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Magic Duels - Mardu (Black/Red/White) Decklists
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Author:  Garren_Windspear [ Thu Jul 09, 2015 5:51 pm ]
Post subject:  Magic Duels - Mardu (Black/Red/White) Decklists

Mardu Decklists


Black Cards


Red Cards


White Cards


Multi-Colour Cards


Colourless Cards


Non-Basic Lands

Author:  Dragon_puncher [ Sat Jul 18, 2015 10:03 am ]
Post subject:  Re: Magic Origins - Mardu (Black/Red/White) Decklists

I was kinda sad that this is the only color combination that hasn't gotten any deck lists yet, so I decided to post my (not yet playtested) controlish enchantment deck.

The pillar of the deck is the idea, that while most of the enchantments aren't great on their own, you can get very good value out of them together with the other cards that combo with them. It's pretty janky, but it seems like it could be a good deal of fun, since has a lot of options and can both be very aggressive early on, but has the cards to shift to a more controlling style in the late game.

So without further ado here's the list:

Triple Color Auramancy

4 x Topan Freeblade
3 x Reave Soul
3 x Nimbus Wings
4 x Infectious Bloodlust
3 x Inferno Fist

4 x Heliod's Pilgrim
3 x Blessed Spirits
3 x Flaring Flame-Kin

3 x Blightcaster
4 x Suppression Bonds

2 x Sigil of the Empty Throne

8 x Plains
3 x Mountains
1 x Swamp
2 x Rakdos Guildgate
4 x Evolving Wilds
2 x Isolated Chapel
2 x Clifftop Retreat
2 x Dragonskull Summit

Mana curve: 0, 17, 10, 7, 2. 24 lands.

Card explanations:

Topan Freeblade. Enchantments in the pool are pretty hurt by the fact that all the good synergy cards are at 3+ mana, but most of the good auras only cost 2 mana. Having a deck that doesn't do anything before turn 3 won't get you far though, so for the deck to actually have something to do on turn 2, we turn to the freeblade. She one of the best 2 drops in the pool and can easily become a threat if she gets to hit face on turn 3. She also has good synergy with Nimbus Wings and Infectious Bloodlust and can work good on defense, which is important against the various aggro decks.

Reave Soul. One of the best removal spells in the game and also a very important card in the pool, since it potentially gives you something to do on turn 2, holds back aggro and generally kills most creatures in the game. I would like to play 4, but will have to playtest before I can say if that would be necessary.

Nimbus Wings, Infectious Bloodlust and Inferno Fist. The triple triad of enchantments that make up the bulk of the enchantment theme. These are alright on their own, but the value really comes as much from playing them, than from their abilities. Here Bloodlust is obviously great, since it recycles itself and makes creatures like Freeblade, Blaring Flame-Kin and Blessed spirits so big, that your opponent will be forced to kill them. Nimbus Wings works as a good way to get damage through and Inferno Fist is both extra damage and removal you can tutor for with Pilgrim. It might be right to play 3 here, since they have good synergy with Blightcaster, but it's hard to say without really knowing the meta.

Heliod's Pilgrim. The main tutor engine, that can find you the aura you need, including removal orientated ones and hopefully keeps the enchantment syngergies flowing.

Blessed Spirits. A great card here, since it doesn't need to be enchanted to become a threat and you only need to play a couple of enchantments before it can rival most of the biggest flyvers in the game. This allows you to spread out your threats and not lose all your momentum when your auraed up creature gets removed.

Flaring Flame-Kin. The polar opposite beater of Blessed Spirits. This is the guy you just want to get an enchantment on as soon as possible and start swinging. No matter what you put on him he becomes a threat and the trample + firebreathing means he eats up chump blockers.

Blightcaster. This is a card that's really hard to evaluate in a vacuum. I really like him on paper though, since he just eats up all the small creatures that a lot of decks like RDW, Borus and Elves are going to be playing. Having 2 on the board gives crazy value to each enchantment you play and even if there isn't a small creature to kill, you can still shrink a bigger one to make it easier for something like a Flaring Flame-Kin to get through.

