Mardu Scout

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

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Set Rarity
Fate Reforged (FRF) Common

Combos Browse all

Mardu Scout

Creature — Goblin Scout

Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)

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Mardu Scout Discussion

freakingShane on Purphoros, Forger of Goblins [[Primer]]

1 month ago

Thanks for your suggestions, AlmightyTentacle!

You've definitely suggested a ton of cards that I either want to test out or already have, so thanks for that! :)

When it comes to card draw, I really haven't experienced many issues. You are correct that I don't have a ton, but keep in mind that I do have tutors/cheaters that essentially are card draws for the specific cards needed.

  • Herald’s Horn is one that I was pretty excited for when I saw it got spoiled. It'll definitely get tested!

  • Grenzo, Havoc Raiser was a card that I tested out before, but ended up passing on him. He might be worth testing out again though!

  • Mikokoro, Center of the Sea will definitely need to be tested. I've honestly overlooked this one, but it can definitely be handy.

  • As for Sensei's Divining Top, it unfortunately is banned in Duel Commander. Same goes for Mana Crypt and Sol Ring.

  • Ancient Tomb was actually just recently unbanned in Duel, so I will definitely -1 Mountain for it.

  • I would love to run Imperial Recruiter, but there is no way that I can spend that kinda money...maybe someday though!

  • Gamble will need to be tested. I hated the idea that I could be forced to pitch what I tutored, but mono-red doesn't really get any better tutors, haha.

The Control & Others category are pretty much all previous inclusions or considerations. I end up not needing the redundancy with some of these cards as much as one would think because most games are won by around turn 8 at the latest.

As for your recommended cuts, I agree with some of them.

Again though, thanks so much for your comment! I will be testing out some of these and seeing what works most efficiently! :)

AlmightyTentacle on Purphoros, Forger of Goblins [[Primer]]

1 month ago

Hi, freakingShane

First of all I really like your Purhporos goblin tribal deck!

As you mentioned your deck is built to be closer to a 1 vs 1 Commander (French) deck, but still I want to suggest you some of the cards for more multiplayer game strategy that imho I think you should consider to add.

Analizing your deck I see some problems in too low count of draw engines. I think you need to maximize draw power cuz in current state after several board whipes you just be run out of gas.

Card advantage:

Ramp:

  • Mana Crypt - expensive but cost all its money.

  • Ancient Tomb - nice land, cut mountain for it.

  • Herald’s Horn - was mentioned before.

Tutors:

  • Imperial Recruiter - I know it is expensive card but it can tutor 80% of all your creatures!

  • Gamble - saves me hundred of times! Offcorse it has drawback and you can discard what you was looking for, but still it is best tutor in red color.

Control & Others:

Cards I think you need to cut out:

P.S. Sorry for some grammar mistakes it was hell of amount of text to type ;-P

xyr0s on how many goblins?

2 months ago

at 19 lands, don't play cards that cost 4 or more mana. You run too much of a risk of them simply cluttering your hand, while you wait for lands. Keep goblins cheap. Cards to remove:

  • Raid Bombardment. when will you play this? turn 3, and attack with the 2 goblins you at best have in play by then? It's a card that doesn't do anything on its own, but eats up all the mana of the early turns, where I assume you want to win (midrange goblins doesn't sound really right).

  • Guttersnipe again a 3 cmc card that doesn't do anything on its own.

  • Mardu Scout Yes, it combos well with Quest for the Goblin Lord, but then, so does playing dragonfodder. But dash is not a very great ability in a deck, that plays early game aggro, due to mana limitations.

  • Ankle Shanker, Elspeth, Sun's Champion, and Descent of the Dragons. These are not belonging in a 19 land deck. Loosely calculated, you'll have to dig 18 cards into your library to come by 6 lands, and since you don't draw extra cards, or ramp lands, that means average turn 11 to play a 6 cmc spell (and turn 8 or 9 for a 5 cmc spell). Goblin Dark-Dwellers I don't really know about, perhaps a 4/4 creature followed by a dragon fodder is an ok turn 8 play (but I doubt it).

  • Trumpet Blast doesn't do enough on its own to be a 4-of. A 1-of is more like the correct number i think - enough that occasionally you play it, and it ends the game, but you won't have to sit and wait for more creatures with two of these in hand.

