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COMMANDER(S)
Terra, Herald of Hope
QR Code
B R W
- Mardu
Created by  WotC
Bracket
4.0 - 4.5
Bracket 1
Average CMC Average CMC
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ANALYSIS

Overview:

This Mardu (RWB) deck revolves around Terra, Herald of Hope, leveraging self-mill, graveyard recursion, and combat-triggered reanimation to generate incremental value. The primary strategy focuses on filling the graveyard with low-power utility creatures (e.g., Stitcher's Supplier, Morbid Opportunist) and recurring them via Terra’s damage trigger, Sun Titan, or targeted reanimation spells. Secondary win conditions include stealing opponents’ creatures (Sepulchral Primordial, Rise of the Dark Realms) and leveraging damage amplifiers like Flayer of the Hatebound. Terra acts as both an enabler and value engine but isn’t strictly essential, as the deck has multiple recursion tools.


Primer:

Core Strategy Execution:

  1. Early Setup (Turns 1-4):
    • Mill aggressively using Stitcher's Supplier, Millikin, or Snort to stock the graveyard.
    • Deploy mana rocks (Sol Ring, Arcane Signet) and utility creatures (Morbid Opportunist, Pitiless Plunderer).
    • Cast Terra early (ideally Turn 3-4) to start pressuring opponents and triggering recursion.
  1. Midgame Value (Turns 5-7):

    • Reanimate key creatures (e.g., Flayer of the Hatebound, Archfiend of Depravity) using Reanimate, Stitch Together, or Priest of Fell Rites.
    • Use Key to the City or Rogue's Passage to ensure Terra connects for her trigger.
    • Steal opponents’ threats with Sepulchral Primordial or Rejoin the Fight.
  2. Win Conditions (Turns 7+):

    • Overwhelm with mass reanimation (Rise of the Dark Realms) or Flayer of the Hatebound damage loops.
    • Close games via combat with buffed creatures (Celes, Rune Knight counters) or stolen threats.

Mulligan Priorities:

  • Keep hands with at least 2-3 lands (color-fixing preferred).
  • Prioritize early mill (Stitcher's Supplier) or ramp (Sol Ring, Wayfarer's Bauble).
  • Include at least one recursion tool (Reanimate, Phoenix Down) or value engine (Morbid Opportunist).

Key Tips:

  • Use Swiftfoot Boots or Key to the City to protect Terra and ensure combat damage triggers.
  • Sacrifice recurring creatures (e.g., Flayer of the Hatebound with undying) to High Market for value.
  • Espers to Magicite exiles opponents’ graveyards while copying their best creature.

Weaknesses:

Critical

  • Graveyard reliance: Rest in Peace or Leyline of the Void cripples recursion and mill strategies.
  • Slow setup: Minimal fast mana and reliance on combat damage for recursion delay key plays.

Moderate

  • Commander dependency: Terra’s recursion is easily disrupted by removal, forcing costly recasts.
  • Limited interaction: Few counterspells or instant-speed answers to combo/stax pieces.

Minor

  • Mana base inconsistency: Many tapped lands (e.g., Nomad Outpost, Sacred Peaks) slow early turns.
  • Vulnerability to flyers: Limited reach/flying blockers outside Angel of the Ruins.

Most Important Cards:

  • Flayer of the Hatebound (Recursion damage amplifier)
  • Rise of the Dark Realms (Mass reanimation win condition)
  • Sun Titan (Recur low-CMC permanents)
  • Stitcher's Supplier (Graveyard enabler)
  • Reanimate (Efficient recursion)
  • Key to the City (Unblockable for Terra + card draw)
  • Sepulchral Primordial (Steal opponents’ threats)
  • Morbid Opportunist (Card draw engine)
  • Pitiless Plunderer (Treasure generation for recursion costs)
  • Crackling Doom (Targeted removal + sacrifice)

Attribute Ratings:

Speed: 4/10

  • Wins typically around Turns 8-10 via incremental value or late-game reanimation. No fast combos.