Suppression Bonds. Unfortunately not a Oblivion Ring or Faith's Fetters but still a pretty good shutdown aura, that takes care of most of the creatures in the game and can be found easily with Pilgrim.

Sigil of the Empty Throne. The very best way to get value out of your enchantments and a really good engine, that can win you the game on it's own.

Cards that didn't make the cut:

Blood-Cursed Knight. Certainly not a bad card and having the lifelink especially would be really awesome and help a lot vs aggro. But I think the low thoughness and lack of evasion means he's generally worse than both Blessed Spirits and Flaring Flame-Kin and I can't really justify playing more than ten 3 drops.

Auramancer. Another card that's pretty good here, but also another 3 drop and one that, expect having 1 more power, is really a good deal worse than Pilgrim. If there were better enchantments in the game and the deck become more combo oriented, she might make it in, but right now, she just doesn't do enough.

Angelic Edict. I really like the thought of having some true hard removal in the deck and especially one that also takes care of enchantments as well. Putting Edict in means taking out some enchantments though and I don't think watering down the synergy like that would be worth it.

And that's the deck, I look forward to trying it out, but i don't think it'll get to before the game hits ps4. Any feedback would be appreciated though :)

Author:  CovertGo Blue [ Sat Jul 18, 2015 10:19 am ]
Post subject:  Re: Magic Origins - Mardu (Black/Red/White) Decklists

I was kinda sad that this is the only color combination that hasn't gotten any deck lists yet, so I decided to post my (not yet playtested) controlish enchantment deck.

The pillar of the deck is the idea, that while most of the enchantments aren't great on their own, you can get very good value out of them together with the other cards that combo with them. It's pretty janky, but it seems like it could be a good deal of fun, since has a lot of options and can both be very aggressive early on, but has the cards to shift to a more controlling style in the late game.

So without further ado here's the list:

Triple Color Auramancy

4 x Topan Freeblade
3 x Reave Soul
3 x Nimbus Wings
4 x Infectious Bloodlust
3 x Inferno Fist

4 x Heliod's Pilgrim
3 x Blessed Spirits
3 x Flaring Flame-Kin

3 x Blightcaster
4 x Suppression Bonds

2 x Sigil of the Empty Throne

8 x Plains
3 x Mountains
1 x Swamp
2 x Rakdos Guildgate
4 x Evolving Wilds
2 x Isolated Chapel
2 x Clifftop Retreat
2 x Dragonskull Summit

Mana curve: 0, 17, 10, 7, 2. 24 lands.

Card explanations:

Topan Freeblade. Enchantments in the pool are pretty hurt by the fact that all the good synergy cards are at 3+ mana, but most of the good auras only cost 2 mana. Having a deck that doesn't do anything before turn 3 won't get you far though, so for the deck to actually have something to do on turn 2, we turn to the freeblade. She one of the best 2 drops in the pool and can easily become a threat if she gets to hit face on turn 3. She also has good synergy with Nimbus Wings and Infectious Bloodlust and can work good on defense, which is important against the various aggro decks.

Reave Soul. One of the best removal spells in the game and also a very important card in the pool, since it potentially gives you something to do on turn 2, holds back aggro and generally kills most creatures in the game. I would like to play 4, but will have to playtest before I can say if that would be necessary.

Nimbus Wings, Infectious Bloodlust and Inferno Fist. The triple triad of enchantments that make up the bulk of the enchantment theme. These are alright on their own, but the value really comes as much from playing them, than from their abilities. Here Bloodlust is obviously great, since it recycles itself and makes creatures like Freeblade, Blaring Flame-Kin and Blessed spirits so big, that your opponent will be forced to kill them. Nimbus Wings works as a good way to get damage through and Inferno Fist is both extra damage and removal you can tutor for with Pilgrim. It might be right to play 3 here, since they have good synergy with Blightcaster, but it's hard to say without really knowing the meta.

