Mardu Charm

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Frontier Legal
Vintage Legal
Modern Legal
Casual Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Khans of Tarkir (KTK) Uncommon

Combos Browse all

Tokens

Mardu Charm

Instant

Choose one —
• Mardu Charm deals 4 damage to target creature.
• Put two 1/1 white Warrior creature tokens onto the battlefield. They gain first strike until end of turn.
• Target opponent reveals his or her hand. You choose a noncreature, nonland card from it. That player discards that card.

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Mardu Charm Discussion

phDaemon on Mardu Warriors

2 months ago

Also, in aggro decks, I especially recommend running 2 - 4x Valorous Stance. That card's utility is way too good to pass up. Especially in a meta with Fatal Push. It will not block Path to Exile, but most people would probably try not to use those up right away. Instead of Mardu Charm, I would run Secure the Wastes, and for the most part Crackling Doom is kind of worthless in modern, unless you're going up against a control type deck.

Kolaghan's Command is almost a must if you can afford the price (since you got the colors I would put at least 2x in my SB). I bought 8 of them when they were selling for a buck, I knew that card was going to be broken.

I would:

Maybe if you find space for it, a Mardu Strike Leader.

Lands:

Total 22 lands since your CMC is so low. You also need some wincon finishers, Sorin, Solemn Visitor is my aggro planeswalker of choice here. He also pairs nice with the painlands, basically having you recover any early self-pain. You should definitely use some disruption, probably Thoughtseize in SB otherwise you are highly vulnerable to wipes. Something on the sideboard for drawing extra cards wouldn't hurt either, e.g. Painful Truths.

So, for the SB, I would add

2x Thoughtseize2x Anguished Unmaking2x Blessed Alliance2x Kolaghan's Command

Depending on how competitive your meta is, there's a few other things you might need to add in there.

The core of most warrior decks look extremely similar because those are generally the best warriors out there.

Azetsu on Mardu Walkers

3 months ago

I am not planning to cut the relics and 5+ mana walkers completely, because they are the core of the deck and Elspeth or Chandra on turn 4 is just insane. Maybe I can drop the number of the expensive walkers.

I am not sure about Liliana, the Last Hope, because the -1 is completely useless in this deck (except fulminators sb). But thanks to the rule change, I could add more gideons

Yes, Nahiri is still a good Walker even without Emmy, but I think Chandra, Torch of Defiance or ajani vengeant are also viable options. Maybe a mixture of a 3 would be nice.

Mardu Charm is definitely a cool card and I will try to find some room for it.

With the land base you are absolutely right, I would to reliable hit the 4th land untapped. I was thinking of check lands like Isolated Chapel would also be fine

YoshikawaYusuke on Mardu Nevermore

3 months ago

KrusaderV2 thanks for the the suggestions! I've changed the Terminate for Mardu Charm and I'm testing it right now. Moved 2 of the Sin Collector to sideboard and added 2 Painful Truths to main. Let's see how it works now.

KrusaderV2 on Mardu Nevermore

3 months ago

Interesting, so a sort of prison/control hybrid in Mardu colors? I think with all your destruction effects and spell-based damage, these colors can really shine here.

Some thoughts:

Switch Terminate for Mardu Charm. This is kind of a more minor suggestion, but I feel like the charm gives so much utility, including token spawning, that it outweighs the power of Terminate in the main. After all, some decks might not run many creatures, so having some more varied utility spells in the main can't hurt game 1 when you already have straight-up kill spells with Path to Exile and Crackling Doom.

Consider Painful Truths. Since you are running a control deck, you'll need card draw for fuel. And if you can consistently get 3 colors at a time, this is probably one of your better choices for draw power. You can even modify how many cards/how much life you lose by choosing how many colors to spend.

Good luck!

JonnySnickers on Mardu Walkers

3 months ago

I think you should cut the number of 5+ mana planeswalkers and 4 Coalition Relics. You could probably add 4 Wall of Omens and increase the number of cheaper walkers, with new rulings Liliana, the Last Hope can play alongside with Liliana of the Veil. I see you removed Nahiri+Emrakul package, but you can probably still keep 1 Nahiri, the Harbinger, as her +2/-2 abiliets generate quite a lot value. I would also go down the number of Path to Exile and add more Fatal Push. You could also consider putting 1-2 Mardu Charm as this card is quite underplayed and can get you some nice value when opponent doesn't expect it. You also have 9 lands that would come into play tapped on turns 4+, so I would cut 2 fast lands and add 2 fetches.

goblinguiderevealpls on Ramos the Voltron Spellslinger

3 months ago

Ive heard ramos is best used as a storm commander, cast a ton of multicolor spells, then cast double the amount with double the mana

Note that 1 cmc spells like Brainstorm literally pay for themselves with ramos out, and things like Manamorphose and Dark Ritual have double the ramp potential

For storm, you're gonna need a LOT of instants, ramp, and "storm" spells

Storm/ multicolor spells

Manamorphose

Gitaxian Probe

Shadow of Doubt

Brain Freeze

Grapeshot

Brainstorm

Ponder

Lim-Dul's Vault

Chromatic Star

Mind's Desire

Burning-Tree Emissary

Tendrils of Agony

Reiterate

Increasing Vengeance

Painful Truths

Ramp

Prismatic Geoscope

Birds of Paradise

Wild Cantor

Bloom Tender

Zhur-Taa Druid

Seething Song

Dark Ritual

Cabal Ritual

Turnabout

Also, charms are a great way to generate mana with ramos while having many modes for utility and building storm count

Crosis's Charm

Grixis Charm

Naya Charm

Dromar's Charm

Jeskai Charm

Bant Charm

Sultai Charm

Abzan Charm

Mardu Charm

Temur Charm

Esper Charm

Azorius Charm

Boros Charm

Izzet Charm

Darigaaz's Charm

Dimir Charm

Jund Charm

Rith's Charm

Treva's Charm

Simic Charm

And many more..

Storm also needs a lot of tutors and recursion spells if you can afford them

Snapcaster Mage

Yawgmoth's Will

Mizzix's Mastery

Kess, Dissident Mage

Past in Flames

Vampiric Tutor

Demonic Tutor

Mystical Tutor

Enlightened Tutor

Sylvan Tutor

Gamble

Increasing Ambition

Signal the Clans

But yea, from what I've heard and seen about ramos, you want to storm multicolor spells in order to cast more spells with the mana and using the insane ramp to win via stuff like Mind's Desire, Grapeshot, Brain Freeze and Tendrils of Agony after a huge storm count of multicolor spells

RudeCanadian on

5 months ago

The thing is I'm making this deck online to later buy and use IRl. The guy I'd be playing against is a ruthless control player that runs a five color legendary dragons/elves/Planeswalker deck(s). I'm talking Nicol Bolas, Planeswalker, Teneb, the Harvester, Kessig Cagebreakers + Wren's Run Packmaster , the Tarkir clan charms (Mardu Charm+Jeskai Charm+Temur Charm...) and the like. This guy is that one MTG player you HATE playing because he just loads his deck with legendary/Mythic cards and wrecks shop.

Anything that doesn't work 100% with this deck is useless, that's why I replaced Genesis Hydra and Foe-Razer Regent with Kalonian Hydra + Managorger Hydra and Cultivate with Nissa's Pilgrimage. Anything less then perfection will get boardwiped with this guy.

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