Looks pretty good. Play test it and report.
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Did you read my above comments? I would hold off from buying single cards until you know more about the game.
Most likely taking this to FNM tonight. Fingers crossed....Jeskai counter-burn has me worried.....
Ok! I have returned. xp As TheSwarmer is saying below, consistency in the draw is key. You don't want to get the cards that make you win every other game; you want them all the time. Now, as you are new to magic I'm sure your card choices are pretty limited, but here are some things to consider when making a deck. Some of this stuff you may have figured out on your own, but I'm going to say it all anyways.I suppose the first place to start would be....I guess mana curve. This site actually gives you a little chart that i'm sure you noticed, and it tells you how many cards of each mana cost you have. So, in short, things you can play with one land, two land, three land, etc.. This is very important in deck making because you don't want all of you cards to cost so much that you can't play anything until turn five, but you don't want all of your cards so low cost that you run out of cards in your hand and are relying on the one card you draw each turn. There are ways around what I just said, but i'll get into that much later. For now we will assume you want a balanced mana curve.Next, which is something you are actually doing a good job of, you want to keep your deck down at the 60 card minimum. again that has to do with consistency in the cards you draw.There is so much more to talk about, but I think, to save time, it would be better if you told me what type of deck you want, so I can narrow down what information to tell you. There are tons of deck types too, so why don't you tell me your top three favorite colors in Magic, and we will go from there in picking your deck type.
As much as I hate it, buying single cards is the best way to go even though booster packs is how the game is supposed to be played. I'd give you suggestions, but it all depends on the deck you are going to make. I'm going to leave another comment above in a but explaining some things.
you can make edits to your actual deck list here. Just click the bottom right corner of the Main Deck header.
Welcome to Magic! First of all an important rule for you to know is that if the card is not a basic land card, you can only have four of it in your deck and sideboard which means that you can't have 6 Temple of Enlightenment. Sorry about that. I'll be honest although I am sorry to say that your deck isn't that good, but its OK because it is in fact your first one. It has the basics of a control deck which is a type of deck that controls your opponent so they basically can't play. I have to go right now, but ill be back on later today to talk to you more.
Sounds good.
hes not using red
You have to remember though that your opponent will be able to destroy your archetype of courage to remove the first strike.
I love Mardu, but there are some serious issues with this deck. I am most likely going to sound like an ass in the following advice, but I just want to help.First of all, Mardu Banner, yes it helps mana fix, but you don't need it to mana fix; it is a waste of a three drop. I would take them out and add actual lands instead because only 20 lands isn't going to cut it.Next, running small amounts of a large variety of cards is going to make you lose constancy in your draw and make you see less of the cards you wish you had in your hand. It is the same reason why into decks don't work well; they just take 1 or 2 of a bunch of different cards and put them together. You need to make some serious cuts to this deck and add more of the cards you keep in it. Third, Planeswalkers are epic, and there are decks that work by running large amounts of them, but I don't see it working out in this one. Usually decks with lots of planeswalkers are control decks that just need Planeswalkers to finish off the opponent. For decks like yours, you want planeswalkers to support the purpose of your deck. I would say just run three Sarkhan and maybe two Elspeth at the most for planeswalkers.Now for land. All of your land enters tapped!!! This is going to slow you down! Mardu is speed; you need to stay ahead of your opponent before their late game comes in and violates you in ways that won't feel good. Here is my suggestion:4 Nomad Outpost2 Temple Of Triumph2 Temple of Silence3 Battlefield Forge3 Caves of Koilos2 Mana Confluence2 Mountain1 Plains2 Swamp2 Urborg, Tomb of YawgmothThat it was I use and it works, you can use Butcher of the Horde to gain the life back don't worry.I'll stop here for now. Hopefully you find my insight useful.
Very good deck....also very annoying. Control is a pain to play against. xp
Good deck. Nothing really for me to complain about :p
I would drop one Agent of the Fates and one Brave the Sands. You also might want to sideboard the remaining two braves the sands to put in your Dictate of Heliod. I think that would be more useful for you. Sorry I took so long to reply.
Just the odds of getting the right lands makes me say no. Yes, fetch lands help immensely, but for most of your cards you need two of the same mana or two different colors of mana, and having that is going to be very difficult. Also, the lack of removal is depressing.
This is a pretty cool deck. I would definitely add more Waste Not to take advantage of multiple instances of its ability. You definitely have enough cards to trigger its ability repeatedly.
Ah yeah now I get it, but does that mean you would get the flip effect from playing the card from your hand face up, or would you just get to play the creature with out getting the effect you would get from morphing it?
Mardu midrange is actually pretty good. Butcher of the Horde works well with Rabblemaster, Mardu Ascendancy, and Bloodsoaked Champion. Also, you get Zurgo, Sarkhan, and Sorin to pick from, and there is also plenty of good removal.
I don't really understand Dermoplasm. Why would you pay four mana to put down a morph creature that would normally cost 3 to play face down?
Running one Thoughtseize is a little underwhelming. You are either never going to draw it, or get it late game when it's less valuable. Honestly, I would either add more or take it out.
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