Heliod's Pilgrim. The main tutor engine, that can find you the aura you need, including removal orientated ones and hopefully keeps the enchantment syngergies flowing.

Blessed Spirits. A great card here, since it doesn't need to be enchanted to become a threat and you only need to play a couple of enchantments before it can rival most of the biggest flyvers in the game. This allows you to spread out your threats and not lose all your momentum when your auraed up creature gets removed.

Flaring Flame-Kin. The polar opposite beater of Blessed Spirits. This is the guy you just want to get an enchantment on as soon as possible and start swinging. No matter what you put on him he becomes a threat and the trample + firebreathing means he eats up chump blockers.

Blightcaster. This is a card that's really hard to evaluate in a vacuum. I really like him on paper though, since he just eats up all the small creatures that a lot of decks like RDW, Borus and Elves are going to be playing. Having 2 on the board gives crazy value to each enchantment you play and even if there isn't a small creature to kill, you can still shrink a bigger one to make it easier for something like a Flaring Flame-Kin to get through.

Suppression Bonds. Unfortunately not a Oblivion Ring or Faith's Fetters but still a pretty good shutdown aura, that takes care of most of the creatures in the game and can be found easily with Pilgrim.

Sigil of the Empty Throne. The very best way to get value out of your enchantments and a really good engine, that can win you the game on it's own.

Cards that didn't make the cut:

Blood-Cursed Knight. Certainly not a bad card and having the lifelink especially would be really awesome and help a lot vs aggro. But I think the low thoughness and lack of evasion means he's generally worse than both Blessed Spirits and Flaring Flame-Kin and I can't really justify playing more than ten 3 drops.

Auramancer. Another card that's pretty good here, but also another 3 drop and one that, expect having 1 more power, is really a good deal worse than Pilgrim. If there were better enchantments in the game and the deck become more combo oriented, she might make it in, but right now, she just doesn't do enough.

Angelic Edict. I really like the thought of having some true hard removal in the deck and especially one that also takes care of enchantments as well. Putting Edict in means taking out some enchantments though and I don't think watering down the synergy like that would be worth it.

And that's the deck, I look forward to trying it out, but i don't think it'll get to before the game hits ps4. Any feedback would be appreciated though :)


I can promise from testing a B/W aura deck that you want Blood-Cursed Knight. This card is awesome. Hakeem and I are calling it "build-a-baneslayer", because when you throw on Nimbus Wings you have a turn four 5/5 flying lifelink. You need this. But you are right about the three drops, so let me blow your mind - take out Heliod's Pilgrim. The tutor targets are aren't high impact enough, they are interchangeable really, and you don't want to spend turn three casting a 1/2 that you can enchant next turn, you want to spend turn three casting a 2/2 or 3/2 that you can enchant next turn TWICE (a pair of 2 cost auras). And find space for Grasp of the Heiromancer. I feel strongly that it is better than Infectious Bloodlust.

Author:  Dragon_puncher [ Sat Jul 18, 2015 10:45 am ]
Post subject:  Re: Magic Origins - Mardu (Black/Red/White) Decklists


I can promise from testing a B/W aura deck that you want Blood-Cursed Knight. This card is awesome. Hakeem and I are calling it "build-a-baneslayer", because when you throw on Nimbus Wings you have a turn four 5/5 flying lifelink. You need this. But you are right about the three drops, so let me blow your mind - take out Heliod's Pilgrim. The tutor targets are aren't high impact enough, they are interchangeable really, and you don't want to spend turn three casting a 1/2 that you can enchant next turn, you want to spend turn three casting a 2/2 or 3/2 that you can enchant next turn TWICE (a pair of 2 cost auras). And find space for Grasp of the Heiromancer. I feel strongly that it is better than Infectious Bloodlust.


