Initially I played a 1 Brutality / 1 Helix split in mainboard so the shift wasn't that hard for me. I always thought 7 discard spells is enough in 90% match-ups (only instant or sorcery spells I wanted to discard was burn spells in aggro decks or something like CoCo), so usually playable modes was drain and removal. And sorcery speed for removal is sooo baaad. You can't kill Goblin Guide after you drew a land, you can't kill infect creature in response to pump. That's usual problems in my meta. Helix does this better and is better as reach spell. It always was weird for me that this decks lacks reach despite being a red deck lol.
Maybe it's just my style of play, but I feel the game more under my control with this build. I think it's important for a midrange player.
BTW today I replaced a Dragonskull Summit with Inspiring Vantage and played several games with buds in LGS. Never had problems both with black and white mana - felt manabase pretty balanced. Also siding in 4+ white cards is much more easier.
In fairness you should be killing infect creatures on your turn anyway. Getting blown out by a pump spell or blossoming defense in response to removal is pretty awful while they're attacking you.
Even if they do the exact same thing on your turn then they aren't getting any benefit from the pump, they just get to keep the creature, but then they're down a spell.
Hey guys , I have been lurking for some weeks and watched quite a few matches and I think I understand the deck pretty well, I am almost to the point where I have a full deck, but I have one big question... I see some lists that use Lillie of the Veil with other using Deaths majesty, I currently own 2 LOV but id like to know if there is a good enough reason for me to go the other way or maybe neither? I really dont know. Id appreciate any advice. I know the meta maybe a big factor however i dont have much info on that as I dont get out to FNM too often.
When you buy a land, for the sake of competitiveness, then always buy Cliffs first. However, I can understand that you want to skimp on that due to possible reprints in the future.
If you wanna buy other cards, then I would get LtLH, EE and Surgical. Leylines and Bridge are not necessary.
In my opinion, there is nothing wrong in investing in LtLH, EE, Surgical and fetchlands. Those should not drop in price regardless of Mardus playability in the future. Overall I think Mardu gets worse in the meta imo. But its still a very good deck to play.
When you buy a land, for the sake of competitiveness, then always buy Cliffs first. However, I can understand that you want to skimp on that due to possible reprints in the future.
If you wanna buy other cards, then I would get LtLH, EE and Surgical. Leylines and Bridge are not necessary.
In my opinion, there is nothing wrong in investing in LtLH, EE, Surgical and fetchlands. Those should not drop in price regardless of Mardus playability in the future. Overall I think Mardu gets worse in the meta imo. But its still a very good deck to play.
Out of curiosity, what specifically do you believe will make/is making mardu worse in the meta? Not that I disagree (the last time I played it at fnm I got wrecked and went 1-3 when I usually go 3-1 or 4-0), I just wonder what the cause of mardu's decline might be.
Its rough to answer, but I believe that tokens are less impactful now. UW runs enough sweepers. Humans can just fly over them or you just chump with souls tokens. Hardened scales can produce more tokens and stronger threats in a shorter amount of time etc. A missing clock also hurts. Its still quite good and the power of looting is imo the most meaningful aspect of the deck which adds needed consistancy to the deck. Also GY hate can be quite impactful. But thats just my impression on this.
I think Mardu Pyro will continue to be quite powerful in paper. In local metas people simply do not change decks very often. Cards are expensive and new decks take time to learn. It is also very possible that the deck gets a boost in the next Ravnica set with the Radkos guild. Mardu Pyro will be fine. It was and will continue to be a deck that struggles when it needs a fast clock in a particular game. The best part of the deck (as with most midrange) is the fact that there are very few (Tron) matchups where a good pilot can't snag a win.
Also, I have to agree with Jeff Hoogland, when building Mardu you have to maximize the free-win/prison potential, i.e., play Blood Moon mainboard, play Ensnaring Bridge and Leylines in the sideboard, maybe even Stony Silence.
Pyro also has the benefits of being very consistent. This can be huge, as it can poach other decks' based on variance. This (combined with experience level of both pilots with their respective decks) probably shouldn't be discounted.
I think Purphoros is just a worse Hazoret. I also would not cut bolt. If you wanted to add another push I would remove a higher cmc card, potentially a k-command but even that seems sketchy.
I have ran Purphoros in the side before as a tech against humans/spirits. It worked out great a few times but it is not something I would really recommend.
