Mardu Tokens (sotgh as wincon)

by madzyman on 29 January 2015

Main Deck (60 cards)

Sideboard (15 cards)

Creatures (4)


Sorceries (4)

Instants (7)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

This deck uses the token rush aspects of mardu as well as the removal power found in the three mardu colours to create a rounded token matchup with a decent post-sideboard game against tricky matchups, such as green and control, it also offers cheap burn and weenies to block out/kill other rush decks in order to make it to the superior midgame created by cards such as sarkhan, sorin and Shaman of the Great Hunt (dubbed Sotgh in the title due to a lack of space).

How to Play

Because of the way standard is shaping up right now decks need to have multiple efficient threats and removal to back them up, I feel that this deck is able to use a rounded and sometimes varied playstyle to achieve wins against many different types of common standard decks.

In games players should (unless in the face of control) attempt to control the earlygame with tokens, taking advantage of a lack of one drops to fix your deck a little with some scry action. Getting an early seeker into a token gen/removal spell the next turn can get some early damage/lifelink onto the board.

If you really want you can pull off the all out aggro with rabblemaster/outburst/raise the alarm into an early finisher like Sorin or Shaman of the Hunt. Otherwise this deck can still successfully perform as a midrange deck (really well post sideboard with the butchers, which are good at dealing with other strong midrange decks such as green devotion and abzan midrange). Gain board advantage with removal from chain/doom/strike/cut/sarkhan (if you are desperate), then drop a threat such as a rabblemaster to grind out a win in 2-4 turns.

Sideboard Choices*:
-Wild Slash; I have found this card really good in edging an early lead, with its ability to help otherwise small creatures trade well and to kill off low cost enemy threats (in an aggro/UW enchantments matchup
-Downfall and Thoughtseize; this deck struggles with green devotion/whip matchups and control matchups, Thoughtseize is good in both situations as it can stop green threats from hitting the deck and can prevent the two standard combo decks from going off as well as taking away early counterspells/boardwipes from control to allow yourself a bit of early freedom to deal some damage. Downfall is included here as it is very sideboardable in the green and control matchups, for planeswalker lockdown and polukranos/arbor collosus cleanup.
-Butcher of the Horde; Some of you may already be able to tell that i am petrified of monogreen, well flyers deal with that quite nicely, especially ones that let you use your otherwise useless ground threats to beef them up. It is also very strong in abzan midrange matchups, where you lack the strength to bash through a rhino/anafenza and the lifelink can keep you alive while the damage keeps you relevant.
*The sideboard remains largely unrefined and all suggestions about it and the deck in general are welcome.

Deck Tags

  • Standard
  • Mardu
  • Tokens
  • Midrange

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

1808280

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

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