Yeah it's certainly good with Nimbus Wings, but not really good with the other enchantments, which is why it got taken out in the first place. Grasp of the Hieromancer is also a pretty good card to put on the knight though, for what I'm doing here I'm not sure it's better than Infectious Bloodlust though. I see your point about Pilgrim, the enchantments are pretty bad overall and it's not a great turn 3 play.

That being said, it sounds like you're advocating a more aggressive aura deck, which is certainly a possibility in the meta, but also something I wanted to avoid. Going all in on a 3 drop with double enchantments is good and all, but with no card draw and no way to protect it, you're basically hedging all your bets on whether or not your opponent has removal. You win if he doesn't, but you probably lose if he does. That's certainly a style (and maybe a more effective one than what I'm trying), but if that was the goal, I would just be making a more regular dual color enchantment deck for higher consistency.

Author:  Auunj [ Sat Jul 18, 2015 11:21 am ]
Post subject:  Re: Magic Origins - Mardu (Black/Red/White) Decklists

Imo Blood-Cursed Knight and Iroas's Champion are must run in an aura deck with this color combination.

Author:  HenWen [ Sat Jul 18, 2015 11:28 am ]
Post subject:  Re: Magic Origins - Mardu (Black/Red/White) Decklists

Making a creature big enough is protection though. Turn 2 freeblade turn 3 nimbus wings and get renowned will give you a 4/5, big enough to avoid reave soul, languish, and any single red burn spell except a 7 mana "X" spell.

A creature with lifelink and evasion is just tremendous.

All in all nice deck if you can manage the mana.

Also it is "Boros" not "Borus" unless Wizards retconned the name somehow.

Author:  Dragon_puncher [ Sat Jul 18, 2015 12:04 pm ]
Post subject:  Re: Magic Origins - Mardu (Black/Red/White) Decklists

HenWen wrote:
Making a creature big enough is protection though. Turn 2 freeblade turn 3 nimbus wings and get renowned will give you a 4/5, big enough to avoid reave soul, languish, and any single red burn spell except a 7 mana "X" spell.

A creature with lifelink and evasion is just tremendous.

All in all nice deck if you can manage the mana.

Also it is "Boros" not "Borus" unless Wizards retconned the name somehow.


3 turn freeblade is fine (and kinda plan), the problem comes when you start pumping multiple auras onto the same creature. With the turn 3 creature, turn 4 double aura play, you might get a big swing off, but having a lot of toughness isn't really very effecient protection, since most of the removal in the game doesn't care about creature toughness.

Short list of cards that would take out your creature and any auras on it.

Angelic Edict
Celestial Flare
Hixus, Prison Warden
Reprisal
Suppression Bonds
Anchor to the Æther
Claustrophobia
Dehydration
Disperse
Harbinger of the Tides
Separatist Voidmage
Bone Splinters
Cruel Revival
Flesh to Dust
Unholy Hunger

Then there's the tappers like Akroan Jailer, Kytheon's Irregulars and Frost Lynx + cards that will take out your dude a lot of the time like Gilt-Leaf Winnower, Fleshbag Marauder, Fiery Conclusion, Tragic Arrogance and Wild Instincts. So while Red and Green might not have the best ways to deal with a big dude, the other 3 colors are literally crawling with options and since most of your dudes still have only 2 toughness, red has quite a few cards that could take out your dude in response to targeting, like Fiery Impulse and Twin Bolt.

The problem is that there's nothing like an Invisible Stalker here (Primal Huntbeast I guess, but that's kinda another discussion). And when you're playing a creature on turn 3 and 2 auras on turn 4, the plan is still pretty slow. If your opponent started he potentially already has 5 mana on the turn after you have your first swing, which is the most any of these removal spells cost.

Again, just going "aggro" might result in a better win rate overall, but it's also very risky, pretty boring with the options we have now (IMO) and something that would probably work better as a dual color deck. That being said Blood-Knight is a good card, and I think the lifelink would really go a long way, so that's certainly a card that I would like to fit in the deck some how.

