Card Draw in Mardu

Deck Help forum

Posted on Sept. 27, 2014, 2:05 p.m. by abenz419

Ok, so I've been working on what I call a Mardu control deck. I recently saw some deck list for some Mardu Walkers decks and mine is very similar to those other decks. Looking through these lists though, it looks like they'd run into the same problems I've been having. In games that go long, especially against the plethora of other control decks out there, It's very had to keep my hand filled with relevant cards. I'm currently using Read the Bones . Even at 3 mana i feel it's better than Sign in Blood because of the scry. It's really good in the early to mid game because it allows me to make sure I hit those land drops so I can play the cards I already have in hand or dig for that needed removal spell, etc. However in the late game when my hand is getting small the 2 cards isn't enough, especially if after scrying I still draw into a land. I basically end up where I was before I drew. Does anyone else have any suggestions for things I can use? The deck relies a lot on tempo and anytime I cast multiple spells in a turn it actually sets me behind because a lot of what I'm doing is just 1 for 1 removal and i need to replace the cards I use with relevant spells (especially late in the game) or I end up top decking, which is probably my worst nightmare with this deck.

VampireArmy says... #2

You could use erebos if you want. He's relevant

September 27, 2014 2:18 p.m.

almerican says... #3

You can also use Tormenting Voice if it fits better

September 27, 2014 2:48 p.m.

cschiller says... #4

Chandra, Pyromaster is decent card draw.

September 27, 2014 3:46 p.m.

abenz419 says... #5

I hadn't thought about erebos mostly because I don't run many black permanents but he may be worth a shot. The 2 life may be tough as I have no way to gain life myself.

I like Tormenting Voice as well and have been trying that out too along with the other obvious Sign in Blood and Read the Bones . It has the same draw back as the others though. Late game hitting a land in the 2 cards I draw typically is a set back. I don't know if maybe I'm just better off finding room for more draw spells or if there is something that provides me more of an advantage than 2 random cards. It also has the draw back of getting stuck top decking it. If it's the only card in hand then I can't cast it.

I already have chandra in the deck. I actually have found her to be lack luster in the deck, but I do need to do more testing. Since I've switched up what deck I'm working on all I've run into are other various control decks making a lot of the removal in my deck irrelevant because they have little to no creatures as well. More often than not I'm better off just +1ing her to tick away at their life total till Sarkhan or Elspeth hit the board. Her 0 ability typically finds a removal spell that isn't relevant so that's why I usually end up using her +1. Then I typically side her out for more Liliana because the hand disruption is more relevant in that matchup.

September 27, 2014 8:02 p.m.

cschiller says... #6

How many fetchlands are you running? Deck thinning helps with card draw and finding more relevant cards. Running 10 or so fetches, depending on your land count and number of basic lands, can really help prevent the late game land draws.

September 27, 2014 11:59 p.m.

This discussion has been closed