Mardu Human Suicide Aggro

Do you like aggro decks? Perhaps weenies? Flavor? We’ve got the Human touch here with a Suicidal Mardu Human Aggro deck that is hyper aggressive and super low to the ground. You’ll like this deck if:

  1. You like drawing cards.
  2. You’re OK with trading your creatures away in combat sometimes.
  3. You like tribal synergy people don’t expect.
  4. You like to go wide and kill people out of nowhere.
  5. You like Tymna the Weaver and Bruse Tarl, Boorish Herder.

You won’t like this deck if:

  1. There are people that run lots of effects like Pestilence, Night of Souls’ Betrayal and other such effects that make having very small creatures difficult.
  2. People dramatically overcompensate in their reaction when you attack them for small chunks of damage.
  3. You think you have to ramp in order to play out the cards in your hand.
  4. Click “Card Type” To see the Subsect Categories!

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1 Ancient Tomb1 Arid Mesa1 Bloodstained Mire1 Command Tower1 City of Brass1 Caves of Koilos1 Eiganjo Castle1 Flagstones of Trokair1 Godless Shrine1 Hall of the Bandit Lord1 Blood Crypt1 Mana Confluence1 Marsh Flats1 Polluted Delta1 Scrubland1 Badlands1 Tarnished Citadel1 Battlefield Forge1 Urborg, Tomb of Yawgmoth1 Verdant Catacombs4 Plains1 Windswept Heath1 Aether Vial1 Clifftop Retreat1 Concealed Courtyard1 Isolated Chapel1 Inspiring Vantage1 Dragonskull Summit1 Plateau1 Sacred Foundry1 Sulfurous Springs1 Mountain1 Boros Elite1 Champion of the Parish1 Kytheon, Hero of Akros1 Dragon Hunter1 Elite Vanguard1 Coat of Arms1 Soldier of the Pantheon1 Serra Ascendant1 Planar Guide1 Mardu Woe-Reaper1 Thraben Inspector1 Bloodsoaked Champion1 Accorder Paladin1 Azorius Arrester1 Hanweir Militia Captain1 Imposing Sovereign1 Monk Realist1 Thalia’s Lieutenant1 War Priest of Thune1 Recruiter of the Guard1 Precinct Captain1 Dark Confidant1 Pit Keeper1 Abbot of Keral Keep1 Bloodlust Inciter1 Kari Zev, Skyship Raider1 Dragonmaster Outcast1 Lightning Mauler1 Ash Zealot1 Frontline Medic1 Lantern Scout1 Thalia, Heretic Cathar1 Truefire Paladin1 Harsh Mentor1 Pianna, Nomad Captain1 Mardu Ascendancy1 Fiend Hunter1 Banisher Priest1 Hanweir Garrison1 Soul’s Attendant1 Xathrid Necromancer1 Soul Warden1 Expedition Envoy1 Alesha, Who Smiles at Death1 Firemantle Mage1 Legion Loyalist1 Manic Vandal1 Odric, Lunarch Marshal1 Sin Collector1 Orzhov Pontiff1 Kambal, Consul of Allocation1 Scab-Clan Berserker1 Imperial Recruiter1 Shared Animosity1 Honored Crop-Captain1 Hero of Bladehold1 Palace Jailer1 Cover of Darkness1 Combat Celebrant1 Hero of Oxid Ridge1 Fervent Charge1 Queen Marchesa1 Anthem of Rakdos

(Tap image to enlarge)


The Objective:

This deck wins through combat damage pure and simple. Along the way we are drawing tons of cards because the deck runs a bunch of 1 and 2 CMC creatures we can drop before playing Tymna the Weaver so that we can draw up to three cards when we have three opponents.

You might ask yourself: but what if they have blockers? Well that’s usually not a big deal in the early game because a lot of decks don’t play too many creatures in the early game or if they do play them they are small and seemingly more valuable than a random Elite Vanguard. People don’t want to block with their Oracle of Mul Daya. If they do, that’s a good trade for us.

Later in the game when we have more creatures and our opponents have a cluster of blockers there are ways to break through to our opponent’s face with cards such as Cover of Darkness, Coat of Arms, Legion Loyalist (the only non-human in the deck), Orzhov Pontiff, Shared Animosity, Hero of Oxid Ridge, Anthem of Rakdos, Firemantle Mage, and Fervent Charge.

Bruse Tarl, Boorish Herder gives our deck burst damage on command. While there isn’t always a huge creature to target, Bruse’s doublestrike and lifelink trigger is incredibly useful at making particular creatures very difficult to block without the blocking opponent suffering several creature casualties. Creatures like Accorder Paladin, Combat Celebrant, and Hero of Oxid Ridge are normally not too hard to block in combat but with doublestrike you can afford to attack with almost all your creatures (leaving Tymna the Weaver back) and your opponent won’t be able to block the big annoying doublestriking creature efficiently. Even if they do kill a few creatures, it means they are probably loosing creatures and you should benefit because you will be drawing cards off of Tymna the Weaver.

Bruse Tarl is also an Ally and this triggers Lantern Scout and Firemantle Mage at-will.

