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Mardu mobilize midrange madness **PRIMER**

Standard RBW (Mardu) Tokens Warrior

Bookrook


I’ve been trying out this on arena as my first foray into standard, and its working very well. These are the individual reasons for the card choices.

Mobilizers:

Dalkovan Packbeasts: the highest mobilize card in the game, at its base, it’s a 0/4 vigilance that’s a 3/4 when attacking, but we can help it out with some shenanigans that I’ll say later on.

Voice of Victory is a cheap way to get some mobilization going, and makes your stuff uncountable.

Venerated Stormsinger: this is the most mana heavy mobilize card in the deck, this card does double duty as a way to get some mobilize tokens into play and give us additional death triggers when they die. On top of that, it triggers off of its own death, has enough power+toughness to survive Cut Down, and is just an amazing source of life drain in general.

Stadium Headliner. Our one drop of choice. Nice with mobilize, and the only way to get rid of a pesky Sheoldred, the Apocalypse.

Zurgo, Thunder's Decree: the linchpin of the deck. Some small antisynergy with Venerated Stormsinger, but that’s okay.

Supports:

Delney, Streetwise Lookout: this is an amazing card. Almost all of our mobilize stuff gets double mobilize triggers, in addition to making our soldiers difficult to block. It works wonders with Dalkovan Packbeasts.

Shocking Sharpshooter: nice with mobilize and part of the combo. The damage really stacks up, and it’s easy to get a ridiculous amount of value. Gets doubled by Delney, Streetwise Lookout.

Warleader's Call is the same as sharpshooter, but it costs a little more mana for an anthem.

Windcrag Siege is an interesting card. Most of the time it’s another four copies of delney, but when it isn’t, the extra benefits are nice. A key thing you can get on it that you can’t get on delney is the ability to make a second token from Mardu Siegebreaker. We usually choose mardu, but sometimes it’s the right choice to pick Jeskai when the boardstate is stalled, or we need life desperately.

Neriv, Heart of the Storm is literally made for this deck. Double all damage from your mobilize tokens! A 4/5 flier is a nice beat stick as well. Some cool tricks to watch out for are to double the Mardu Siegebreaker token’s damage and shocking sharpshooters non-combat damage the turn it enters.

Crumb and Get It: Half of you reading this primer are seeing this card for the first time. It’s mid-tier draft chaff that has seen no constructed play. This card is a very underrated gem in this deck. The ability to give +2/+2 is nice, but the real strength comes from the one mana indestructible. It has saved so many important creatures so many times. Sometimes you don’t even need to gift the food! Whether it’s getting in the last couple of damage, or helping a Dalkovan Packbeasts through combat, or turning a Go for the Throat into a go make a food, this card is an all-star.

The combo:

Three copies of Mardu Siegebreaker and either a Shocking Sharpshooter or the Warleader's Call. Have each siege-breaker put another one under it, and loop them through infinitely, killing based off of the Shocking Sharpshooter triggers.

Unlike other Fiend Hunter combos, you still generate a lot of value from only having two siege breakers in play. Because you can make a copy of the siege breaker on attacking, you can repeat the loop a couple times with the token to get a lot of damage, but not infinite.

Also, a cool side combo is that you can make permanent copies of warriors with Zurgo, Thunder's Decree, including himself.

And that’s my first primer! Please give an upvote or a suggestion!

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