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Mardu Walkers Control (full analysis) (Frontier)

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I have played around with this deck for a while now. I think I have it tuned in pretty well. Of course a control deck adjusts to changes in any meta over time.

Threats:
Heart of Kiran- Such a great card, especially if you have planeswalkers that can spare a loyalty here or there. The deck plays 11 planeswalkers, which are more than enough to keep the Heart pumping.

Man-lands- Playing four creature lands in the deck. Great late game after a board wipe or in all stalled board where you need just one more attacker.

Crackling Doom- often overlooked is the fact it also deals 2 damage.

Chandra, Torch of Defiance- deals 2 damage if you do not cast the card off the trigger, draws cards, ramps into Flamecaller, and can be removal in a pinch. Ultimate toolobox.

Chandra Flamecaller- finisher and board wipe. Can swap out your hand for a new one if you really need to search for an answer.

Gideon, Ally of Zendikar- tokens, great attacker.... Gideon.

Gideon of the Trials- attacker and sometimes game saver. If you ultimate him with multiple Gideon's either on board or in hand, you just bought loads of time for yourself.

Sarkhan the Dragonspeaker- hasty beater that can serve as removal in the right situation.

*Overall the PW's get you there. Super hard to remove. Playing PW's over creatures means that much of your opponents removal is dead to this deck. Heart of Kiran or a token is about all they will be able to target in most cases, as your creature PW"s are indestructible.

Removal:
Fatal Push- for just about every deck you will face.

Abrade- the creature removal is viable in most matchups and there are plenty of artifacts we need to worry about: vehicles, Marvel, God Pharoah's Gift, Abandoned Sarcophagus, sideboard tech, and Torrential Gearhulk.

Declaration in Stone- cheap exile for indestructible problems (Hazoret) and can two for one tokens or aggro strategies.

Stasis Snare- exile effect for indestructible, that can also target Emrakul.

Crackling Doom- gets that big threat out of the way... Emrakul, Carnage Tyrant, Bristling Hydra, Hazoret, Torrential Gearhulk, or whatever.

Field of Ruin- hit that important land, whether it be an Urborg, Aether Hub, man-land, or something more dangerous like Azcanta.

Sweltering Suns- almost guaranteed to hit something and usually gets a two for one (sometimes gets a three for one in game one because nobody expects it main board). If it is a dead draw then you cycle it away.

Settle the Wreckage- the one-sided factor is not as big for this deck as it is for others, but sending threats away forever is a big positive in frontier with multiple graveyard strategies running around. It also gets Emrakul (due to the wording) if it happened to have haste for some reason and attacked before your next turn.

also all red PW's have removal built in

Hand Disruption/Card Draw:

Despise- will hit a card against every deck, unless something really funny is going on. Better to draw it early then late, but can be a decent top deck even in the midgame.

Trangress the Mind- Good against every deck, except for maybe Humans and Atarka Red. Sligh type builds go under it, but everything else is getting you a juicy hit. The exile is a bonus against Scarab God or any other graveyard based strategy.

Sign in Blood- I looked at a few cards for the card draw slot. I wanted it to cost 2 mana, which eliminated Read the Bones and Painful truth. Then I looked at Cathartic Reunion, however I get no benefit from adding to my graveyard. Also, Cathartic Reunion is flat-out bad against blue decks because the discard is part of the cast cost, meaning that if it gets countered you lose the Cathartic reunion and the two discarded cards, and do not draw anything. You have been three for one'ed. Ouchy.

Land Base:
Not being a shard can be harsh in three colors, even with the fetches. The mana base is manageable though as the deck does not need to curve out untapped in the early turns perfectly.

Sideboard:
Tormod's Crypt- shuts down all graveyard nonsense, while doing nothing to us. Weakens cards not directly related to traditional graveyard strategies as well: delve cards, Azcanta, Jace, Vryn's Prodigy,...

Sweltering Suns- vs aggro

Kalitas- vs aggro

Solemnity- in the side for Energy based decks.

Fumigate- kill all with lifegain.

Cast Out- goes in against any slower deck or if I need answers for noncreature permanents.

Authority of the Consuls- vs aggro

Duress- if Fatal Push would come out, then Duress usually goes in.

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Questo mazzo sembra essere legale in Frontier.

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