Use Combat To Scout

Use your combat phase to get information. Wait to play creatures until your second main phase unless they are directly generating beneficial triggers or have haste. This way you maximize your known information and if you are getting a Tymna trigger you get to draw your card(s) before deciding what to cast. If you don’t plan to play anything before combat, don’t even play a land before attacking: this might hint to opponents that you missed a land drop and might heavily influence their decision to block.

Creature Removal

Some Commanders are OP and need to be removed, other big dumb creatures need to be cleared out so we can value attack and draw cards. We have Banisher Priest, Fiend Hunter, and Palace Jailer. If you want to include Big Game Hunter he’s playable too.

Hold Your Burst Damage

When you are building your board state usually you are only playing creatures and value trading to pressure your opponents and draw cards with Tymna the weaver. Cards like Shared Animosity, Coat of Arms, Fervent Charge, Anthem of Rakdos, Legion Loyalist, Firemantle Mage, Odric, Lunarch Marshal, Anthem of Rakdos, Cover of Darkness and Hero of Oxid Ridge can easily kill your opponents – don’t reveal them until you are ready to go in for massive damage or a kill. A lot of our deck does not have haste but all of these cards have impact the turn we play them.

Why I don’t Play Mana Rocks

I tested Sol ring, Mana Crypt, and Chrome Mox and I don’t think they do too much for the deck – only because so much of the deck has color requirements in their converted mana cost. The colorless mana can be good, but when I’m trying to play a 1 drop, a 2 drop, then Tymna, Sol Ring doesn’t always fit well into that curve. After playing dozens of games with the mana rocks in my deck I decided to take them out, add more low cost creatures, and the deck has better early game flow as it crawls up its low mana curve.

Find out more about the deck through reading the ways it interacts with various matchups:

Matchups:

Control:

If you are playing against a bunch of control decks you might expect to run into a lot of effects that will wipe your board. This isn’t usually a problem – as long as you are getting Tymna the Weaver triggers off early in the game. If you can draw several cards, it won’t matter that your board got wiped. Usually spot removal isn’t that good against our deck but if they snipe/counter your Tymna the Weaver before you can get a single Tymna trigger things don’t look good for us. If you can’t get Tymna triggers try to find one of your cards that give you the Monarch. That card draw adds up over a prolonged game.

Cards like Cyclonic Rift are traditionally borderline over-powered for control decks because lots of decks are not mana efficient without their mana rocks or mana dorks. Because our deck is so low costed its not unusual for our opponents to Cyclonic Rift in response to us attacking them and for us to recast most of our boardstate after combat.

Green/X, Stompy Decks:

Any deck that plays Avenger of Zendikar generally falls into this category. This matchup can be tough because eventually in the midgame they will possibly generate 4/4s or 5/5s and those are usually good enough to stop you from trading up with your attacking 2/1s even if they are getting a battle cry or anthem effect. You can be super aggressive towards them in the early game and when they eventually stabilize they are usually left at a low enough life total where if they try to poke you with a few 5/5s they are probably not holding back enough blockers to stop any burst damage you have in hand. Be careful against these green decks because their burst damage (usually Craterhoof Behemoth or another overrun effect) with trump your boardstate. If you ever think they are about to unload on you you need to be proactive and launch a suicidal attack on them with all of your burst damage and force them to trade. This deck does not win on defense and even if they trade with your boardstate you are gaining life and possibly drawing cards.

Token decks can fall into a somewhat similar category but I think this deck is much better versus token decks because of our access to Legion Loyalist and Orzhov Pontiff.

Burn/Punisher Decks:

Burn can be really good at wiping our board, but similar to control matchups as long as we get 1 or 2 decent Tymna triggers we can out last them with card advantage. Finding cards like Soul Warden, Soul’s Attendant, Lantern Scout, Serra Ascendant, Odric, Lunarch Marshal and even Bruse Tarl, Boorish Herder from the Command Zone can all help us gain a monstrous amount of life. Tymna the Weaver also has lifelink fyi.

Pillowfort Decks:

This matchup can be annoying but its not too bad – you just have to find Monk Realist or War Priest of Thune. These will let you get around Ghostly Prison or Propaganda effects that stop your army of creatures in its tracks. I personally like to ignore the Pillowfort player if they set up a Propaganda and focus/kill other players. Then later on I can remove the Propaganda and play my burst damage all in one turn and catch the Pillowfort player unaware. Removing the Propaganda early doesn’t really do too much for us. Cards like Dueling Grounds or Silent Arbiter are also really good against us because it prevents us from going wide.

Equipment Decks:

This matchup is mostly a race but it’s usually good for us because they don’t usually have vigilance and they don’t usually have a bunch of creatures. Sometimes you are forced to chump block with your small creatures while the rest of your team runs around and slaps them for card advantage. Umezawa’s Jitte and Sword of Fire and Ice are the most dangerous cards they run because it can break up the synergy of our horde of humans.

Combo Decks:

Pretty boring; you just rush them down and hope you don’t die before they do their infinite combo nonsense. Usually they don’t have any decent blockers (or any blockers at all) so rushing them down isn’t too hard if you can curve our and hit your land drops. Scab-Clan Berserker and Kambal, Consul of Allocation are sometimes relevant against combo decks, particularly storm, but they are by no means a guarantee. As long as a combo player is alive and has cards in hand they can win out of nowhere.

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