Mardu Warshrieker

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Mardu Warshrieker

Creature — Orc Shaman

Raid — When Mardu Warshrieker enters the battlefield, if you attacked with a creature this turn, add {R}{W}{B} to your mana pool.

EDH 0 / 0
Zurgo Helmsmasher feature for Tested Mardu

Force_of_Willb on 60 Creatures Dot Deck

6 years ago

Wheres Burning-Tree Emissary? I feel this deck could also use another 1 drop mana dork or you can go the routes of

Other creatures that generate mana when ETB: Akki Rockspeaker, Priest of Gix, Priest of Urabrask, Coal Stoker, Hidden Herbalists or Mardu Warshrieker.

or other tinderwall creatures: Blood Pet, Generator Servant, Nest Invader, Pawn of Ulamog, Skirk Prospector, or Blisterpod to help generate mana.

TheDuggernaught on Red/Black Dasher

8 years ago

I get that dash is a mechanic you want to work with, but it is not a good mechanic to build the deck solely around. It is a good tertiary mechanic to have in a deck. But building a deck around it often makes the deck very clunky. The creatures often do not have aggressive CMCs for their board presence. The dash cost can seem aggressive, but the fact that you don't really establish presence with dash hurts. Having to cast it turn after turn really hurts your tempo. It isn't a bad play if you are top decking, which is why it is fine to have some dash in a deck. But having every creature in your hand be a dash creature is pretty meh.

I am not a standard expert as I mostly play Modern and EDH. But cards I would consider are Bloodsoaked Champion, War-Name Aspirant, Mardu Warshrieker (curve topper), Mardu Skullhunter, Valley Dasher, Zurgo Bellstriker, Vaultbreaker (curve topper), Thunderbreak Regent (curve topper), Abbot of Keral Keep, Alesha, Who Smiles at Death, Avaricious Dragon (curve topper), Brutal Hordechief, Dragon Whisperer, Drana, Liberator of Malakir, Goblin Glory Chaser, Mardu Shadowspear, Mardu Strike Leader, and Kolaghan, the Storm's Fury. Some spells I would consider to help give you some reach are Arc Lightning, Collateral Damage, Exquisite Firecraft, Kolaghan's Command, Molten Vortex, Temur Battle Rage, Twin Bolt, and Wild Slash.

To keep your cmc low and aggressive, I would use as few curve topping cards as possible. They should be finishers, and you don't need 2-3 finishers clogging up your hand in the early game. You should want to draw into 1, or have 1 in your opening hand and not want to draw into another. By having a lot, they just clog up your hand with cards you cannot play yet. With more aggressively costed cards, you can get your opponent low enough that on turn 4 or 5, when the finisher drops, the win should almost be imminent and that 4-5 drop seals the deal.

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