Modern: RW R/W Burn WB B/W TokensXU MonuU Tron // UWX UW Tron R GoblinsW Soul SistersRWG Small ZooWUR WUR Geist/Control/Kiki-Resto Combo/NahiriUR Splinter Twin (90% Japanese)/ Grixis TwinRUB UR Delver / Grixis Delver UR Blue MoonBWU Ad NauseamWDeath and TaxesRUB Grixis ControlUMerfolksX Affinity RGB Living End UR Storm/PiF Combo RGX R/G TRON GWU Bant Eldrazi BW Eldrazi and Taxes RUBGoryos Vengeance UB Faeries Legacy:BRx Renimator Playing right now:Standard: Jeskai Control Modern; GoryosVengeance/UBFaeries/Affinity Legacy: BRx Reanimator Pauper: UR Drake (banned) Commander: Merieke Ri Berit Esper
Seems fine I guess. I'm sure some will have an issue with Night's Whisper but I think it's fine. Especially a deck this, which wants to use its mana as efficiently as possible. Two cards for two mana is definitely efficient.
Try posting this in the Modern Deck Creation forum, you'll likely get more feedback over there.
As for the deck, I could see a variation being very powerful but I can't see Mardu Charm being very useful, try Crackling Doom instead?
Mardu Charm is too slow for what it is. 3 mana for a Duress is too much. I don't mind dropping a Duress at pretty much any stage of the game but I don't want it to interfere with my other plays. 3 cmc for a couple of low impact okens with no way to improve their mileage is too much. 4 dmg to a creature...why not just Path it? I think you'd be better off in B/R. I don't really see what white adds to this list that makes it so worth it. Wrath? Just run Damnation. With more black you gain access to Gatekeeper of Malakir which is an incredible control card.
I don't know, I play both a U/W Control and R/B control deck and I can't see any reason to mix them (Grixis, Esper, or Mardu). Rakdos Charm is one of the best sideboard cards in the format but if you have Stoney Silence, Rest in Peace, and Suppression Field from white why do you need Rakdos Charm and vice versa. I mean it'd be hilarious to Resto Angel a Geralf's Messenger in response to a Path but...
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The last time someone posted a thread asking why there isn't a Sultai deck in Modern, Fabiano won the Modern SCG Open with Sultai. I wonder what'll happen this time.
At some point the pilot is as important as the pile. Looking at this pile I have no idea what I would do with it and I would feel bad playing most of these cards. That said, it may be different for others. I still think Mardu Charm would be better off as anything else.
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This list definitely seems far from optimal just from seeing Magma Jet and Mardu Charm. For all we know, the tools are already there, and all it'll take is for someone of Gerrard's caliber to tune the list to make it into a viable option.
the creator of the deck (top 8 decklist from a 100+ tournament in the pod/tc era) specifically say that mardu charm made the deck happen, against control end of turn charm discard to t4 planeswalker was game, or against swarm (delver with TC) the 2 tokens with first strike are card advantage, worst case escenario was a removal, he agreed that magma jet can be something else.
I insist, this was a great deck, but a metagame of another era.
you have to start from zero if you want a mardu decklist right now, if you want to "port" this deck the gameplay is t3 mardu charm to t4 some planeswalker, what planeswalker is better for this meta? i dont know, how to protect it, what removal is better now? i dont know.
I've been brewing a BRW/Dega/Mardu control (in that thread you got the other two, aggro/tokens and midrange). It does fairly well against Infect and Affinity, since it has a lot of removal, and has enough lifegain to win game 1 against Burn. Junk is hard, since BGW cards are better than BRW ones, and the damage-based removal does nothing when you are facing 4/5's and a lot of spirit tokens. Nevertheless, Junk can't beat a lot of cards that this deck can play: Blood Moon (if you work the manabase accordingly), BBoV, Olivia Voldaren (the reason why Jund is seeing play lately? they still can Path it...), among others.
The bad things about this deck are the manabase (no good manlands, no good utility lands), the lack of CA (maybe Outpost Siege can help), and the inability of switching roles when you have to do it (AKA you are not playing Tarmogoyf).
Regarding Mardu Charm, I think that 4 is a lot. Paying 3 for a removal against fast decks is a liability, keeping 3 mana untapped against Twin is not going to happen, and it doesn't kill any Junk dudes. The token mode is hardly relevant, but the instant speed Duress is really nice. Regardless, I have 1 maindeck. It's the worst removal in the deck, the most expensive disruption, and the clunkier blocker/win condition, but it's all of these things at once.