  • lands that enter the battlefield tapped. They are not worth the trouble, mostly. Get the check-lands, and the shadowlands, and otherwise stick with basics. Currently just about half your lands are tapped, essentially meaning that you are timewalked behind your opponent.

Cards to consider

Foundry Street Denizen. It's a goblin, and it grows by more goblins. It's also a 1-drop, which your deck has very little of.

Goblin Guide. Suggested since you didn't apply the "budget" tag. Best turn 1 goblin in modern.

Goblin Bushwhacker. By kicking it, you get haste and boost your whole team. that's not bad at all, for a deck with 11 token-generating sorceries. I would also sugges Reckless Bushwhacker but your cards are too many intensive to allow you to play a surge-card early on.

And finally Goblin Chieftain. It does cost 3, so... a bit expensive. But haste is relevant for all you tokens, and so is a solid lord-bonus.

and Lightning Bolt. You play red in modern, you bring 4 lightning bolts.

AmbientCrepes on 1v1 Zurgo Bellstriker

3 months ago

I play Zurgo a lot in 20 life, and I know that the format is very different, but in general we want to be doing the same things. In 20 life you can very reliably go for a heavy burn plan and have it work out well. This strategy is in my opinion very sub-optimal at 30 life. I think you basically want to be as heavy on the beatdown plan as possible. 30-life zurgo was basically a meta-gaming deck, if you see a lot of control decks, this is were you want to be, Green meta-game = not so much. From what I understand of the format for 1v1 commander online, it is heavily slanted to control(vial smasher etc), and somewhat combo (baral). This means that Zurgo is in a good spot, however if the Nissa/Azusa decks get very popular, or more hate bear style decks come up Zurgo will get much worse.

Here are my suggestions for your deck, cut the following:

  • Bomat Courier
  • Chandra, Fire of Kaladesh
  • Countryside Crusher
  • Grenzo Havoc Raiser
  • Hazorent the Fervent
  • Jaya Ballard Task Mage
  • Legion Loyalist
  • Sin Proder
  • Thermo-Alchemist
  • Dangerous Wager
  • Skullclamp
  • Faithless Looting
  • Kari-Zev's Expertise
  • Lava Spike
  • Molten Rain
  • Wheel of Fortune

Some of these are too slow(Wheel of Fortune, Skullclamp), some of there just aren't efficient enough for 30 life(Lava Spike), and some are just outright bad (Bomat Courier, Sin Proder etc.).

What you want to look for in your cards is the following; repeatable sources damage (mostly in the form of creatures though artifacts and enchantments are great sources as well) or the ability for your instants/sorceruies to kill creatures as well as deal damage to players.

Here is what I would add to the deck:

The deck's best hands are turn one zurgo, turn two 2-cmc creature (preferable hasty) so I've tried to maximize the number of 2-cmc creature to ensure this happens as often as possible. If you end up wanting more 2-cmc creatures I suggest looking towards Ember Hauler or Goblin Bushwhacker

Next lets add a little beef to your threats:

Hero is essentially, Hellrider # 2 so it is great. Heelcutter is great at allowing you to spend you mana every turn, and also Superb against single blockers. Koth is just an outstanding card that allows you to diversify your threats in the face of wraths and can win games single handedly.

Instants and sorceries you should add:

These are efficent and you are already playing effective copies of 3 of the cards. If you find yourself running into more blockers, or the meta game is more green, I would look to the following cards: Flametongue Kavu, Chandra, Torch of Defiance, Flame Slash, Mizzium Mortars, Roast. These are great at clearing paths for your creatures to get through uncontested.

Personally I am not a fan of either Chandra, Pyromaster or Outpost Siege as they feel tough to maneuver around counterspells and are very slow against combo. As a result I would cut them and play Flame Slash and Forked Bolt (which feels great against many of the x/1 of the format).

