Mardu Control

Started by DylanW18, September 30, 2014, 06:26:48 PM

Previous topic - Next topic

DylanW18


Mardu Control

66 cards, 6 sideboard


1 {Nomad Outpost}
3 {Bloodstained Mire}
2 {Mountain}
3 {Caves of Koilos}
1 {Urborg, Tomb of Yawgmoth}
2 {Swamp}
3 {Battlefield Forge}
3 {Temple of Malice}
3 {Temple of Triumph}
3 {Temple of Silence}

24 lands


1 {Heliod, God of the Sun}
3 {Stormbreath Dragon}
3 {Brain Maggot}
1 {Mogis, God of Slaughter}

8 creatures


3 {Hero's Downfall}
2 {Sarkhan, the Dragonspeaker}
3 {Thoughtseize}
1 {Elspeth, Sun's Champion}
2 {Murderous Cut}
3 {Banishing Light}
2 {End Hostilities}
3 {Crackling Doom}
2 {Chandra, Pyromaster}
2 {Utter End}
2 {Liliana Vess}
3 {Mardu Charm}

28 other spells


Sideboard

3 {Drown in Sorrow}
3 {Anger of the Gods}

6 sideboard cards



lotrwk

Zhur go isn't great, and why no downfall?

DylanW18

I thought I put in downfall... Odd... Lemme re work that. And I thought Zurgo would be a decent finisher. But I'd rather run downfall

DylanW18


respawned

-1 thoughtseize/banishing light (I would go with thoughtseize as I think its more of a mid game card in the current meta so no need for three)
-1 mardu charm (i believe this to be more of a sideboard card)
+1 crackling doom (this is insanely good and should be a four of)
+1 chandra, pyromaster (more pseudo card draw, one thing this def needs is card advantage)

All just my opinion of course :)


respawned

You'll also want more lands