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Mardu Midrange (deck 1A of 10) (Frontier)

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Deck 1A: Mardu

I am planning on building classic midrange decks for all ten of the three color pairings for Frontier. My goal is to try to build decks that are balanced between answers and threats.

(1) For the purpose of this deck I am going to reverse my typical deckbuilding approach and start with removal. I feel in a midrange deck your most important cards are your removal suite, so why leave that until the end.

(a) Fatal Push. 3 copies. Basically every deck with black will play three Fatal Push. I believe three is the right number in a pretty diverse format.

(b) Despise. 2 copies. This is a very underrated discard spell. Getting a creature or planeswalker hits every viable deck in the format.

(c) Abrade. 2 copies. Has targets for creatures in most decks we will face (very strong against aggro and Company decks). The big bonus is killing artifacts, mainly Aetherworks Marvel, God Pharoah's Gift, and Heart of Kiran. It is also nice that it takes care of Torrential Gearhulk at instant speed for 2cmc.

(d) Declaration in Stone. 1 copy. I want one card that exiles, without too much restriction, for 2cmc. It would be nice to have it at instant speed, but that is not happening moving forward.

(e) Transgress the Mind. 2 copies. Nearly every deck will get hit hard by a turn 2 Transgress.

(f) Crackling Doom. 2 copies. Probably the main reason to play this deck. Takes care of the top threat in just about every game, including Emrakul (but not the trigger). Such a powerful card in a creature heavy format.

I still have a couple more slots to fill for removal, but they are best filled once I see the curve of the deck and what my creatures are: mass removal (Languish vs Settle the Wreckage) and total removal (Anguished Unmaking or Cast Out or Vraska's Contempt).

(2) Looking at the key threats for the deck, be they creature or planeswalker. I wanted duel purpose cards where possible, cards that can apply pressure while also serving some utility.

(a) Glorybringer. 3 copies. Always a threat. The haste is big. Even if you do not need to remove a creature, doing for damage every turn is a quick clock for any opponent.

(b) Chandra, Torch of Defiance. 4 copies. My consideration was between Chandra and Gideon, Ally of Zendikar. Having the 5/5 indestructible body to attack with is nice, however I'm leaning more towards the card that is card draw/ramp/removal in a midrange build.

(c) Thalia, Heretic Cathar. 2 copies. Slowing the opponent down is just what midrange needs. Getting lands and creatures is beautiful. An underrated aspect of Thalia is her first strike. She can kill a lot of threats in the format in combat and survive.

(d) Kitesail Freebooter. 3 copies. A little extra disruption on a body with evasion.

(e) Hangarback Walker. 2 copies. I was looking for a card to help slow down the pace of the game. I like HbW over Gifted Aetherborn simply because of the difficulty of GA to cast consistently on turn 2. I also looked at Glint Sleeve Siphoner, however the creature is more likely meant as a blocker and we are not playing other energy based cards.

(f) Rekindling Phoenix. 2 copies. It has to be removed twice to end the loop.

(g) Chandra Flamecaller. 1 copy. The big win-con curve topper. If it wasn't for the changes to the legendary planeswalker rules this would be Sorin Grim Nemesis. They both can draw cards. They both have removal (Sorin's gains life while Chandra's hits multiple targets). The big difference that edges Chandra up, IMO, is that two 3/1's with haste every turn is high potential damage, while Sorin's damage is inconsistent.

*Current count in the deck is 18 creatures/planeswalkers, 12 removal/discard spells.
What the deck needs now: mass removal and card draw/recursion.

(3) Chandra Flamecaller is technically mass removal, but if I have to wait until I play her then I'm probably dead against any deck applying major pressure. She is more the cleanup crew that wipes up the floor after the party has happened a few turns earlier.

(a) Settle the Wreckage. 2 copies. I wanted a 4cmc sweeper in the main. I feel 5cmc is too high and the options at 3cmc do not take care of the 4 toughness threats the format is full of. The consideration was between StW and Languish. Languish takes care of the majority of the threats we need to hit, however StW hits everything that has a pulse to attack. Instant speed just puts it over the top, even with the ramping downside.

(4) I want to add some additional card draw to the main deck. Right now the deck is only playing the Chandra's as pseudo card draw. The deck needs some cheap card draw.

(a) Sign in Blood. 2 copies. I want the card to cost 2cmc, since it is not possible for it to be at instant speed. I'm choosing SiB over Cathartic Reunion out of fear of the blowout that comes from a countered CR. Hurts really bad.

(5) I'm also counting recursion as being minor card draw. getting a quality threat back is often better than drawing a card.

(a) Kolaghan's Command. 2 copies. I weighed this slot against Liliana, the Last Hope. Lily fills the grave (something this deck has little use for) and kills/slows down our opponents attack. KC can kill slightly better creatures, while still getting back a creature. The additional upside is that you also get the choice of making the opponent discard a card or destroy an artifact.

(6) I'm approaching the sideboard differently with this deck. I usually add cards to the sideboard as I go, whenever I add a card to the main deck that is weak against other archetypes. Then I fill the remainder of the slots with the best available options to deal with problem cards.

(a) Sorcerous Spyglass. 2 copies. I have fallen in love with this card out of the side in frontier. Answers so may problems: Scarab God, Aetherworks Marvel, planeswalkers, vehicles,...