In terms of your mana base, if you are playing grim Lavamancer, you should be to play all the red fetches. Encroaching wastes should be wasteland (I'm sure budget is a big concern here but even still I would just cut it), Rishadan Port is another great land you aren't playing. Mutavault is excellent to help with flooding. Hellion Cruicible seems a little underwhelming, and honestly most of the creatures in the deck have hast so Hanweir Battlements seems like a pipe dream to try to meld, however I think it is mostly a free roll if you are dead set on playing it. Barbarian ring is another card you could be playing, and so is teetering peaks. I also tend to play 37 lands as it is roughly equivalent to 22 lands in 60 card decks, and you are trying to cast 4 drops in this deck but 36 should theoretically work.

Best of luck!

lagotripha on

4 months ago

Ok, interesting setup, I'd describe it as more midrange rather than control, but the idea is pretty solid. I'm running a list with Myth Realized in mardu which works similarly. Personally, I'd cut the recover and similar for a Night's Whisper or Sign in Blood (sorcery speed matters less when you have spare mana for removal), and swap madcap for the wonderful and disruptive Delirium Skeins- if they can't stop your creatures, it doesn't matter how much they hit for. Your manabase looks like it should function, but I can't say more than that. Graven Cairns is cheaper than the other filters thanks to it's future sight printing, and Lavaclaw Reaches is a decent mana sink in later turns. There are several spells in black red missing here, but the most pressing is sideboarded Rakdos Charm. It kills artifacts, ends graveyards and flips swarm tactics on their head. Ratchet Bomb will provide much needed emergency enchantment removal, and Pithing Needle or Dreadbore are solutions to the incurable planeswalker plague upon the game. I'd consider Gifted Aetherborn in place of skirge, the constant presence of k-command makes artifacts risky buisness.

If you want more consistant draw, Phyrexian Arena is relatively resistant to the current strain of non-Anguished Unmaking removal. I have this list Mono black deckbuilder's toolbox for mono black players- chances are there will be some stuff in there to help.

And yes, haste is an undderated ability, but in control lists I've always preferred Languish alongside Mardu Scout or Lightning Berserker as it is less threatened by sorcery speed removal.

lagotripha on W/R On Dasher-Help-Newbie Deck 2.0

5 months ago

Ok, thats a nice solid start and a strong idea. Modern is a turn 4 format- usually non-casual games are decided by turn four in one players favour, so most cards are at the 1-2 cmc, with key cards castable turn three. I love the idea of a kor firewalker/dash setup, it has a lot of potential, especially running a lot of removal. So lets start by looking at cards, costs and interactions and alternative multiple copies. Basically, the deck as you described it should run two sets of cards- things to enter the battlefield or benefit from entering the battlefield, or things that remove your opponents threats so you can grind out a win.

Removal- Fumigate, Flame Slash, Lightning Bolt, Stasis Snare all fantastic, with this setup Blessed Alliance, Celestial Flare, Immolating Glare are all options, with Leave No Trace, Radiant Purge, Disenchant, Urgent Exorcism and Valorous Stance, with the traditional red Smash to Smithereens and the like.

Engine- Kor Firewalker ( dragon claw ? it dodges boardwipes) Ajani's Pridemate , Screamreach Brawler, Mardu Scout, (Foundry Street Denizen, Dragon Fodder, Mogg War Marshal (possibly a single Cathars' Crusade), Spirit Bonds, Impact Tremors, Mantle of Leadership!!, Pandemonium, Soul Warden/Soul's Attendant, Countless Gears Renegade, Banisher Priest, Blade Splicer, Cloudform etc

Things I'd cut - Shivan Dragon(classic, but reducing the mana costs of the deck mean stuff hits the battlefield faster and you can run less lands) Resolute Blademaster Cinder Hellion Belligerent Whiptail too slow to cast when you need them, need you to already be winning to work. Fireball Heat Ray Armored Ascension Lust for War- slow and don't suit your gameplan of bouncing creatures for effect.

Interesting cards to consider- Legion's Initiative, damage, can protect your creatures by bouncing them, You could consider looking at the white Cloudform flicker archetype, soul sisters Soul Warden decks and RDW, which with key cards being reprinted may provide some good options. There is probably a card that has exactly the effect you want or need if you look for it, so its more about imagining what you want to be doing, and checking it can be done efficiently enough to work.

