I've played something similar to your list. I didn't run architects (played thought scour). I've been goldfishing with them though and I'm not sure which is better honestly. I think I like them both together honestly (scour + architects). Architects is good for fueling delerium more so than fueling delve. Mandrills was ok for me, some matches I wished it was the angler some matches i was glad it was mandrills. As a small tangent, if you run 1 gurmag 1 mandrills you get to say you are playing hootie and the blowfish. /sigh i'm old
my only real critique would probably be -1 stubborn, +1 serum. I personally have almost always wanted the filtering vs the 4th denial as denial is sometimes really bad. I would also HIGHLY recommend 1-2 maelstrom pulse somewhere in your 75. You will find yourself having trouble killing 4+cmc cards. It really is one of the best catch-alls we can play.
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Ok, in order:
If youre going to run the big green beaters that have made BGx successful, then you are going to want discard over permission. There are some permission based sultai lists out there, but they usually forgo creatures in lieu of olaneswalkers and manlands as wincons. The issue is sorcery speed yhreats dont play well with holding up mana. That leaves you with either BGu midrange with blue for snap, serum, and sideboard permission, or BUg with green for trophy, decay, and sideboard artifact and enchantment hate. I believe the only possible exception to this is stubborn denial. One could make the case that at 1 cmc and all the creatures you run turning it on, its a fine 2 or 3 of in lists not running LotV. It works for deaths shadow, after all.
The fatal push count is a meta call. If you expect a bunch of aggro or midrange then you cant beat 1 cmc. If its combo, big mana and control, then 3 is fine. Having visions and snap to get the most out of your list goes a long way.
Im with you on the surgical plan. Having a build-your-own slaughter games that also hits land is powerful game. Ego's advantage of hitting thing proactively is largly diminished (in my humble opinion) by the 3 drop cmc. Storm can go off, dredge can flood the board, tron can do tron things, all within that time. Its great for kci, but i like extract snap extract better.
Thing is a great card, but you would need to add a lot more cantrips (read:empty air) to an archetype that wants to function optimally in a topdeck war. Midrange needs to be able to turn the corner from control to beat down on a dime to function well. Flexibility is paramount. I feel that a card like titi needs too much support to be viable in midrange. But feel free to prove me wrong, i would love to be wrong.
Hope any of this helps.
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I am also of the Jeff Hoogland school of thought that articulating one's argument is necessary to a constructive conversation.
That said, i do like Tas over zombie fish, due to both an easier delve (one less card in the yard could make a world of difference with goyf) and his activated ability. Fish's upside, eating the average goyf instead of bouncing off of it, i acknowledge, but find to be outweighed. Midrange is all about the grind, and card advantage built in to a dude is a good thing.
I am also a growing fan of tracker. Having them in deck makes lands held in hand less of a dead draw. It is should noted, as well, that tracker is a threat that is independent of the graveyard, which is important when opponent boards in a RiP. It does put you a little heavier into green, but not prohibitively so.
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I love popping in here, y'all are always so upbeat and friendly. Maybe thats a jeskai thing. Not that my folk are mean, but when your wedge's underlying philosophy is "kill anything that moves, and some things that dont", your people tend to be a bit... brutal. Taker easy.
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Anyway, i first have to give Curd a nod on the counterspells, after the initial discard barrage there isnt a whole lot Mardu can do about them. Cryptics in particular are crippling due to the inherent card advantage. Longer games tend to favor jeskai as well, so dont be afraid to slow roll threats and drag it out, we have no cantrips and cant refuel without (usually) sorcery speed spell and creatures. Your manland (collonade) is also leagues better than vents as the game grinds on, so protect that as much as possible.
The burn is incredibly relevant. Bolt snap bolt to the dome is great against everyone (except maybe souls sisters) but Mardu in particular is notorious for punching itself in the face. I run a playset of helix and burn is still a problem match up, that carries over to jeskai when im taking 6 a turn from geist, or even 2 a turn from a queller holding my removal.
Mardu beats Jeskai tempo by stripping its answers early and overwhelming it before it can recover. If you run spell pierce, dont hesitate to stop a Thoughtseize or IoK. Just keeping that hand info away from Mardu is sometimes enough to slow them down and get it into your court. Save remands for the back half of souls, thats all its really good for against us unless your coming in for the kill. Dont assume that Lily isnt in the 75 when getting ready to drop a geist, i dont think selfeiseks list is the final iteration and she is too powerful to be completely left out. All in all, play patiently, embrace the grind, and know that the longer the game goes the better your chances.
I leave you with this final bit of spice to warn you of the unfinished nature of Mardu. Guttural Response is a card, and i have ran them in my 75. It has made for some game ending plays and eyebrows raised through their hairlines. =)
Hope this wall of text has some value for you all. From all of us at planet mardu: Safe Journies, and Kill All the Things.
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The inclusion of green largely forces you to play at sorcery speed, particularly while deploying your threats. It doesn't mean you can't run some counter magic, but there not a whole lotta flash in green worth running in modern.
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