R/W/B Standard: Tokens

by Muktol on 22 April 2015

Main Deck (62 cards)

Sideboard (12 cards)

Instants (4)

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Deck Description

Standard legal, built with cards from the block Khans of Tarkir (Khans of Tarkir, Fate Reforged and Dragons of Tarkir).

This deck is supposed to win via tokens and enter the battlefield/ leaves the battlefield effects from "Impact Tremors" and "Outpost Siege". Dash allows you to attack with your creatures and take them back on your hand thus (when both enchantments are on the field) dealing 2 extra damage per creature played with dash.
The landbase isn't quite finished as problems there tend to show only when playing the deck and I simply don't have the time for that at the moment.

This deck exists only on this site and has never been played against another deck. Regardless I'm open to all suggestions and ideas that may help to improve this deck.

How to Play

A good hand could play like this:
T1: Plains -> Herald of Anafenza
T2: Mountain -> Impact Tremors
T3: Swamp -> Dash with "Mardu Scout" and so on.

If possible try to keep your token spells ("Dragon Fodder" and "Hordeling Outburst") until at last one or two Impact Tremors are on the field.

Deck Tags

  • Standard
  • Mardu
  • Aggro
  • Untested

Deck at a Glance

Social Stats


This deck has been viewed 1,096 times.

Mana Curve

Mana Symbol Occurrence


Deck Format


NOTE: Set by owner when deck was made.

Card Legality

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

Deck discussion for R/W/B Standard: Tokens

sound the alarm (or raise the alarm i cant remember) and mardu charm might be good additions, there not really used but are still some cheap token generators.

Posted 09 July 2015 at 00:01


I tried to stick to the Khans block to keep this deck in the standard legality as long as possible. But "Raise the alarm" is to valuable to ignore it.
I'm not quite sure how "Mardu Charm" will perform here due to its difficult colour-costs (I only added 2 different "dual"lands so I'm not entirely sure how stable the manabase is)

Posted 09 July 2015 at 19:12


A Mardu Deck without Butcher? Are U KRAZY?

Posted 09 July 2015 at 20:32


I'm not crazy...at last I don't think so. But perhaps the people that don't think they can be crazy after all because every one around them seems to be crazy are the real crazy people themselves... ;)
"Boltwing Marauder" vs. "Butcher of the Horde"...tough choice. I will sideboard the butcher and if I ever get to try out this deck (approx number 50 on the list. Some day I really should get myself an automatic cutting machine to minimize the pain when printing and cutting all those proxys) I will give him a try. Personally I feel that "Boltwing Marauder" will be the better choice here. costs a single mana more to cast but works better with "Dragon Fodder" & co. (at last if you don't need the lifegain or the haste)

Posted 09 July 2015 at 20:47


the thing about bolt wing marauder is, to make it effective, you need to be casting creatures after your WIN CONDITION. In a Mardu deck you really want to avoid this. I am personally a Mardu player and I choose to run wing mate roc for my 5 drop slot because 6 power in the air is strictly better than 5. The life gain is the icing on the cake. And dude, in a mardu tokens, you should be running butcher even harder than most decks because you have tons of chump to sac to him. And don't even think of winning with a deck of 63 cards! Please take the number down to 60 for consistency. And yes you do need the life gain and the haste in a Mardu AGGRO deck where you do NEED pain lands and fetches with any, and I mean ANY hope of winning against any deck running den protector + death mist raptor.

Posted 09 July 2015 at 20:57


removal is an important thing too for mardu, at least a valorous stance so theres protection and removal

Posted 10 July 2015 at 00:28


while valorous stance is a good removal spell, try to pick up a playlet of crackling doom. you'll need it against more midrange builds.

Posted 10 July 2015 at 11:26