I believe WoTC's new policy is to make sure that every color can enjoy the exciting gameplay mechanic of making undercosted dudes and then turning them sideways. Clearly the future of magic.
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I played a more in-control version today at a tournament, as you note the deck is unbeatable for Infect, Affinity and Burn (all 2-0 without a sweat), but I lost to two Abzan decks (both 1-2) and UW Flash (0-2).
We don't have 1 mana 4/5's that give us cards from the graveyard, 2 mana 6/7's or 4 mana 4/5's that helix on arrival.
Elspeth Knight-Errant and Phyrexian Arena make Abzan players very nervous and Sorin's emblem is insurmountable. But even then GW has better topdecks than Butcher of the Horde, it's like our only good 4-drop and it's either game or absolutely useless.
I believe WoTC's new policy is to make sure that every color can enjoy the exciting gameplay mechanic of making undercosted dudes and then turning them sideways. Clearly the future of magic.
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The problem with Dega is that is significantly worse than Junk. You lose Siege Rhino, Abrupt Decay, Tarmogoyf, Tasigur, Scavenging Ooze, Treetop Village, and Maelstrom Pulse but only gain Lightning Bolt, Butcher of the Horde, Ajani Vengeant, Lightning Helix, Terminate, and Thundermaw Hellkite/Stormbreath Dragon. While those are certainly good cards, Junk is significantly better.
And we don't seem to be getting anything in DTK either, the Command is bad, the Dragonlord sucks, there's absolutely notthing I actually want to even playtest so far.
Good red cards that arten't burn are a very scarce commodity.
Looking at things with FRF, DTK, and ORI cards, I think a midrange deck here is possible. I'd be looking at more aggro/midrange and it'd be something like this:
You can easily run Fulminator Mage, Lightning Helix, and Boros Charm, but it seems that you will lack on creature threats. You could run 4 Grim Lavamancer, but one would think you would have to cut your delve creatures, which in turn makes Bob less threatening. You are still lacking a good undercosted threat. This is the biggest issue. You can't run a bunch of delve creatures if you run Bob, but if you don't run bob you don't have a good source of card advantage. I would say you can go into control due to Mardu having good finishers, but you lack good man lands and utility lands. You can run main deck Blood Moon, but that will make running your heavy hitters like LotV difficult.
Until Mardu gets it's own 2 drop that can take over the game, I don' think that the color combo is going to show up much out side of a few burn builds.
I think Mardu's big problem is that it's not as good as not only Abzan or Jund, it's not as good as Orzhov. BW is empowered by adding G but it's actually weakened by adding R. And BR is way better adding U or G than adding W because both shards give you mighty gold cards the wedge just doesn't have.
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4 Mardu Charm
4 Lightning Bolt
3 Lightning Helix
2 Magma Jet
2 Terminate
Sorcery(15)
4 Night’s Whisper
4 Lingering Souls
4 Inquisition of Kozilek
1 Wrath of God
2 Anger of the Gods
Planeswalkers (6)
2 Ajani Vengeant
2 Chandra, Pyromaster
2 Sorin, Lord of Innistrad
1 Batterskull
Lands (23)
1 Isolated Chapel
2 Blood Crypt
3 Bloodstained Mire
3 Arid Mesa
3 Marsh Flats
2 Dragonskull Summit
2 Clifftop Retreat
1 Plain
1 Swamp
1 Mountain
1 Godless Shrine
2 Sacred Foundry
1 Graven Cairns
3 Refraction Trap
3 Slaughter Games
3 Wear // Tear
3 Timely Reinforcements
1 Rakdos Charm
1 Sowing Salt
1 Anger of the Gods
RW R/W Burn WB B/W TokensXU MonuU Tron // UWX UW Tron
R GoblinsW Soul SistersRWG Small ZooWUR WUR Geist/Control/Kiki-Resto Combo/NahiriUR Splinter Twin (90% Japanese)/ Grixis TwinRUB UR Delver / Grixis Delver UR Blue MoonBWU Ad NauseamWDeath and TaxesRUB Grixis ControlUMerfolksX Affinity RGB Living End UR Storm/PiF Combo RGX R/G TRON GWU Bant Eldrazi BW Eldrazi and Taxes RUBGoryos Vengeance UB Faeries
Legacy:BRx Renimator
Playing right now: Standard: Jeskai Control Modern; GoryosVengeance/UBFaeries/Affinity Legacy: BRx Reanimator Pauper: UR Drake (banned) Commander: Merieke Ri Berit Esper
As for the deck, I could see a variation being very powerful but I can't see Mardu Charm being very useful, try Crackling Doom instead?
