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.
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|Commander / EDH||Legal|
Latest Decks as Commander
Mardu Skullhunter Discussion
1 year ago
I'm not sure I understand the inclusion of Mastermind's Acquisition and Possibility Storm in an otherwise low-to-the-ground taxes deck, but I do like the idea. If I'm not missing a kind of game-ending combo there, I would suggest going up on Thalia, Heretic Cathars (to maybe 3?).
Some other humans you might like:
Abbot of Keral Keep - card advantage!
Alesha, Who Smiles at Death - recur your Freebooters, Thraben Inspectors, Lieutenants... could be a lot of good value, and goes well with General's Enforcer!
Dauntless Bodyguard - it's aggressive and protects key cards like Lieutenant and Kudro.
Knight of the White Orchid
Kytheon, Hero of Akros Flip
Gideon of the Trials - particularly good against Inverter combo Mardu Skullhunter
Order of Midnight
Tithe Taker - classic Taxes-type human!
Tomik, Distinguished Advokist - aggressive and very good against Lotus combo .
Some sideboard possibilties:
Dire Fleet Daredevil
Kambal, Consul of Allocation
Robber of the Rich
Tocatli Honor Guard - obviously you'd have to side out the Freebooters, but this is very good against Inverter
After doing all this research I'm also inspired, so I might make my own list. :)
2 years 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.
and probably add mass remuval and normal remuval.
sorry if all the cards i listed are black, im just more familiar with it.
5 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.
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.
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.
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.
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.
5 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.
Thank you for all of your help!
5 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.
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)?
Hope it helps
5 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.
5 years ago
5 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.