Sideboard


Maralen of the Mornsong is an incredibly cool card, but also very tricky to play because you're giving your opponent the first tutoring and they can either get removal for Maralen or a combo piece to win the game.

So just like with other symmetric cards like Smallpox , the key to making Maralen good is to break this symmetry, to create situations where Maralen is good for us and bad for our opponent.

Most of the Maralen Decks I've looked at are trying to make Maralen either a control/prison deck where Maralen is mostly a used as a lock piece, or they are toolbox decks built to play Maralen at instant speed to get the first tutoring.

In my opinion those approaches, while certainly quite fun, are partly based on a misunderstanding of the card and aren't giving enough credit to the recurring lifeloss. In my opinion Maralen is an aggressive clock and you're leaving value on the table if that clock isn't supported with high pressure against the opponents life total. The primary goal shouldn't be to create a hard lock or to nullify any chance of tutoring for your opponent, rather it should be to limit options by breaking the symmetry of maralen in various ways and create pressure to support the lifeloss clock, creating a Zugzwang where it's difficult for your opponent to make a good move. Also since we're focusing on pressure and value rather than hard lock combos or silver bullets, there is no need to waste a lot of resources to protect Maralen and her supporting permanents. It's ok if she dies, we can just play another copy or something else. What matters is that she trades upwards more often than not in terms of life, resources and card quality.

There are a few different ways to go about this, in this deck we are employing three main ideas to make Maralen work in our favor, supported by a suite of midrange mardu staples to create pressure and answer threats.

The first is to reduce the value of our opponents searches, this is done with Aven Mindcensor . If our opponent can search only 4 cards while we search the deck we can beat them in card quality and tutor up the cards we need to further break symmetry and get ahead. Typically we play Aven Mindcensor in our opponent's end step and follow up with Maralen on our turn. Aven can also be used to attack mana bases of greedy decks by intercepting fetchlands as they are cracked.

The Second is to attack their mana with Leonin Arbiter + Ghost Quarter , hopefully putting our opponent in a spot where paying mana for the search leaves them unable to play anything important or forces them to search for lands, while we keep tutoring up new ghost quarters to keep them paralyzed. This apprach is further compounded with Thoughtseize , as anything they fetch but can't play the same turn can be snatched out of their hand. So it works out to be a soft lock, and If we can get them down to one land or get another Arbiter out it turns into a hard lock as they can no longer pay for searching.

The third piece of the puzzle is the Madcap Experiment into Platinum Emperion combo, they lose life every upkeep and we don't, plus 8/8 beater on turn 4 is nothing to sneeze at. This gives us a wincon against locked game states as well, such as pillow fort strategies or bridge decks. Also makes our Thoughtseize s and Bitterblossom s painless. Madcap + Emperium also straight up hard counters some aggressive decks, such as burn, in game 1.

An alternative appreach is Solemnity + Phyrexian Unlife which has the advantage of being much harder to remove than Emepreion but the disadvantage of being much slower and not adding any pressure. You could easily do a straight up replacement of the Madcap combo with 3 copies of each. My playtesting indicates that this is inferior in this deck however, I think that in a prison/control oriented Maralen build, like esper or abzan, it would probably be superior but not here.

Path to Exile - Path is in and of itself excellent removal, and it only gets stronger with arbiter and mindcensor

Thoughtseize and Inquisition of Kozilek - synergy with Madcap and a great tool to remove our opponents removal spells before playing our creatures.

Lightning Bolt - More removal but also added pressure against our opponents life total, one of the things that is really important to make Maralen good is to keep pressure up so that the 3 lifeloss matters as much as possible.

Bitterblossom - persistent board pressure, chump blockers, insulation against edict effects, good synergy with Madcap Experiment and a way to win from locked board states, which our deck tends to create.

Collective Brutality - Our Madcap/emperion combo sometimes leaves us with dead cards in our hand, for example in the best case scenarion where we've cast madcap twice the two remaining copies are dead draws, or if we draw emperion and there is no realistic prospect of getting to 8 mana and so on. So we need a card that can turn these dead cards into some value when that happens, and brutality does that really well while at the same time fleshing out the hand disruption and removal suite, and adding a way to gain emergency life or dealing the last points of damage.

Boros Charm - Another flexible card that soaks up some of the weak spots in the deck. 4 Extra burn can sometimes be exactly what you need, for example if your opponent is at 7 life and Maralen is in Play you can just fetch it and win. Double Strike to make Madcap Emperion kill in 1 turn, and last but not least make your stuff indestructible when they use the Maralen trigger to fetch a board sweeper or spot removal.

This deck has a pretty sleek curve and you have good potential to curve out very powerfully with something like: Turn 1: Thoughtseize or Inquisition - perfect information and remove their best card Turn 2: Leonin Arbiter - at best block or slow down a fetch, at worst prepare for Maralen. Turn 3: Maralen of the Mornsong - Playing her turn 3 after leonin is very powerful if your opponent can't break out that exact turn, but it's not always advisable and you might want to play Aven here or bitterblossom + blow up a land with Ghost Quarter. Turn 4: Madcap Experiment - This might close the game on it's own depending the matchup, and at worst it's probably a must answer threat.

Ok so what about real games?

