MTG Madness

11/11/2014

EDH/Commander Deck Archetype-WRB Mardu

Welcome back young planeswalker. After that very exciting yet terrifying tournament now more than ever we should continue your studies. Today we will look swiftly at the Mardu tribe from the plane of Takir. A small tale about this new to you plane is in order.  Takir was a world that pitted dragon against man and it seemed to be an endless war for man there. That is until the day they finally toppled over the dragons and claimed their world from them. Now there are five tribes that have spawned from this. The Sulti, Jeski, Abzan, Temur and the tribe we will look at today, Mardu. Each is lead by a powerful leader no doubt but each tribe is unique. With that said, let us dive into the tribe of Mardu.

First up let's look at who is in charge of the Mardu tribe. His name is Zurgo Helmsmasher.

Zurgo Helmsmasher

Now Zurgo is not a foe you want to see charging at you. He has size and incredible strength in the heat of battle. Gaining more power with each battle that he is appart of. Zurgo also is in charge of his own army and has a very unique set of spells he enjoys casting in the thick of it all. They don't call him the Helmsmasher for nothing after all. Perhaps the most impressive thing about Zurgo is the way he leads. He is in charge of everything and yet he is the one leading the front lines. To me that says a great deal about his power. By now, I'm sure you are wondering what are these spells he uses to become so strong yes? Well here they are young walker. 

Warefront

Artifact (6)
1xChromatic Lantern
1xFlayer Husk
1xHowling Mine
1xKusari-Gama
1xMardu Banner
1xSol Ring

Artifact Creature (1)
1xMyr Propagator

Creature (15)
1xAnkle Shanker
1xAttended Knight
1xBeetleback Chief
1xDoomed Traveler
1xFrontline Medic
1xGrave Titan
1xGwyllion Hedge-Mage
1xKrenko, Mob Boss
1xMarsh Flitter
1xMogg War Marshal
1xPonyback Brigade
1xSiege-Gang Commander
1xThraben Doomsayer
1xWeirding Shaman
1xYoung Pyromancer

Enchantment (7)
1xAssemble the Legion
1xBrave the Sands
1xDarksteel Mutation
1xFervor
1xFlowstone Surge
1xGlorious Anthem
1xMardu Ascendancy

Instant (12)
1xBeckon Apparition
1xBoros Charm
1xBreak of Day
1xCrackling Doom
1xGlorious Charge
1xMardu Charm
1xMidnight Haunting
1xMortify
1xRaise the Alarm
1xRootborn Defenses
1xTerminate
1xWrecking Ball

Enchantment Artifact (1)
1xHammer of Purphoros

Enchantment Creature (1)
1xIroas, God of Victory

Planeswalker (1)
1xSorin, Lord of Innistrad

Sorcery (13)
1xCaptain's Call
1xChorus of Woe
1xDecree of Justice
1xDevout Invocation
1xDragon Fodder
1xGather the Townsfolk
1xHordeling Outburst
1xKrenko's Command
1xLingering Souls
1xMarshaling Cry
1xRighteous Charge
1xRush of Battle
1xSpectral Procession

Land (42)
1xBlackcleave Cliffs
1xBlood Crypt
1xBloodstained Mire
1xClifftop Retreat
1xCommand Tower
1xDragonskull Summit
1xEvolving Wilds
1xGodless Shrine
1xIsolated Chapel
9xMountain
1xNomad Outpost
9xPlains
1xReliquary Tower
1xSacred Foundry
8xSwamp
1xTemple of Malice
1xTemple of SilenceDeleteMove to Sideboard
1xTemple of Triumph

1xTerramorphic Expanse


Commander(1)
1x Zurgo Helmsmasher

On the Front Lines

This is the list of known spells that Zurgo will use more than any others he may know. There is nothing fancy about his spell selection. He just enjoys the simple art of overwhelming an opponent. Sending wave after wave of men to join him in battle. He does have two spells that tend to push things over the top. Mardu Ascendancy and Ankle Shanker. Now don't laugh at the later's name young walker. His ability will surprise you. First up look at his favorite enchantment to use on his army. 

Mardu Ascendancy

Basically what we are seeing here is for everyone one soldier Zurgo sends in for an attack he will gain another attacker. That alone is pretty deadly for a warrior who just keeps sending in his army. But it is deadlier than that still. Should his army ever need more of a defense, he can dispense this enchantment and give his army a temporary boost in their defense. The power of a strong leader indeed young walker. His second in command is the Ankle Shanker. 

Ankle Shanker

Now I know you are wanting to chuckle at his name young walker but I wouldn't if I were you. When this goblin berserker is released onto battle, he packs a powerful punch. With him standing beside his lord things turn ugly fast for any foe. Ankle Shanker can give all attacking creatures the unique power of deathtouch. They all instantly gain the power to only need one hit on a foe and send them to the beyond. Not to mention, just look at that face. Not something I would want to come charging at me like some wild animal. 

In Noman's Land

War is never a clean ordeal for any who fight it young walker. There may only be two spells to be on guard with but do not forget Zurgo's power or the massive army he can assemble. Many ways exist to maybe challenge Zurgo but it is clear the correct path has not been used yet. Using blue magic and its counter spells can give you some advantage, providing you can keep his army small enough. Green has enough power but do tend to lack in the speed of building an army fast enough outside of elfs. Red could just burn everything and black could try to clear a path for some demons. White can gain more life than it is loosing for the most part but it too will fall eventually. The only logical out come maybe to unite some of these forms of magic. To challenge Zurgo in battle is something that you should consider not doing young walker. He will not show mercy, he always goes for the victory. Maybe you could seek help from one of his former generals though, providing you can get through to him....

Sarkhan, the Dragonspeaker

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