(b) Sentinel Totem. 2 copies. Since I am not using my graveyard then I want it gone as well. I'm willing to pay 1 more to play this over Tormod's Crypt. Keeping reanimator and delve down in this format is vital.

(c) Tocatl Honor Guard. 2 copies. This just hoses a lot of creature decks out there. I like to sideboard something to play against Company, and this is a great turn 2 play against that deck. I'm only playing Kitesail Freebooter with ETB's, so it comes out for THG when needed heavily.

(d) Authority of the Counsels. 2 copies. Obviously good against aggro, but I mainly play it as a foil against Saheeli-cat combo.

(e) Duress. 2 copies. It replaces two pieces of low running removal against non-creature decks.

(f) Kalitas. 2 copies. My friend against aggro. He also can serve a purpose playing against cards that have recursion or decks with graveyard shenanigans.

(g) Cast Out. 1 copy. I want something that deals with everything.

(h) Radiant Flames. 1 copy. Sures up the aggro matchups.

(i) Angrath, the Flame Chained. 1 copy. I'm going this root, over Ob Nixilis. ON does draw a card every turn against control, but he does not apply pressure himself. AFC keeps your opponents hand size down while ticking away towards an end game with 2 life loss every turn. AFC is also a strong card against midrange decks as he again disrupts their hand, but more importantly can use their big beaters against them.

(7) The mana base for the deck is not overly complicated, although it would be easier if the color combination was a shard.
Black is needed as early as turn one, needed for double black for Sign in Blood (flexible as not needed turn 2, but in some games is a bonus)
White is likely not needed until turn three, however is needed earlier then that out of the sideboard (by at least turn 2).
*Red is not likely to be needed until turn 3, double red is needed on turn 4. I'd like to play Sweltering Suns in the sideboard but double red is just too taxing on the mana base.

So here are the numbers of each color ideal for the deck to run smoothly (per Frank Karsten's calculations over at channelfireball):

Black: 20 sources
White: 14 sources
Red: 18 sources

So conclusion, I need as many lands as possible that provide three colors (fetch lands), the deck will not always be able to fire off Sign in Blood on turn two (not a big loss really, the deck has other things to do and if you need card draw on turn two of this deck to fix your hand, then you are probably in trouble anyways.

(a) Nomad Outpost. 2 copies. Just get it out of the way now. I'm not a lover of these tri-lands as I prefer my lands to at least have the possibility of not entering tapped. They are not a bad turn 1 play however, as they set things up to be cast on curve there after.

(b) Urborg, Tomb Of Yawgmoth. 1 copy. Helps to lessen the burden of double black. I'd count this land as a pseudo additional black source.

(c) Fetch package. Only those that can grab any color.
Polluted Delta. 4 copies.
Wooded Foothills. 4 copies.

(d) Battle lands package.
Smoldering Marsh. 3 copies.
Prairie Stream. 1 copy.
Canopy Vista. 1 copy.

(e) Basics. We are not just playing basics for the fetches. With Settle the Wreckage and Field of Ruin running about you have to be playing basics.
Swamp. 2 copies.
Mountain. 2 copies.
Plains. 1 copy.

Quick source count Black-16, Red-15 White-12

(f) Shambling Vent. 2 copies. This gives me the full amount of white I need, and gets me really close in black. I also wanted to play a couple man-lands for a little extra in the late game. The main board is really light on life gain, so it helps there as well.

(g)Dragonskull Summit. 2 copies. It should always enter untapped. There are 7 cards that fill the untap requirement, and another 8 that fetch them up. This fills out the decks color requirements. 1 more red source would be nice, but 17 ways to access red is fair to get double red on turn 4.

Final Thoughts on the deck.

(A) Feels clunky and without a purpose. It just feels like the best removal and some of the best creatures mashed together in a deck. This is what deckbuilding felt like in my early days of constructed play.

(B) This deck has crazy good removal. There is not much your opponent can throw at you that you cannot deal with efficiently. The deck honestly feels like whatever your opponent does on turns 1-4 is getting wiped off the board and the opponents hand is suffering at the same time.

(C) The win-con's just do not feel strong enough. After the deck is doing making the opponent cry, you want to turn the corner and start finishing things off. The issue is the process of finishing them off is so slow that it gives them time to get back in the game. I really like the removal package, I just feel our end game needs a lot of retooling.

(D) If I was going to play Mardu there are better decks out there. I have built better decks then this one in Mardu. Play a Mardu vehicles list (I prefer a midrangy one). Try playing Mardu Walkers. I've been tinkering with a list that plays zero creatures and with a removal shell much like this one. Far better deck IMO.

Overall Rating:

Speed (5) Slow moving deck that is more reactive, then proactive.
Win Con's (5) Grindy finishes, with few true win-con's.
Removal (9) Answers just about anything, just about...
Versatility (5) If you win it will be grindy, every time.
Curve (6) Curve lower than 3cmc, however no early way to accelerate to midgame.
Resiliency (7) The threats have evasion and some recursion.
Sideboard (8) Strong sideboard options in Mardu colors.
Mana Base (6) Lands enter tapped, taxing three colored and double mana symbol cards.
Card Advantage (6) They discard a lot, but we draw very few.
Fun Factor (6) The only real fun is if you love grindy games where you rip hands apart.

total: 63

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