Mardu Banner

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Khans of Tarkir (KTK) Common

Combos Browse all

Mardu Banner

Artifact

{T}: Add {R}, {W}, or {B} to your mana pool.

{R}{W}{B}, {T}, Sacrifice Mardu Banner: Draw a card.

Price & Acquistion Set Price Alerts

KTK

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Mardu Banner Discussion

eliakimras on Kaalia Work in Progress

3 weeks ago

It's great you have picked Kaalia! Here are my suggestions: - Kaalia has a narrow casting cost (1WBR) and her best shot is when she's cast early, so you need every fast mana acceleration (Orzhov Signet, Boros Signet, Rakdos Signet, Fellwar Stone) available to cast one of them on turn 2 and then Kaalia on turn 3 to smash faces. Unfortunately, Commander's Sphere, Manalith, Mardu Banner and Orzhov Cluestone doesn't help with this strategy, so it might be better replace these for those.

Bloodytrailz on Edgar Tribal Go-Wide

2 months ago

You know what's exclusively better than Mardu Banner and not in your deck? An EDH staple... Commander's Sphere. Pay 3 mana to draw a card, or draw a card for free on a sacrifice trigger instead of a tapped trigger, so you can tap it for mana and then sacrifice it for a draw. It's a huge upgrade for a card that costs like a quarter.

Grisbane on Edgar Tribal Go-Wide

4 months ago

You make some valid points about the creatures. I haven't really used Kheru Mind-Eater often and usually it pops up towards the end when I already have a swarm going. Yahenni, Undying Partisan was in one of this deck's early builds and I found him wanting. I will look at other 3 drops for another viable solution. As far as Drana, Kalastria Bloodchief, it's in there because it's removal on a flying body. Your suggestion is interesting and I will test it in proxy. Necropolis Regent has been an all-star in my deck and has outright won games by herself. With her out, everything is a threat. She is definitely a target for hate but if they don't have and answer they usually die.

I cut Painful Truths out of the deck because while I can get all three colors, getting Red can be difficult as it's honestly splash only. I wanted to limit red in order to make the deck faster and be able to get demanding cards like Necropotence out. I am thinking of using Ad Nauseam in the place of Damnable Pact.

As far as Eerie Interlude, it's sweeper insurance, same as Living Death. It doesn't save tokens but at least it gives me back something if a Wrath of God hits.

Call the Bloodline has been useful in the past. There are better uses for it and I will consider your suggestion. I admit I am reluctant to add more red solely due to how irregular getting red mana is with this deck.

As far as Manalith was always a placeholder until I found something better. Mardu Banner will probably replace it. I knew of Fellwar Stone, I particularly don't like that card due to the fact it almost always only produces colorless against the groups I play in. If it doesn't produce colorless it's white or red and I always need more black. Any card that depends on the opponent to me is far worse than a 3 mana reliable rock.

Grisbane on Edgar Tribal Go-Wide

4 months ago

You make some valid points about the creatures. I haven't really dropped Kheru Mind-Eater often and usually it pops up towards the end when I already have a swarm going.Yahenni, Undying Partisan was in one of this deck's early builds and I found him wanting. I will look at other 3 drops for another viable solution. As far as Drana, Kalastria Bloodchief It was just in there because it was marginally useful. Your suggestion is interesting and I will test it in proxy. Necropolis Regent has been an all-star in my deck and has outright won games by herself. With her out, everything is a threat. She is definitely a target for hate but if they don't have and answer they usually die.

I cut Painful Truths out of the deck because while I can get all three colors, getting Red can be difficult as it's honestly splash only. I wanted to limit red in order to make the deck faster and be able to get demanding cards like Necropotence out. I am thinking of using Ad Nauseam in the place of Damnable Pact

As far as Eerie Interlude, it's sweeper insurance, same as Living Death. It doesn't save tokens but at least it gives me back something if a Wrath hits.

Call the Bloodline has been useful in the past. There are better uses for it and I will consider your suggestion. I admit I am reluctant to add more red solely due to how irregular getting red mana is with this deck.

As far as Manalith was always a placeholder until I found something better. Mardu Banner will probably replace it. I knew of Fellwar Stone, I particularly don't like that card due to the fact it almost always only produces colorless against the groups I play in. If it doesn't produce colorless it's white or red and I always need more black. Any card that depends on the opponent to me is far worse than a 3 mana reliable rock.

MrBurnsy12 on Edgar Tribal Go-Wide

4 months ago

Hello fellow Markov player! I've been loving my Edgar deck Bloodsuckers and it's awesome seeing that you're enjoying yours! I know I purposely decided to avoid the combo route, but I certainly think that's an awesome route to take with your deck. I'll just be leaving my thoughts on a few of the cards that stand out to me based on my experiences building up my precon to the deck I play now.

  1. Drana, Kalastria Bloodchief: This card is really expensive, both to get out, and to use her ability, generally meaning you won't be able to do both the turn she comes down, meaning you generally have to use two of your turns to get an important creature removed. You also have quite a bit of good removal in this deck, so I am unsure if this kind of creature is necessary in your deck. In it's place, I'd recommend Champion of Dusk. This card is gas in your deck, as at worst, it will draw you two cards on its ETB, but often can draw you way more. I think having cards to play with will be a better source for your mana a removal spell on a stick, plus your deck seems a little card draw light, so this can shore up that weakness.

