|Avg. deck rating||42.25|
|Favorite formats||Standard,Legacy,Commander / EDH,Modern|
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|Last activity||4 days|
83cheshire, I have yet to not find a mountain to turn on Chained to the Rocks when I do have it (but that could be variance being on my side). If I don't, it's usually within the next 1-2 turns that I find one. Fetchlands help a lot in this situation. I don't prioritize fetching swamps as much anymore since I took that into account and made sure I do have black sources when I need them (running only 3 copies of Hero's Downfall helps as it is the only double black spell I run). I obviously have to prioritize which double color I need at the moment and within the next few turns so it's very situational. I do have access to 9 copies of mountains in this deck which is around 40% of my lands and that means that I have a pretty decent chance of having access to a mountain when I have Chained to the Rocks in hand.
83cheshire, to answer your question: Not really. Our early drops are in the form of removals much of the time. We are here to gain tempo advantage early so that they have a hard time dealing with whatever comes next. Goblin Rabblemaster is a great creature to start the ball rolling with as he is an absolute must-answer threat. If they have no answer for them, they are in for a 2-3 turn clock along with whatever else we have in our hand. If they do have an answer for it, you gladly trade a 3-drop for normally a 3-mana or more spell and move on.
This deck almost only plays aggressively either against a particularly bad start by an opponent or against a pure control deck. Against everything else, you play the role of control and try to remove as many threats as possible on their turn so that you can eventually untap and present a threat of your own. You notice that there are 17 removals (not counting planeswalkers that can also do so) in the mainboard and even more in the sideboard. This is here to clear the board of any threats so that you can swing back unanswered once they run out of gas. Not to mention that all of our 5-drops require relatively specific cards to cleanly remove and they all have evasion, which are both very crucial to our success.
The only bad matchup according to my experience is post-board games against Abzan Midrange where they have much better top-end draws than we do and also that they have more access to draw engines in the form of Liliana Vess , Ajani, Mentor of Heroes , and Abzan Charm . Their threat density is very high and sometimes we are left with zero answer right as they slam an Elspeth, Sun's Champion .
I have experimented with Seeker of the Way as an early drop since the card proved its power in Mardu decks in many recent events. However, I am not a big fan of running him at least at my local meta since he ends up being sided out almost every match and so he isn't as good as he normally is. It's a love-hate relationship with this guy.
I do agree with your assessment on Crackling Doom 's power and potential to rise in cost. I did mention that Crackling Doom is my sole reason to play Mardu since I believe it's the best card in the clan.
Thanks for the comment!
First thing I noticed is that your mana base is a little wonky. You don't run Bloodstained Mire s. This means that the deck won't be as consistent as it can be. Think about getting a hold of a set. Running 3-color essentially requires you to run fetchlands.
I'd cut some white for some red. All you need from white is double white by turn 6 and that's very easy to attain. What you want is the double black and the double red for your wincons along with the extremely important turn 3 Anger of the Gods against aggro. I've been playing Mardu since Innistrad block and I cannot stress enough how important your land base is since you have no way of fixing your colors like Sylvan Caryatid .
Another thing is that if you want to perform well against control, you'd need way more hand disruption against them than what you currently have. Consider maxing out your Thoughtseize in your 75 supplemented by a few Despise and even a couple Mardu Charm . An instant speed Duress makes them uncomfortable. Mardu as a color combination packs a ton of anti-control cards so you want to abuse that.
I'd suggest doing
-3 Reprisal from side. You already run a ton of removals. You don't really need these that badly.
+2 End Hostilities - this will help you keep up with Abzan midrange and monters decks since they will ramp past you and slap big threats down more frequently than you can draw your removals.
-1 Banishing Light - you don't need 3. Your mainboard already can deal with almost any threat in the format. Also, Jeskai Tempo and Abzan usually runs some enchantment removal in the side that will blow you out if they connect. Control decks also now runs Perilous Vault which also makes this card super awkward. Don't rely on these too much.
+1 Despise - see above.
I've tried Magma Jet and it's been underperforming for me. It could do the opposite for you based on the meta at which you play.
Hope this helps!
the sideboarding against Ux control for this deck depends largely on what kind of threat they run and what you anticipate they will run. Most UBx control will run Empty the Pits and Ashiok, Nightmare Weaver as their primary along with things like Pearl Lake Ancient and Prognostic Sphinx in some versions. In this case, you want at least:
the rest of the sideboard is very dependent on what else they run. If they run white, be ready for Elspeth, Sun's Champion and side in a Bile Blight or two to help deal with soldier tokens if you have enough to take out of main.
TL;DR you really need to be able to see what kind of threats and answers they run.
For example, if they rely on things like Banishing Light and Suspension Field , then side in Erase . Erase also comes in against URx that will very likely run Keranos, God of Storms . If they run Prognostic Sphinx , make sure you keep some (or all) Crackling Doom in the main.
Most of the mainboard is already pretty good against control, just take out some removals and throw in threats and answers to their threats.
As for siding out, you generally do:
Goblin Rabblemaster is still a very real threat and they have to spend at least one card to deal with it. Keep them in if at all possible. Seeker of the Way is a tad too slow for this matchup and the lifegain isn't as relevant so you want better spells in its place. Crackling Doom becomes a poopy burn spell in a deck that doesn't run a whole lot of creatures (or one that runs on tokens strategy as win-con).
Sorry I can't be more specific. Sideboarding is super situational. If you need anymore specifics, feel free to ask!
Wingmate Roc is not in the deck. It's a card I am considering running but I don't think I can since I don't have enough other attackers to reliably activate the raid ability compared to Abzan Midrange. Also, I don't own the card just yet so I am holding off on running it until I can secure at least 1-2 copies. Mainboard Chandra, Pyromaster might not be a bad idea.
Gods Willing is a good spell, but the problem with running it in this deck is that I don't have enough creatures to justify opening up slots for it since it runs much better in a more creature-heavy deck with more chances for targets.