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Playing a 4-color planeswalkers deck with a mardu midrange control base for the non-planeswalker spells. Also playing Heart of Kiran because it is so awesome in this deck.
Why these colors?
The simple answer is that I made a grid of what I wanted my walkers to be able to do. I wanted them to be able to protect themselves and also remove all kinds of threats. I wanted some card draw. I wanted a little life gain. I wanted at least some mass removal. Most importantly I wanted them to be able to take the attack to the opponent. (When considering these concepts I did not consider ultimate abilities. If one happens that is great, but they are not what the deck is built around).
Once done with my grid I took a look at how the above could best be accomplished and came to the conclusion of Mardu. This was also accompanied by the fact that not only would I have great walkers but also the best removal package in the format (considering Dromoka's Command is weak for me since I can rarely trigger the abilities involving my creatures). I get to play Fatal Push, Crackling Doom, Radiant Flames, and Languish.
Here is the final results of my walker list:
Mass Removal x2 Flamecaller(2)
Card Draw x5 Sorin(2) Nahiri(2) Ob Nix(1)
Removal x8 Sorin(2) Dragonspeaker(2) Nahiri(2) Ob Nix(1), Garruk(1)
Life Gain x3 Sorin(2), Garruk(1)
Creature/tokens x9 Flamecaller(2) Dragonspeaker(2), Gideon(4), Garruk(1) Sorin direct damage
Where did the green come from?
To get the balance I wanted I needed to splash green. I wanted a one of Predator because of all the versatile things it does. And if I'm playing green then I'm playing Oath of Nissa. Drop it at any point in the first three turns to set up the following turns walkers.
It feels like a fun deck. There will be games where you whiff and others where you do not have the right pieces on a curve. However, with all the removal many games you can buy time to set things up. Planeswalkers are not the top concern in Frontier right now so once they start hitting ht field you should quickly take over a game.
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Nombre | Mano | Turno 1 | Turno 2 | Turno 3 | Turno 4 | Turno 5 | Turno 6 | Turno 7 | Turno 8 | Turno 9 | Turno 10 | |
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