  2. Kheru Mind-Eater This was a card I kept be excited about playing and then kept disappointing me. You usually can hit one opponent at the table due to menace at most times, which is nice, but causing only one of your opponents to discard one is meh, plus you getting to play the cards is only useful if your opponent discarded a Spell in the mardu colors or a land. This card just never seems impactful enough, and once all your opponents have at least two creatures on the field, this card's usefulness is gone. Maybe you have found some value from it, but I just always felt most any creature I could play would be better than this. A 3 drop Vamp that has completely over-performed for me is Yahenni, Undying Partisan. Having a creature that is resilient to board wipes and removal, grows bigger as the game progresses, and even has haste to chip in some damage here or there always seems to be a relevant threat on the board, and leads to some fun and chaotic game states that usually wind up in your favor.

  3. Necropolis Regent: This card seems sweet! I was considering running it. How has it been performing for you?

1. Damnable Pact: This card always just seemed too expensive to me. The appeal of late game being able to draw 7 cards seemed to be mitigated by how poor this card was in the early game, where I would often want cards to hit my land drops or just having gas. Especially without ways to exceed a max hand size, even towards those end game situations, I never wanted to draw an incredibly high amount of cards. Instead I started running Painful Truths. Your manabase seems very capable of getting all three colors early, meaning this card is a three mana draw three lose three (what Damnable would need 5 mana to do). It still has some flexibility if you don't want to lose life, but this card just hits the right spot for drawing me cards.

  1. Eerie Interlude: This card I am just curious about. As it doesn't bring back tokens, it doesn't protect your entire board, and since Edgar's eminence is cast trigger not ETB, it doesn't make more. There are still plenty of ETBs that I see you are running though. I'm just curious on what the goal of this card is.
1. Call the Bloodline: This card doesn't seem impactful enough to me. Once a turn discard and make a single token for 1 mana. Sure, it makes a relevant body, but at the cost of a card and a mana. The only once a turn makes it hard to really abuse as well. I just feel there are better uses for your mana and cards. I would just recommend another enchantment to pump your guys like Shared Animosity.

1. Manalith: I think is the card that sticks out like a sore thumb. This card just is not good, and there are alternatives that are just strictly better like Mardu Banner or Cultivator's Caravan, and I would argue that any of the signets or Fellwar Stone are better in that even though they're a little more restrictive, that one mana cost reduction goes a long ways when it comes to ramp.

I hope some of these suggestions can prove helpful to your deck!

Mick-Tis on Edgar Markov Update

7 months ago

I'd cut Mardu Banner for Commander's Sphere it pretty much does the same thing with less mana to draw a card

Argy on Unfinished Kaalia needs HELP

11 months ago

You can check out the version I built after getting lots of tips from this site.

It has worked well in lots of games I have played.

1x Akoum Refuge
1x Badlands
1x Blood Crypt
1x Bloodfell Caves
1x Bojuka Bog
1x Boros Garrison
1x Command Tower
1x Evolving Wilds
1x Godless Shrine
1x Molten Slagheap
3x Mountain
1x Nomad Outpost
1x Orzhov Basilica
2x Plains
1x Plateau
1x Rakdos Carnarium
1x Rogue's Passage
1x Rupture Spire
1x Sacred Foundry
1x Scoured Barrens
1x Scrubland
3x Swamp
1x Temple of Malice
1x Temple of Triumph
1x Vivid Crag
1x Vivid Marsh
1x Vivid Meadow
1x Volrath's Stronghold
1x Wind-Scarred Crag
1x Lavaclaw Reaches
1x Needle Spires
1x Shambling Vent
1x Temple of Silence

1x Akroma's Vengeance
1x Diabolic Tutor
1x Dreadbore
1x Earthquake
1x Evincar's Justice
1x Mob Rule
1x Syphon Flesh
1x Syphon Mind

1x Boros Signet
1x Darksteel Ingot
1x Lightning Greaves
1x Loreseeker's Stone
1x Mardu Banner
1x Orzhov Signet
1x Rakdos Signet
1x Sol Ring

1x Akroma, Angel of Fury
1x Angel of Despair
1x Angelic Arbiter
1x Archfiend of Depravity
1x Aurelia, the Warleader
1x Avacyn, Angel of Hope
1x Baneslayer Angel
1x Basandra, Battle Seraph
1x Bladewing the Risen
1x Bloodgift Demon
1x Boros Guildmage
1x Dragonlord Kolaghan
1x Duergar Hedge-Mage
1x Fallen Angel
1x Flamerush Rider
1x Gisela, Blade of Goldnight
1x Iona, Shield of Emeria
1x Lightning Mauler
1x Mana-Charged Dragon
1x Master of Cruelties
1x Mother of Runes
1x Oros, the Avenger
1x Razorjaw Oni
1x Resolute Archangel
1x Rune-Scarred Demon
1x Shattered Angel
1x Tariel, Reckoner of Souls

1x Anguished Unmaking
1x Bathe in Light
1x Congregate
1x Crackling Doom
1x Master Warcraft
1x Orim's Thunder
1x Path to Exile
1x Return to Dust
1x Sulfurous Blast
1x Swords to Plowshares
1x Wrecking Ball

1x Necropotence
1x Palace Siege
1x Righteous Cause
1x Stranglehold
1x Vow of Duty
1x Vow of Lightning
1x Vow of Malice

The Vows could be removed for:

Demonic Tutor
Diabolic Tutor
Grim Tutor

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