I'm going to carry out a dubious experiment at my LGS tonight with Mardu, instead of trying to increase the clock with Rabblemaster or Hazoret, I'm going to try doubling down on the grind with Kalitas, Traitor of Ghet. Wish me luck.
Ulting Nahiri for reveler feels so good. Wish I could work her back in to the my main deck.
Private Mod Note
():
Rollback Post to RevisionRollBack
Little angel, go away come again some other day the Devil has my ear today I'll never hear a word you say. He promised I would find a little solace and some peace of mind. Whatever. just as long as I don't feel so desperate and ravenous.
Went 4-0 tonight with 10 people playing. Defeated infect 2-1, g/w value town 2-0, Ponza 2-1 and humans 1-0-1. My value town opponent mulled both games and had to ghost quarter her own gavony township turn 2 to get a colored source to cast birds. Ponza was such a grind. Game 3, I had more lands in my graveyard than spells at one point. I was finally able to keep some lands with a reveler in hand when my opponent cast primal command for inferno Titan. I play reveler with with 2 mana left and draw k command, k command and blood crypt and was able to make her discard the Titan. My humans opponent played auriok champion game 2 and gets up to 36. I slowly chip away while hiding behind 2 ensnaring bridges. If he had one a couple of more turns he would have finally been able to get through and take me out. I used my only explosives to take out 2 mantis riders. Champion is a very annoying cards if I can’t answer it.
Private Mod Note
():
Rollback Post to RevisionRollBack
Little angel, go away come again some other day the Devil has my ear today I'll never hear a word you say. He promised I would find a little solace and some peace of mind. Whatever. just as long as I don't feel so desperate and ravenous.
Hey guys, I'm looking for some infos about the Jeskai Control MU. I'm currently struggling a bit with it.
I know that Blood Moon usually seal the deal if we manage to land it early on but it doesn't seem to be the case for me (or at least, not always). I feel that game one, if I don't draw my lootings (and if the cards I draw with looting aren't what I need) I fall behind pretty quickly and eventually concede to their threats/lock.
Another thing that I usually lose to is when Azcanta flip. They will always find a way to get more CA than me and grind better to the late game.
Post board it is even worst, they have more answers. I was relying on the "Blood Moon + Molten Rain" land destruction SB Plan (and some Wear//Tear for Rest in Peace and Azcanta not flipped).
So, I'd like to know what you think about the MU (pre and post board).
Obviously our deck is a different one, but has anyone felt MD blood moon being lacking in this meta?
I personally have, yes. Hoogland makes a great point in the comments that sums it up: cards like FoR, GQ, and now Assassin's Trophy are pushing decks to run more basics. This mitigates the "Gotchya" factor of Blood Moon. Even if they don't, decks are packing more flexible options that deal with it. It feels really bad when you land a Blood Moon, just to have your opponent Natural State(SB) or even Assassin's Trophy (MB) it. I hate time-walking myself.
Personally, I think Land Destruction (esp. the kind that doesn't replace) may be a the better solution for the current format. I've been eyeing the W/B Denial decks lately b/c they MD Fulminator mages to double down on their resource denial game. This can hurt UWx control, which is stalling to turn 4 for Cryptic, and Tron, where we want to slow them down and apply pressure simultaneously. The downside of FM is that it doesn't fuel our Revelers, but it is easier on our mana than Molten Rain can be.
Speaking from playing Ponza, people tend to keep hands with just enough lands. If we can punish them for that along with our Discard game, it could be a good way forward.
My sideboard is:
1 anger of the gods
1 engineered explosives
2 ensnaring bridge
2 kambal
1 Liliana the last hope
2 Nihil Spellbomb
1 rakdos charm
2 wear/tear
3 molten rain
Private Mod Note
():
Rollback Post to RevisionRollBack
Little angel, go away come again some other day the Devil has my ear today I'll never hear a word you say. He promised I would find a little solace and some peace of mind. Whatever. just as long as I don't feel so desperate and ravenous.
To post a comment, please login or register a new account.
Initially I played a 1 Brutality / 1 Helix split in mainboard so the shift wasn't that hard for me. I always thought 7 discard spells is enough in 90% match-ups (only instant or sorcery spells I wanted to discard was burn spells in aggro decks or something like CoCo), so usually playable modes was drain and removal. And sorcery speed for removal is sooo baaad. You can't kill Goblin Guide after you drew a land, you can't kill infect creature in response to pump. That's usual problems in my meta. Helix does this better and is better as reach spell. It always was weird for me that this decks lacks reach despite being a red deck lol.