I don't know, I play both a U/W Control and R/B control deck and I can't see any reason to mix them (Grixis, Esper, or Mardu). Rakdos Charm is one of the best sideboard cards in the format but if you have Stoney Silence, Rest in Peace, and Suppression Field from white why do you need Rakdos Charm and vice versa. I mean it'd be hilarious to Resto Angel a Geralf's Messenger in response to a Path but...
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the creator of the deck (top 8 decklist from a 100+ tournament in the pod/tc era) specifically say that mardu charm made the deck happen, against control end of turn charm discard to t4 planeswalker was game, or against swarm (delver with TC) the 2 tokens with first strike are card advantage, worst case escenario was a removal, he agreed that magma jet can be something else.
I insist, this was a great deck, but a metagame of another era.
you have to start from zero if you want a mardu decklist right now, if you want to "port" this deck the gameplay is t3 mardu charm to t4 some planeswalker, what planeswalker is better for this meta? i dont know, how to protect it, what removal is better now? i dont know.
The bad things about this deck are the manabase (no good manlands, no good utility lands), the lack of CA (maybe Outpost Siege can help), and the inability of switching roles when you have to do it (AKA you are not playing Tarmogoyf).
Regarding Mardu Charm, I think that 4 is a lot. Paying 3 for a removal against fast decks is a liability, keeping 3 mana untapped against Twin is not going to happen, and it doesn't kill any Junk dudes. The token mode is hardly relevant, but the instant speed Duress is really nice. Regardless, I have 1 maindeck. It's the worst removal in the deck, the most expensive disruption, and the clunkier blocker/win condition, but it's all of these things at once.
We don't have 1 mana 4/5's that give us cards from the graveyard, 2 mana 6/7's or 4 mana 4/5's that helix on arrival.
Elspeth Knight-Errant and Phyrexian Arena make Abzan players very nervous and Sorin's emblem is insurmountable. But even then GW has better topdecks than Butcher of the Horde, it's like our only good 4-drop and it's either game or absolutely useless.
Spirits
Unless we maindeck Blood Baron, who is a less reliable bomb against most everything else.
Storm Crow is strictly worse than Seacoast Drake.
Good red cards that arten't burn are a very scarce commodity.
3 Alesha, Who Smiles At Death
2 Murderous Redcap
2 Fulminator Mage
1 Anafenza, Kin-Tree Spirit
1 Blood Baron of Vizkopa
1 Olivia Voldaren
3 Restoration Angel
2 Kiki-Jiki, Mirror Breaker
3 Blood Moon
2 Terminate
4 Lightning Bolt
2 Lightning Helix
1 Rakdos Charm
2 Mardu Charm
1 Crackling Doom
3 Path to Exile
1 Boros Charm
4 Lingering Souls
4 Swamp
1 Mountain
4 Bloodstained Mire
2 Arid Mesa
3 Godless Shrine
1 Urborg, Tomb of Yawgmoth
2 Sacred Foundry
2 Blackcleave Cliffs
2 Disenchant
2 Spellskite
1 Ajani Vengeant
1 Gideon, Champion of Justice
2 Goblin Rabblemaster
3 Timely Reinforcements
2 Kitchen Finks
1 Path to Exile
1 Bojuka Bog
Any ideas how well this brew would work?
2 Thoughtseize
4 Inquisition of Kozilek
4 Lightning Bolt
2-4 Path to Exile
4 Terminate
4 Dark Confidant
2-4 Liliana of the Veil
4 Lingering Souls,
1 Tasigur, the Golden Fang/Gurmag Angler.
You can easily run Fulminator Mage, Lightning Helix, and Boros Charm, but it seems that you will lack on creature threats. You could run 4 Grim Lavamancer, but one would think you would have to cut your delve creatures, which in turn makes Bob less threatening. You are still lacking a good undercosted threat. This is the biggest issue. You can't run a bunch of delve creatures if you run Bob, but if you don't run bob you don't have a good source of card advantage. I would say you can go into control due to Mardu having good finishers, but you lack good man lands and utility lands. You can run main deck Blood Moon, but that will make running your heavy hitters like LotV difficult.
Until Mardu gets it's own 2 drop that can take over the game, I don' think that the color combo is going to show up much out side of a few burn builds.
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BW is empowered by adding G but it's actually weakened by adding R. And BR is way better adding U or G than adding W because both shards give you mighty gold cards the wedge just doesn't have.