Author:  Rattleclaw_mystic [ Thu Jul 23, 2015 3:18 pm ]
Post subject:  Re: Magic Origins - Mardu (Black/Red/White) Decklists

MarduWalkers - Skeleton

Framework for a Planeswalker deck. This deck is difficult to construct because the three planeswalkers want you to play as an aggressiver to flip them but the mana is a huge restriction and can hinder how you curve out sometimes. Also, like many other 3-color decks in this format, it struggles with consistency.

Anyway, the main idea here is to stick a threat early and use removal to keep the beats. Dragon Fodder helps with Kytheon's flip requirement, Chandra shouldn't be hard to get in with, and Liliana kind of rewards your opponents removal as long as she isn't the target. Fleshbag Marauder is a solid creature for 3 mana and gets a lot value between saccing itself + Gravedigger or Cruel Revival. Fleshbag is also an enabler for Liliana flip. Read the Bones and Bitter Revelation are to recoup card advantage against control. Not sure what else to do with this pile. It seems like an OK deck in theory but the way it plays out is rough depending on the opening 7.

Here is the tappedout.net link: http://playtest.tappedout.net/23-07-15-mardu-walkers/

0 drop (19)
6x Mountain
8x Plains
5x Swamp

1 drop (13)
3x Elite Vanguard
3x Goblin Glory Chaser
1x Kytheon, Hero of Akros
2x Clifftop Retreat
2x Dragonskull Summit
2x Isolated Chapel

2 drop (12)
4x Dragon Fodder
4x Reave Soul
1x Reprisal
3x Twin Bolt

3 drop (7)
1x Chandra, Fire of Kaladesh
3x Fleshbag Marauder
1x Liliana, Heretical Healer
2x Read the Bones

4 drop (5)
2x Bitter Revelation
3x Gravedigger

5 drop (4)
1x Angelic Edict
3x Cruel Revival

Author:  magaiti [ Mon Sep 07, 2015 4:24 am ]
Post subject:  Re: Magic Origins - Mardu (Black/Red/White) Decklists

I have recently concocted this shambling pile of cards. Not a top tier deck by any means, but anyway.
A controllish Enchantment-based deck.

Mardu Enchanter

1 x Shadows of the Past
4 x Perilous Myr
4 x Inferno Fist

3 x Heliod's Pilgrim
3 x Auramancer
3 x Blood-Cursed Knight

3 x Blightcaster
3 x Gravedigger
4 x Suppression Bonds
1 x Flameshadow Conjuring

2 x Sigil of the Empty Throne
2 x Tragic Arrogance
2 x Chandra's Ignition

5 x Plains
4 x Mountain
4 x Swamp
2 x Boros Guildgate
4 x Evolving Wilds
2 x Isolated Chapel
2 x Clifftop Retreat
2 x Dragonskull Summit

Manabase is clunky, but wht can you do, its WBR.
Casting Ignition on the Knight is fun, especially in 2HG.
I played Languish, but didn't like it as much as other sweepers, for some reason.

Author:  roundhouse [ Mon Sep 07, 2015 5:50 am ]
Post subject:  Re: Magic Origins - Mardu (Black/Red/White) Decklists

I don't even use Blightcaster or Auramancer in my Orzhov enchant deck, I can't imagine they're all that useful to you in a tri-color deck with less enchantments than I use in a dedicated enchantment deck. Auramancer is way too situational and Blightcaster is too expensive to get good (or any) value out of it's ability.

Inferno Fist is the weakest of the 2cmc auras (besides Divine Favor), especially in a deck with no first strike/double strikers. Blood-Cursed Knight + Inferno Fist only has 3 toughness and can be killed by a Perilous Myr. BCK + Nimbus Wings is a 5/5 flying lifelink which survives a Languish. I know which one I'd rather have...

Also Languish is way better than Tragic Arrogance, it's not even close really.