Maybe it's just my style of play, but I feel the game more under my control with this build. I think it's important for a midrange player.
BTW today I replaced a Dragonskull Summit with Inspiring Vantage and played several games with buds in LGS. Never had problems both with black and white mana - felt manabase pretty balanced. Also siding in 4+ white cards is much more easier.
BRG Shamans
WUBRGElementals
Even if they do the exact same thing on your turn then they aren't getting any benefit from the pump, they just get to keep the creature, but then they're down a spell.
Gerry Thompson just tried a new Mardu Pyro list with Runaway Steam kin and Arclight Phoenix.
What do you think ?
here is the link of the video : https://www.twitch.tv/videos/317634238
2x Arid Mesa
2x Blood Crypt
4x Bloodstained Mire
2x Dragonskull Summit
1x Inspiring Vantage
1x Marsh Flats
2x Mountain
1x Plains
2x Sacred Foundry
2x Swamp
I don't have Cliffs and prefer 19 lands especially after adding Discovery.
BRG Shamans
WUBRGElementals
Yeah, you're right ^^'
I should've said "Mardu Pyromancerless" =P
U/B Faeries
U/B Tezzerator
If you wanna buy other cards, then I would get LtLH, EE and Surgical. Leylines and Bridge are not necessary.
In my opinion, there is nothing wrong in investing in LtLH, EE, Surgical and fetchlands. Those should not drop in price regardless of Mardus playability in the future. Overall I think Mardu gets worse in the meta imo. But its still a very good deck to play.
Out of curiosity, what specifically do you believe will make/is making mardu worse in the meta? Not that I disagree (the last time I played it at fnm I got wrecked and went 1-3 when I usually go 3-1 or 4-0), I just wonder what the cause of mardu's decline might be.
Also, I have to agree with Jeff Hoogland, when building Mardu you have to maximize the free-win/prison potential, i.e., play Blood Moon mainboard, play Ensnaring Bridge and Leylines in the sideboard, maybe even Stony Silence.
B/G Rock BG | Jund BGR | Mardu Pyromancer BRW | Ponza RG | Burn RW
I know that Blood Moon usually seal the deal if we manage to land it early on but it doesn't seem to be the case for me (or at least, not always). I feel that game one, if I don't draw my lootings (and if the cards I draw with looting aren't what I need) I fall behind pretty quickly and eventually concede to their threats/lock.
Another thing that I usually lose to is when Azcanta flip. They will always find a way to get more CA than me and grind better to the late game.
Post board it is even worst, they have more answers. I was relying on the "Blood Moon + Molten Rain" land destruction SB Plan (and some Wear//Tear for Rest in Peace and Azcanta not flipped).
So, I'd like to know what you think about the MU (pre and post board).
Obviously our deck is a different one, but has anyone felt MD blood moon being lacking in this meta?
GW Death and Taxes WG
I personally have, yes. Hoogland makes a great point in the comments that sums it up: cards like FoR, GQ, and now Assassin's Trophy are pushing decks to run more basics. This mitigates the "Gotchya" factor of Blood Moon. Even if they don't, decks are packing more flexible options that deal with it. It feels really bad when you land a Blood Moon, just to have your opponent Natural State(SB) or even Assassin's Trophy (MB) it. I hate time-walking myself.
Personally, I think Land Destruction (esp. the kind that doesn't replace) may be a the better solution for the current format. I've been eyeing the W/B Denial decks lately b/c they MD Fulminator mages to double down on their resource denial game. This can hurt UWx control, which is stalling to turn 4 for Cryptic, and Tron, where we want to slow them down and apply pressure simultaneously. The downside of FM is that it doesn't fuel our Revelers, but it is easier on our mana than Molten Rain can be.
Speaking from playing Ponza, people tend to keep hands with just enough lands. If we can punish them for that along with our Discard game, it could be a good way forward.
B/G Rock BG | Jund BGR | Mardu Pyromancer BRW | Ponza RG | Burn RW
1 anger of the gods
1 engineered explosives
2 ensnaring bridge
2 kambal
1 Liliana the last hope
2 Nihil Spellbomb
1 rakdos charm
2 wear/tear
3 molten rain