The key part of it all is sideboard- this is how budget decks thrive in the modern envoronment. Cards to specifically mess with opponents, Disenchant key artifacts, Deflecting Palm a big creature into an opponents face, Combust key creatures in control decks. Its all there with the weird, optional, situation specific cards. Test your deck, see what works and what doesn't before commiting, then go out and play, because your playgroup and metagame will not condform to whatever is out here in the world, and what is best might not be fun to pilot, and thats the whole point of playing. Don't be scared of playing on a tiny budget, there are a lot of cards that have fallen out of vogue and have low prices not because of how good they are but because they are unpopular eg.Nevermore. You can absolutely win most games by piloting well, even against the best decks and players with planning and a little luck.

dreamistt on Purphoros let the game begin

7 months ago

This deck seems to have gone two ways at the same time and that usually doesn't work all that well, but it might be alright in this case. You see, Purphoros decks usually do not care for attacking all that much (they just create massive amounts of tokens or end the game in a infinite ETB combo), so cards such as Fervor and Goblin War Drums do not seem all that necessary.

I'll say what I always say: ramp wins most games. Having more mana than your opponents allow you to do so much more and much faster. Mind Stone and Hedron Archive can double up as card draw when you don't need them anymore. Treasonous Ogre allows you to trade health for mana, which can be dangerous, but can also win you the game with things such as Tempt with Vengeance. Hangarback Walker would also be amazing in this deck.

Vicious Shadows can outright win you the game if you have enough creatures in play (it highly discourages board wipes) and I would easily trade Dictate of the Twin Gods for it since it can be quite dangerous.

Dash creatures are be useful, but you don't need that many. I'd remove Zurgo Bellstriker and Mardu Scout. (Lightning Berserker can finish off someone when the board is clear and you have enough mana).

God knows I love [Ragavan], but Kari Zev, Skyship Raider won't shine much in here in my opinion. Hanweir Garrison is insanely good, but will you be able to attack with it without someone blocking it? I don't think so. Goblin Matron is a good tutor (and you have a bunch of goblins), but I don't know if you really need it.

Chandra's Spitfire isn't all that good in EDH, but by all means, if you like it, keep it. It still holds the potential to kill someone out of nowhere. Norin the Wary is really fun, but he's also a bit expensive and you don't really need him. Magus of the Wheel is unnecessary and probably will give your opponents the cards they need to deal with Purphoros or some other card you really need. I particularly dislike wheeling effects since they are extremely situational and I'd rather have some passive extra draw such as Staff of Nin or a Loreseeker's Stone any time.

As for the spells, I'd remove Mizzium Mortars and Reforge the Soul (again, wheel effects are hardly useful most of the times). Release the Gremlins is kinda bad in a matchup where you don't have that many artifacts to destroy, Indomitable Creativity works better since you can turn a bunch of tokens into something better.

I love Ruination (since I don't play that many nonbasics in my decks I don't really care for it) but it might be a bad card in the sense that it makes everyone hate you (but hey, you're already playing Purphoros, what is a little more heat, right?). I'm on the fence about this one. Same goes for Reverberate, Dualcaster Mage and Wild Ricochet...

Breath of Fury needs the enchanted creature to deal combat damage to an opponent. Yes, it might be useful, but I don't think it'll ever be relevant enough to be here.

Other suggestions:

  • Goblin Offensive (Mana-dump cards like this can be useful to end the game)
  • Soulbright Flamekin (Turns into 8 red mana every turn)
  • Skittering Invasion (Consider this as a mana 10 damage to each oponent with Purphoros on the table since you can sacrifice the [Eldrazi Spawn] tokens to get your mana back)
  • Monkey Cage can be fun if you know someone is planning to cast a big creature next turn. And in EDH where average CMC is 3, 5 mana for 3 creatures isn't all that bad. You could also blink a big creature in order to RELEASE THE MONKEYS!
  • Flameshadow Conjuring allows you to pay for an extra copy of that spicy creature you want to cast. Probably a good card to have around. Imagine paying 1 extra for that Chancellor of the Forge or Siege-Gang Commander. It also triggers upon reentering the battlefield (Conjurer's Closet a creature and pay )
  • Rite of the Raging Storm is downright amazing since no one can attack you with the creatures you provide and it gives you a creature every turn for you to attack with.
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