Mardu Skullhunter

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Custom 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
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Khans of Tarkir (KTK) Common

Combos Browse all

Mardu Skullhunter

Creature — Human Warrior

Mardu Skullhunter enters the battlefield tapped.

*Raid — When Mardu Skullhunter enters the battlefield, if you attacked with a creature this turn, target opponent discards a card.

Mardu Skullhunter Discussion

Dete on PDH(RB) - You wanna block? Choose Wisely

11 months ago

You have to choose the creature before the blockers are decleared, so having evasive creatures with haste will work better than trample, and maybe use creatures that if arent blocked will have some kind of effect or the other way araund.

Tormented Soul, Prickly Boggart, Mardu Skullhunter, Dread Warlock, Dauthi Horror, Alley Grifters, Chittering Rats, Liliana's Specter.

and probably add mass remuval and normal remuval.

Shrivel, Pestilence, Ashes to Ashes, Evincar's Justice, Cannibalize, Snuff Out, Crypt Rats.

sorry if all the cards i listed are black, im just more familiar with it.

Samuel-Frederick on

3 years ago

One of the first things to take note of is the Heroic ability of the Tormented Hero and Setessan Oathsworn. Whenever you cast a spell that targets them it triggers their ability. The cards that you run that can target them are Boon of Erebos, Giant Growth, and Feral Invocation.

This is why these cards are worth taking note of

If you attack with a Setessan Oathsworn that isnt blocked you would deal one point of damage, not exciting thats for sure. So before the damage step, you can cast Giant Growth on it, which gives it +3/+3 and triggers the heroic ability of the cards which gives it two +1/+1 counters, this means you hit for six! (1 from the power, 3 from the growth, 2 from the heroic), but the real bonus is that the counters gained from the heroic ability are permanent, so now the Setessan Oathsworn is a 3/3 creature.

Your opponent attacks with a Craw Wurm, you then block with your now 3/3 Setessan Oathsworn, but before the damage step (when the creatures deal damage to each other), you cast Feral Invocation on it, it gains +2/+2 from the enchantment and gains an additional two +1/+1 counters from the heroic ability, making it a 7/7! This is a creature that can surprise your opponent, as well as being an aggressive card.

Tormented Hero doesnt have the surprise and ramp at the Oathsworn does, but every time you target him you deal an extra point of damage to your opponent, and in an aggro deck every point is helpful! (and you gain a life as well, this isnt important but its a nice little bonus). Also, he is a 2 power creature for one mana, and that itself is fast.

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You only run three removal cards, this is because they dont deal damage, and it is through combat tricks (boosting your creatures before damage) that you kill most of your opponents creatures. You run a single of each Geth's Verdict, Murderous Cut, and Victim of Night. The reason you run one of each instead of three of one is that you want a removal suite. A removal suite is simply running a number of one of removal cards, the reason for this is they all do something slightly different, but also it makes it harder for your opponents to know how many removal cards you have in your deck.

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With boost and removal spells youll find that you fill your graveyard up fairly fast, and that is where Hooting Mandrills comes in. As you cast him every card you exile from your graveyard reduces the cost by one. That means if you have five cards in your graveyard and you exile them as part of the cost, you get to play this 4/4 trample creature for a single mana! The reason you only run two if because it requires you to have cards in your graveyard, so you dont want two in your hand, so only have two in the deck makes this less likely.

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The playset of the terrifying Treacherous Pit-Dweller! This guy is huge! 4/3 for two mana is crazy, but when he dies your opponent gains control of him You need to youre your boost spells to keep him alive, but if your opponent gets control of him use your removal spells to get rid of him, and your boost spells to make your guys big enough to take him out while keeping your creature alive.

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The other cards in the deck;Mardu Skullhunter, attack with a creature during your first main phase, then after the combat phase (during your main phase two), play this guy and your opponent has to discard a card. This helps you gain card advantage (which is hard for an aggro deck) and puts you a step ahead.Ruthless Ripper deals 2 damage when it flips, and along with Wasteland Viper, Thrill-Kill Assassin (which you almost always want to unleash) has deathtouch. This means it will kill any creature it deals damage to regardless of their toughness. The deathtouch ability means your opponent will be less keen to block them, so you can get through for damage with them easier, and boost them for extra damage if Its safe to.Soulcage Fiend, when he dies both you and your opponent lose 3 life. Youre an aggro deck so youll be dealing damage faster than your opponent does, so the life lose will affect your opponent more than you, your life doesnt mean much in this deck (as long as you have at least one!). Also, if your opponent is on three of less life, but you cant attack or get through with your creatures, use a removal spell on your own Soulcage Fiend!

