Mardu superfiends

by zeppelin on 27 August 2017

Main Deck (60 cards)

Sideboard (15 cards)

Instants (2)


Enchantments (2)

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Deck Description

This is a non blue control deck. There are a bunch of various removal spells to get you through to the late game where this deck takes complete control with great a small suite of very good creatures and a nice suite of planeswalkers. There are various forms of lifegain to help get you there also with lightning helix, shambling vent, blood baron, and ajani.

How to Play

I play the early game to survive. Kill what I can when I can. Hopefully play an early pyromancer or lingering souls to gum up the board. The discard spells are more of a check if the path is clear to resolve a bomb. Play a bomb and take things over. Nahiri is great in the deck as when it gets to its -8 you can tutor up any of your versatile threats. All planeswalkers are great at closing out games, with the variety in this aupeefriends build helps keep your opponents off of a consistent game plan of how to beat you.

Deck Tags

  • Mardu
  • Planeswalker
  • superfriends
  • Control

Deck at a Glance

Social Stats

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This deck has been viewed 1,241 times.

Mana Curve

Mana Symbol Occurrence

15016200

Deck Format


Modern

NOTE: Set by owner when deck was made.

Card Legality

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

Deck discussion for Mardu superfiends

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