Author:  babassoonist [ Mon Sep 07, 2015 6:20 am ]
Post subject:  Re: Magic Origins - Mardu (Black/Red/White) Decklists

uramancer situational? she can grab any enchantment from the grave, easily a one of in any throne deck

Author:  roundhouse [ Mon Sep 07, 2015 6:56 am ]
Post subject:  Re: Magic Origins - Mardu (Black/Red/White) Decklists

uramancer situational? she can grab any enchantment from the grave, easily a one of in any throne deck


Well a 1 of is defensible, they're running 3 copies. Even then I'll take Heliod's Pilgrim every single time. You're guaranteed to get something and you choose what you want. So many times Auramancer will just sit in your hand as a 3cmc Grizzly Bears just wishing it was a Pilgrim instead.

Author:  BounceBurnBuff [ Mon Nov 23, 2015 5:53 am ]
Post subject:  Re: Magic Duels - Mardu (Black/Red/White) Decklists

Seeing as this is the bottom of the decklist threads, and I'm a Control freak, here it goes.

I HATE MONDAYS!

Raw Hatred Fuel (35):
4 x Perilous Myr
1 x Shadows of the Past
4 x Twin Bolt
2 x Celestial Flare
2 x Radiant Flames
2 x Retreat to Hagra
3 x Complete Disregard
4 x Read the Bones
1 x Erebos's Titan
1 x Gideon, Ally of Zendikar
2 x Languish
2 x Rising Miasma
2 x Planar Outburst
2 x Tragic Arrogance
1 x Ob Nixilis Reignited
2 x Angelic Edict

Land (25):
4 x Plains
5 x Swamp
4 x Mountain
2 x Shambling Vent
2 x Smoldering Marsh
2 x Clifftop Retreat
2 x Isolated Chapel
2 x Dragonskull Summit
4 x Evolving Wilds

No seriousness in this deck. Few wincons, just lots of wipes and hate aimed at you aggro players out there o_o

Cheesy tagline: "One of us doesn't get to play Magic today..."

Author:  chile125 [ Tue Nov 24, 2015 12:44 am ]
Post subject:  Re: Magic Duels - Mardu (Black/Red/White) Decklists

You have 5 creatures and Shadows of the Past

Author:  BounceBurnBuff [ Tue Nov 24, 2015 2:35 am ]
Post subject:  Re: Magic Duels - Mardu (Black/Red/White) Decklists

It's just for scrying for what you need considering you will be killing a LOT of stuff.

Author:  DJ0045 [ Fri Dec 11, 2015 6:40 pm ]
Post subject:  Re: Magic Duels - Mardu (Black/Red/White) Decklists

Updated here: viewtopic.php?p=393495#p393495

Mardu needs some love, right now. So here goes... (as of yet untested against the META, but definitely showing promise)

Mardu Allies

White: 11
3 x Serene Steward
3 x Kor Bladewhirl
2 x Lantern Scout
1 x Gideon, Ally of Zendikar
2 x Hero of Goma Fada

Black: 6
4 x Kalastria Healer
1 x Ob Nixilis Reignited
1 x Defiant Bloodlord

Red: 14
4 x Titan's Strength
3 x Firemantle Mage
4 x Touch of the Void
3 x Chasm Guide

Multi-Color: 5
3 x Drana's Emissary
2 x Munda, Ambush Leader

Lands: 24
3 x Plains
2 x Swamp
5 x Mountain
2 x Shambling Vent
2 x Smoldering Marsh
2 x Clifftop Retreat
2 x Isolated Chapel
2 x Blighted Steppe
4 x Evolving Wilds


Thoughts: This deck needs some help, it still feels a bit clunky - although that just might be the ridiculous amount of triggers, lol. I posted it, because it deserves some discussion wrt some of the allies in it. So here goes:

Serene Steward: this card is far more versatile than I expected it to be. It seemed like it would be way too slow, but in this deck it does exactly what you'd want it to - make cards into serious threats. It's very unlikely to blank for a turn, so you basically always have a way to get it to add a counter to something. I wish it were free, but tbh that would be totally OP.