So thats a quick run through of the deck, and how the cards interact with each other and how it works.

michael921 on Drana is moving to Innistrad (Help Needed!)

3 years ago

yoyo99, thank you for your suggestions! I am trying to prepare ideas for rotation, so that is a no for Mardu Skullhunter. Read the Bones and Ob Nixilis Reignited are both a bit slow for the deck that I'm trying to build, but they do fit in to a slower build that I want to try out. I think that Languish kills far too many of my creatures to make it worth it, in addition. I'm not sure how aggressive the flesbag is, as its ANOTHER three-drop, and Doesnt progress my board well. I do like the Ruinous Path though for the side board.

On the Hangarback Walker, I really like the synergy present with drana! I'm actually going to build a deck more focused on tokens and counters, which you can see here!

Thank you for all of your help!

yoyo99 on Drana is moving to Innistrad (Help Needed!)

3 years ago

First of all- cool deck.Im a big fan of mono black in standard as well :-).I am fairly new to Magic so I might overlook somethings...Anyway, I have a few suggestions that may or may not help:

Mardu Skullhunter...? If you are trying to pro are for post rotation then probably not.

Read the Bones is good because ur aggressive and don't care about life loss.

Ob Nixilis Reignited can be nice as a finisher or dealing with blockers or even keep drawing into useful peices.

Definitely Fleshbag Marauder because it has great interaction with Liliana, Heretical Healer and Kalitas, Traitor of Ghet.

Possibly think of getting rid of or minimizing wastes unless u really like matter reshaper for aggro (plz let me know what u would think)?

Languish is great unless ur going with less control and more aggressiveness but a definite sideboard card in a lot of mono black decks same as Ruinous Path for extra removal.

Hope it helps

Wolf_of_Auril on

3 years ago

I would add in a couple Mardu Hateblades. Maybe in place of 2 of the Dragon Hunters? Blood-Chin Fanatic could also be of help to you, as well as Foul-Tongue Shriek. Mardu Shadowspear and Mardu Strike Leader would also play well with this deck.

How firm are you with sticking to B/W? Because if you splash R, you can add in Alesha, Who Smiles at Death to bring your creatures back.

Otherwise, it may benefit you to have an additional land or two. Even with the low mana-curve, 20 lands can be a bit light.

You could sideboard cards like Mardu Hordechief or Timely Hordemate to boost your field. And Wingmate Roc if you're getting to the late game. There's also Mardu Skullhunter to put your opponent at a disadvantage. Just be sure to play "Raid" cards with the right timing - i.e. during your second main phase, after swinging with something.

Lokotor on Cube

3 years ago

IzzetGod on None

3 years ago

I'd drop Mardu Skullhunter since he enters tapped. Foundry Street Denizen also isn't that good since you have very little ways to trigger him multiple times in a turn. So I'd drop him as well as Valley Dasher because although you wanna swing each turn, you don't want to swing into a big creature that'll just eat yours. Some more Aggressive creatures would be Bloodsoaked Champion, Goblin Bushwhacker, Legion Loyalist and Spike Jester. The black creatures will also work better with Mogis's Marauder by giving devotion.

Also swap Lightning Strike for Lightning Bolt's. They're better since they cost less. And instead of Crippling Blight, play Temur Battlerage.

For Lands, grab some Bloodfell Caves and maybe some Sulfurous Springs to help with getting color screwed.

TheHroth on Thornbow Archer vs Mardu Skullhunter

3 years ago

Thornbow Archer Mardu Skullhunter

As this is modern, I'd suggest something like Gravecrawler and Bloodghast. They are much better than the standard creatures you listed.

Between the two though, Mardu Skullhunter is better.

Ninja'd...

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