Well one of the most important decisions is when and with how much setup you want to play Maralen in the given matchup, this isn't easy and takes some learning. If you play her with insufficient setup you may get blown out by the card your opponent tutors, but quite a lot of the time she can be safely played with just 1 supporting card as you'll get enough value and pressure from that play. It's also important to remember that in the final stages of the game she can be played with no support as a straight up 3 to the face when that's enough to secure a win, like you're opponent is at 6 life and you're holding a bolt, or if you're opponent is at 3 or less obviously. If you're up against a deck that folds to Emperion game 1, for example burn has nothing maindeck to turor up against it, you only need 1 tutoring or a window to play madcap to win the game, and in that situation it might be correct to just throw Maralen at them to give them something to deal with.

You can also play without Maralen. You have a good midrange stack of cards, hand disruption, removal, token generators and a powerful finisher in Emperion. There is no need to obsess over setting up for Maralen if you're playing against someone that is better dealt with through hand disruption and removal and grinding it out with bitterblossom and so on. If you're winning against a combo deck for example and 1 Maralen tutoring could potentially help your opponent turn the corner.

One of the trickiest interactions to judge and understand is how Leonin and Ghost Quarters works with Maralen, it's very easy to underestimate it and not play Maralen when you should just because you're afraid of the card your opponent will fetch. The thing is, especially early game the cost to fetch that card often limits it either to removal for Maralen (in which case you netted 3 damage), or a card that can't be played that turn because there isn't enough mana left, or a land to prepare for the next fetch. Now what you're probably doing on your turn is paying for arbiter and fetching a Ghost Quarter to blow up a land. If they fetched a land they made no progress, if they fetched a card they couldn't play they still won't be able to, if they ever get to 1 land or you play a second Arbiter they are hardlocked. After playing the deck some time and trying more and more to "just go for it" I started to realize how often this happens and how much sense it actually makes to go for this lock already on turn 3. It's generally better the earlier you do it, and I've won most games where I did even in the cases where they broke the lock, as trading up in resources is also winning.

Mulligans are worth a mention here as well I suppose, and the most general rule for this deck, apart from the usual common sense judgement about land count and having decent early plays, is to mulligan to 6 most hands with a Platinum Emperion and all hands with 2, I wouldn't mulligan an otherwise reasonable hand to 5 because of 1 emperion though, and it makes more sense to keep 1 emperion if you also drew a collective brutality and are expecting to want to escalate it. Turn 1 thoughtseize is great, seeing Maralen + Aven or Arbiter is great too. Leonin and Ghost quarters is usually good news, especially on the play, and bitterblossom is a great turn 2 play. In short there are many different kinds of keepable hands.

Try to close games from any position of advantage. Especially if you get Emperion out and they don't have an immediate answer, it's not a hard lock and most modern decks have some card in the main that can kill it, so in order to capitalize on it you need to do damage. Tutor up bolts and throw at face, remove chump blockers to push emperion through and things like that. Don't worry about complete locks and board dominance, just win.

I made a pretty generic sideboard and I'm not sure what is correct for the deck yet. One obvious limitation is that you can't sideboard artifacts without taking the Madcap combo out, because madcap will hit your sideboard card and kill you, so I choose not to use any artifacts at all. I choose Fulminator Mage over Molten Rain because red is our splash color and 2 red might be difficult sometimes.

A very interesting option would be to sideboard 3 Phyrexian Unlife, 2 Solemnity and 1 Teferi's Puzzle Box, and then swap out the Madcap combo for those 6 cards every game 2 in most matchups, that would blank a lot of cards your opponent might have boarded in to kill the Emperion, for example a lot of GDS players will board in terminate and some artifact hate, which would then be useless, and the Phoenix decks ususally board in Abrade and sometimes Vapor Snag. The Puzzle box adds a lock piece where you can stack the triggers so your opponent loses all their cards each turn unless they manage to kill Maralen in their draw step.

I don't really have a good idea of the various ins and outs per matchup yet, hoping to complete this later.

I was inspired to make this deck by the discussion over Uncanny_Ghouls deck One Maralen, One Orb, and none shall play., even though I ended up with a fundamentally different kind of deck.

The name of the deck, apart from being composed from the two key cards in the deck, is also a little play on The Stanford experiment, since the deck creates a prison and wears down both players I thought it was kinda neat.

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Updates Add

After quite a lot of testing I have added Boros Charm and Inquisition of Kozilek, and trimmed some other cards down to 3 or 2 copies. This provides a sleeker curve, more consistent turn 1 hand disruption, more burn and some means of protecting our important creatures with the indestructibility option on Boros Charm. For the sideboard I've changes the graveyard hate suite and added 2 copies of Settle the Wreckage to blow out wide aggro and deal with hexproof things, settle also goes very well together with our hatebears.

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Revision 5 See all

(5 years ago)

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Date added 5 years
Last updated 5 years
Legality

This deck is Modern legal.

Rarity (main - side)

7 - 3 Mythic Rares

30 - 10 Rares

20 - 2 Uncommons

Cards 60
Avg. CMC 2.33
Tokens Faerie Rogue 1/1 B
Folders Modern, Cool Decks, Other people decks, nice decks, Modern Fun, Build this, To play test, Favorites, Modern Decks, Modern Stuff
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