Kor Bladewhirl: The opposite of what I expected. This is on my possible cuts list. Turns out first strike feels pretty irrelevant. I'll hold back from cutting it until I get a chance to see if it's more relevant online, but I have doubts.

Lantern Scout: good here with my life gain sub theme, but I'm not totally sold. It will make my final cut for sure, but it doesn't belong in every Ally deck - or at least I don't think so right now.

Firemantle Mage: I am shocked by how good this card is. It belongs in a lot of decks, even without any further ally support. This is a much better card than expected. It basically read - ETB your opponent may only block one creature this turn. BIG!

Chasm Guide: This is good, but not great. I thought it would be more valuable, but this deck is as pro-allies as decks will be, and it still doesn't feel like an amazing card. We will see if I change my mind, but right now, it feels like a bit of a dud. I'm killing the AI with life drain from Kalastria Healer and Drana's Emissary far more often than with Chasm Guide's haste effect - don't get me wrong, it matters, but not much. Surprisingly, I may cut it, especially if I decide to add some better protection against the META, like Aligned Hedron Network for example, which would be pretty great in this deck.

Munda, Ambush Leader: This is a dangerous card, both for you and your opponent. It basically reads: never draw anything other than allies for the rest of the game. Note: that means, no more lands. Be careful. Seriously. It will probably win you the game, but it can really mess you up, if you aren't careful.

Hero of Goma Fada: part meh, part holy crap this just one me the game. I like it, it stays in, but I wish I had something else to play instead. It just doesn't feel like a killer 5 drop.

Defiant Bloodlord: only in the deck until I get to see if it's instant win or not. I have yet to play it, and it's a single copy in any case. That said, this deck gains quite a bit of life, so I think it could be good. On the other hand, it also drains quite a bit of life already, so this might just be extremely expensive win-more.

Gideon, Ally of Zendikar: I said this elsewhere, but I'll say it again. Always run him. Man, so stupidly good.

Play notes: the deck is pretty complicated in terms of its internal interactions, but it's pretty much autopilot. Play an ally every turn, win.

As always, I'd love to hear any thoughts on the build, and/or how to improve it - especially, how to improve the removal package.

Author:  babassoonist [ Fri Dec 11, 2015 6:46 pm ]
Post subject:  Re: Magic Duels - Mardu (Black/Red/White) Decklists

I'd run nantuko husk DJ

Author:  DJ0045 [ Fri Dec 11, 2015 6:51 pm ]
Post subject:  Re: Magic Duels - Mardu (Black/Red/White) Decklists

I'd run nantuko husk DJ


Cool idea... I considered having a sac sub theme, but I don't often find myself wanting to lose any of these creatures. Allies feel like crap slivers, with all the same down sides - for example, I really never want to lose any of my creature cards. What would you pull for it?

I'd remove the two blighted lands and add rogue's passage if I included Husk, btw.

Author:  babassoonist [ Fri Dec 11, 2015 6:56 pm ]
Post subject:  Re: Magic Duels - Mardu (Black/Red/White) Decklists

idk what I'd cut tbh haven't played with enough allys to know each ones relative power level. bloodlord comes to mind as the first cut though

Author:  DJ0045 [ Fri Dec 11, 2015 7:00 pm ]
Post subject:  Re: Magic Duels - Mardu (Black/Red/White) Decklists

idk what I'd cut tbh haven't played with enough allys to know each ones relative power level. bloodlord comes to mind as the first cut though


Yeah, lol, we both know he's going to get the axe. I still haven't gotten him into play. Not for lack of mana, just that the one time I saw him in hand, I killed the AI before he could even come out.

Btw, strong recommendation to try out Firemantle Mage. Very good card, very dangerous.

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