Mardu Dragons

by RacerXen on 12 January 2016

Main Deck (60 cards)

Sideboard (15 cards)

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Deck Description

This deck is very much my style of play. It has a heavy disruption/removal package, and is reminiscent of the old school B/X disruption decks from extended. The creature package allows the deck to attack from different angles. The ground game synergies with the deck's spells and is what I call phase 1. Disrupt, trigger prowess on Mentor's/Seekers and build up the mana base to be able to gain value off of Soulfire. This is very similar to Dark Jeskai, but the spells reward you from playing Dragons, albeit aggressive ones. If your opponent is able to handle the 2 for 1's the ground game offers, then your enter phase 2 or the mid game turns where your Thunderbreaks and Dashing Kolaghan's end things very quickly. The deck has built in reach from Draconic Roar and K's Commands. I also built in a life gain aspect as the deck tends to do a lot of damage to itself to get ahead (this is the heart of Black in Mardu's Color scheme). The deck can race hard and has a lot of decision points that I like.

The SB:
You can morph into a Mardu Walkers build and blanket removal in Game 2. It is very much like last standard's Mardu deck in that some builds boarded in 4-5 walkers to combat Control. One of Mardu's biggest weakness's was combating dedicated control decks; hence the 9 discard spells in the 75 + 9 edicts to get around hexproof and high toughness creatures. (as a Esper Dragons Player/Pilot I had this match up in mind).

I'm a little frustrated I didn't discover this deck until now but I'll play it a ton now that I have it sleeved up! Oath may give the deck tools like new manlands but the ones we have from BFZ already gave us a good mana base.

How to Play

The deck's early game is to stick a threat like Seeker and Disrupt your opponent. T1 your playing a land tapped and or are fetching. T2 you land your threat and T3 you are either removing their threat and or getting information via Duress. SOmetimes it's correct to just curve into Mentor and force them to deal with him, if you untap and he survives then your next spell with produce a token and the 2 for 1's start happening. The built in life gain is also evident in that Seeker will usually get in for damage due to the fact that we are so heavy on removal (and some the best in the format at that). Painful truths is an all star in this deck, taking 3 to draw 3 is nothing as Seeker gives you that right back. If you manage to trigger Mentor + Seeker and get a token and draw 3 in 1 turn, then your living the dream.

The Dragons T4-8. You'll notice that your early game is so good that the dragons lock up the game for you (if all goes well of course! Nothing ever goes 100% according to plan) once they come down. Thunderbreak offers you reach! If you untap swing in get in there for 4 points of damage that's a a job well done. If they remove it fine, they take 3 and you just did 7 pts of damage through 1 dragon. Kolaghan is really the finisher here, and she dodges a ton of removal that isn't instant speed. She is also a Planeswalker killer if needed.

While the Dragons are your heavy threats, the bulk of the work is done by your early game ground team. Infact if all goes well your dragons crack in for those last points of damage to finish off the game. If your opponent removes all of your smaller creatures, that;s fine, you can swing with a thunderbreak and dashing Kolaghan for 12!

This is a Midrange deck that is able to play various roles in it's game 1. It can control the board, disrupt, and turn the corner against aggro quickly.

Hope this helps!

Deck Tags

  • Mardu
  • Dragons
  • Midrange
  • Standard

Deck at a Glance

Social Stats

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This deck has been viewed 741 times.

Mana Curve

Mana Symbol Occurrence

12018210

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Not Legal in Vintage
  • Legal in Legacy

Deck discussion for Mardu Dragons

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