing against Blood Moon.

5x Utility Lands:

* 3x Shambling Vent: These lands are nuts. As far as I'm concerned they are the Celestial Colonnade of Mardu. I do not use 4 because they make for awkward openers when alongside a hand disruption spell.

* 1x Urborg: Not really sure why I use it, I guess to be able to tap a Mountain for black and stuff like that.

* 1x Vault of the Archangel: To fight harder the lifeloss and these new pesky Eldrazi decks.


Creatures



Not a whole lot of them, but they sure do their jobs efectively. I like using the 60 cards as effectively as I can. I dislike using a spell and it sitting in the grave, since the grave is a resource as well, I try to use it with some number of creatures.

2x Abbot of Keral Keep: This little guy is the goodstuff. Some call him red snapcaster. I wouldn't go as far. He's insanely good as a 2-of because I am likely to get him later in the game and whatever the hit I can probably use it.

1x Goblin Dark-Dwellers: With all these spells being thrown having a snapcaster would really be useful. This is next best thing. It allows RED to rekindle it's flame. Thinking of upping the count on this bad boy.

1x Gurmag Angler: Reuse the grave and provide a great body. Those used fetches and bolts sure could be used for something else, this solves that issue.

4x Monastery Mentor + Young Pyromancer: Get more bang out of your buck. I know these would be used in a more cantrip heavy deck but they do the job. They give immense value for the removal we have and draw removal.


Sorceries and Instants



These are fairly standard. They are bound to be changes, but some will never come out:

8x Lightning Bolt/Helix: The best red spells. Life gain, removal, reach, you name it. Helix is an awesome target for the Goblin.

5x Dismember/Path to Exile/Terminate: For when you want to get rid of that threat. Whatever it is.

5x Thoughtseize/IoK: These cards are used to know what we're up against, and how to use our removal. Get rid of anything the rest of the deck can't handle.

2x Painful Truths: An allstar in a grindy deck. Draw 3 for 3. Draw 2 for 2 and don't lose as much life. Very versatile draw spell. I don't use Bob because I have this. And this feeds Pyro and Mentor (not very important though).

3x Lingering Souls: I do not know why I don't use 4 of these. But 3 seems to do the trick and I don't mind it at all. ALWAYS happy to see this card being drawn.

Planeswalkers and Enchantments



3x Bitterblossom: Control matchup killer. Chump block machine. It could be called a nuisance from the enemies, but it wins games and provides so much value so it's outright a win condition.

2x Ajani Vengeant: More grind and lifegain. Ult is pretty doable with the right protection. Getting Ajani off of Abbot feels gooooooood.

1x Sorin, Solemn Visitor: With all those small guys out there, why not make them useful by pumping them and giving tip the lifegain pot this way?


SIDEBOARD IN CONSTRUCTION.


DESCRIPTION TO BE IMPROVED AND CONTINUED.


Base/Default build:


When fear and anger prey upon peace.

Modern Tomazinhal

SCORE: 27 | 71 COMMENTS | 5801 VIEWS | IN 8 FOLDERS


Build 2:

deck-large:mardu-tokens-build-2Description in the near future!

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Date added 8 years
Last updated 8 years
Legality

This deck is not Modern legal.

Rarity (main - side)

8 - 1 Mythic Rares

20 - 7 Rares

24 - 5 Uncommons

2 - 2 Commons

Cards 59
Avg. CMC 2.66
Tokens Emblem Chandra, Torch of Defiance, Emblem Gideon, Ally of Zendikar, Knight Ally 2/2 W, Soldier 1/1 W, Spirit 1/1 W, Zombie 2/2 B
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