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Mardu Dragons

Frontier*

Djricci97


Sideboard


Maybeboard

Instant (2)

Creature (2)


This is my version of Mardu Dragons in Frontier. I'm interested in any feed back in hopes to make the deck as competitive as it can be. I'm going to go through each card from the bottom of the curve to the top to hopefully give some insight on my choices.

One drops:

Fatal Push is cheap and efficient removal that can take care of most early threats while I'm building towards my dragons. Magma Spray should probably be Wild Slash but at the moment I feel that the exile clause is more valuable. However, if the Metagame is more control intensive Duress would probably take this slot in my deck. Dragonmaster Outcast is here for multiple reasons. Firstly it is a removal magnet for games you want your Soulfire Grand Master to stay alive. Secondly, it is great to get back with Kolaghan's Command and the ability is reliably triggered because I run 26 lands.

Two Drops:

Draconic Roar is what brings the whole deck together. Functioning as burn and removal puts a fast clock on the opponent. Plus being able to gain six life with this in combination with Soulfire Grand Master closes the door on opponents trying to race. cut/ribbons is standard removal but I like that it functions as another threat the opponent has to worry about. Soulfire Grand Master while not specifically fitting into the dragon theme, she does plenty of work on her own. For starters she makes all of our damage based removal way more powerful and leaving one unchecked is disastrous for the opponent. I mentioned that gaining six life off of Draconic Roar is back breaking but imagine gaining something like ten to twelve life off of Sweltering Suns.

Three Drops:

Besides the Grand Master, Crackling Doom is another big reason to be Mardu. The versatility of being direct burn and removal makes the dip into white well worth it. Painful Truths is my choice for card draw. Three life for three cards is nothing if Soulfire is doing her thing and because the deck needs such a high land count having card draw is very important. Sweltering Suns is just a one of in the main for extra insurance against decks that could run us over. The fact that it cycles obviously helps when it would be a dead card otherwise. Kolaghan's Command is an allstar across all formats and for good reason. Having artifact removal in the main deck for free is superb and using the two damage through around is great. The most impactful ability is being able to get back Soulfire Grand Master and Dragonmaster Outcast. Liliana, the Last Hope is a card I haven't seen in other Mardu Dragons decks online. The double black in the mana cost can be annoying but she just straight up shuts down aggressive decks when left unchecked.

Four Drops:

Thunderbreak Regent is obviously one of the key dragons in the deck and arguably the best. Being the cheapest costed one definitely helps but it is technically a 'lord' and adding a tax of three damage to all of the opponents removal is miserable for them. Chandra, Torch of Defiance is just fantastic. All three of here abilities are relevant in this deck. The -3 removal ability is inherently good no matter what kind of deck you have here in but both of her +1 abilities get used to there full potential here. Since all of are Dragons cost a good amount of mana, the extra two mana can help a lot especially if we can play a dragon and play a removal spell in the same turn. Also since all of our removal does direct damage, it is entirely possible to when the game with her first ability and thats if we don't need the extra card.

Five Drops:

Glorybringer was the card this deck needed to establish itself as legitimate deck. When this deck was in standard, Stormbreath Dragon was in this slot and not having another dragon in the format really mad this deck awkward. Kolaghan, the Storm's Fury absolutely wrecks the opponent if unanswered. Coming down every turn for five damage while pumping all your other dragons for each dragon that is attacking is impossible to race and closes games out almost immediately.

Lands:

I am not completely sure that this mana base is one hundred percent optimal but I Think its fine. I recently went up the 26 lands to ensure that I can cast my dragons on curve. I am willing to take suggestions on how to improve it if any one has any.

Sideboard:

Usually I go through each card but if I'm being honest this sideboard is a total cluster. Advice on how to make this better would be greatly appreciated because I feel it is the part of the deck that needs the most improvement.

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Date added 6 years
Last updated 6 years
Legality

This deck is not Frontier legal.

Rarity (main - side)

8 - 3 Mythic Rares

39 - 4 Rares

6 - 5 Uncommons

2 - 3 Commons

Cards 60
Avg. CMC 3.03
Tokens Dragon 5/5 R, Emblem Chandra, Torch of Defiance, Emblem Liliana, the Last Hope, Emblem Sarkhan, the Dragonspeaker, Vampire Knight 1/1 B, Zombie 2/2 B
Folders Old Standard
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