This is a midrange deck built primarily around gaining card advantage using creatures with high value ETB effects using blink or recursion style of effects.

These ETBs generally fall into two categories:

Removal/Disruption - Creatures that enter the battlefield and either kill and opposing creature (or other permanent) such as Ravenous Chupacabra or disrupt their hand, such as Tidehollow Sculler. These, in combination with Mardu's already excellent spell-based removal/hand attack suite gives you lots of interactivity while still playing to the board.

Card Advantage/Selection - Creatures that enter the battlefield and replace themselves with a card, most directly shown with Wall of Omens, but also seen in specific card grabbing like Stoneforge Mystic or Imperial Recruiter, or cards that allow you to cast spells from elsewhere like Dire Fleet Daredevil or Gonti, Lord of Luxury. There is also several cards that allow you to manipulate what cards you will draw next (card selection) with Charming Prince (who also has a ton of flexibility depending upon the game state at the time) or Moon-Blessed Cleric.

Once you have played those ETB creatures, you also want ways to be able to use those triggers more than once, which also falls into two categories:

Reanimation - Where creatures that have died or otherwise ended up in your graveyard can be played again (often for cheaper) with reanimation effects like Animate Dead or Unearth (since a lot of your creatures are cheap), and even cards that can be used repeatedly to bring back different creatures like Recurring Nightmare or Offspring's Revenge. Cards like Kolaghan's Command and Liliana, the Last Hope also give you ways to bring those cards back to your hand to be played again while also giving additional value.

Blink/Sacrifice - This smaller section of the deck allows you to get extra value out of creatures still on the battlefield so that their ETBs can be reused, with cards like Ephemerate giving you another ETB activation immediately, while Village Rites and similar effects instead use the usually underpowered bodies left behind by your ETB creatures to fuel efficient draw and removal spells. Instant speed versions of these are especially powerful with the variety of evoke creatures this deck runs like Fury as it helps negate the card-disadvantage/inefficiency of their evocation.

This core of the deck has three supplemental aspects:

Other Disruption - Mardu's outstanding spell-based removal suite is also added to this list to provide extra effecient/instant speed interaction.

Enchantment Subtheme - This deck has a lot of it's "win conditions" (ie cards that you expect to help you accelerate from a winning position to an actual win) in the form of enchantments, which often compliment one of the strengths of this deck, locking down/choking up the board to win through an attrition of a board-stall.

This deck construction also gives it an additional benefit - the lack of good targets for creature removal, as the use of ETBs, recursion, and enchantment-based wincons makes creature removal always feel bad for the opponent to use on most of the things in your deck.

All together, this deck has many of the strengths of traditional midrange decks, with it's creature-based nature allowing it to apply pressure while still disrupting your opponents regardless of the matchup, with the backup combo plan giving you an extra way to potentially win through board stalls and against "unfair" decks.

Points: Birthing Pod - 2 Mox Pearl - 3 Demonic Tutor - 4 Umezawa's Jitte - 1

Also note that this is a (somewhat) budget build, so it does not include moxen or og duel lands (however those are obvious recommendations for players who have them -- mox jet and mox pearl to fill out the rest of your ten points). Please leave any recommendations, corrections on point-mistakes or otherwise in the comments below.

Also Also note that certain cards that are traditionally staples in similar colors and archetypes (such as Hymn to Tourach) were not included out of desire to make Mardu's mana base more manageable, as I generally stayed away from any two drops that require 2 mana pips of the same color. If you think that they are powerful enough to make worsening your mana consistency worth it (or that an improved mana base using og duels/moxen can handle it better), then I wholeheartedly recommend you use them.

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Date added 2 years
Last updated 2 years
Card Score 6 / 10
Legality

This deck is Canadian Highlander legal.

Rarity (main - side)

9 - 0 Mythic Rares

51 - 0 Rares

25 - 0 Uncommons

8 - 0 Commons

Cards 100
Avg. CMC 2.60
Tokens Angel 4/4 W, Assassin 1/1 B w/ Haste, Clue, Copy Clone, Emblem Liliana, the Last Hope, Illusion */* U, Phyrexian Germ 0/0 B, Spirit 1/1 W, The Monarch, Wall 0/4 C, Zombie 2/2 B
Folders Canadian Highlander
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