Resilience: 5/10

  • Recursion and card draw (e.g., Night's Whisper, Morbid Opportunist) mitigate setbacks, but graveyard hate is devastating.

Consistency: 6/10

  • Redundant recursion tools and mill enablers provide reliable access to the game plan, but limited tutors for key pieces.

Interaction: 5/10

  • Targeted removal (Bedevil, Legions to Ashes) and board wipes (Ruinous Ultimatum) are present but slow and meta-dependent.

Rating Justification:

This deck operates as a Casual/Precon-level build (Rubric 4.0) with a focused graveyard strategy but lacks the speed, protection, and redundancy to compete with optimized lists. Its reliance on combat damage for recursion and vulnerability to graveyard hate cap its power.

Power level: 4.0 - 4.5

DECK LIST
Terra, Herald of Hope
Creature: 35
($221.41)
1
Angel of the Ruins
5 W W
1
Anger
3 R
1
Archfiend of Depravity
3 B B
1
Banon, the Returners' Leader
R W
1
Celes, Rune Knight
1 R W B
1
Combustible Gearhulk
4 R R
1
Cyan, Vengeful Samurai
6 W
1
Edgar, Master Machinist
2 R W
1
Flayer of the Hatebound
5 R
1
Gau, Feral Youth
1 R
1
General Leo Cristophe
4 W
1
Gogo, Mysterious Mime
3 R
1
Interceptor, Shadow's Hound
2 B B
1
Kefka, Dancing Mad
5 B R
1
Locke, Treasure Hunter
1 B R
1
Meteor Golem
7
1
Millikin
2
1
Mog, Moogle Warrior
1 R W
1
Morbid Opportunist
2 B
1
Palace Jailer
2 W W
1
Pitiless Plunderer
3 B
1
Priest of Fell Rites
W B
1
Ruin Grinder
5 R
1
Sabin, Master Monk
4 R
1
Sepulchral Primordial
5 B B
1
Setzer, Wandering Gambler
1 B R
1
Shadow, Mysterious Assassin
2 B
1
Siegfried, Famed Swordsman
3 B
1
Solemn Simulacrum
4
1
Stitcher's Supplier
B
1
Strago and Relm
2 R
1
Summon: Esper Valigarmanda
3 R
1
Sun Titan
4 W W
1
The Warring Triad
3
1
Umaro, Raging Yeti
5 R
Artifact: 12
($12.58)
1
Arcane Signet
2
1
Coin of Fate
1 W
1
Commander's Sphere
3
1
Key to the City
2
1
Mind Stone
2
1
Phoenix Down
W
1
Sol Ring
1
1
Swiftfoot Boots
2
1
Talisman of Conviction
2
1
Talisman of Indulgence
2
1
The Falcon, Airship Restored
2 B
1
Wayfarer's Bauble
1
Instant: 6
($1.49)
1
Bedevil
B B R
1
Big Score
3 R
1
Crackling Doom
R W B
1
Espers to Magicite
3 B
1
Laughing Mad
2 R
1
Mortify
1 W B
Sorcery: 9
($19.78)
1
Legions to Ashes
1 W B
1
Night's Whisper
1 B
1
Reanimate
B
1
Rejoin the Fight
5 B
1
Rise of the Dark Realms
7 B B
1
Ruinous Ultimatum
R R W W W B B
1
Snort
3 R
1
Stitch Together
B B
1
Tragic Arrogance
3 W W
Land: 37
($17.97)
1
Ash Barrens
1
Battlefield Forge
1
Clifftop Retreat
1
Command Tower
1
Demolition Field
1
Desolate Mire
1
Dragonskull Summit
1
Evolving Wilds
1
Exotic Orchard
1
Fetid Heath
1
Foreboding Ruins
1
Furycalm Snarl
1
Geothermal Bog
1
Graven Cairns
1
High Market
1
Isolated Chapel
3
Mountain
1
Nomad Outpost
1
Path of Ancestry
4
Plains
1
Rogue's Passage
1
Rugged Prairie
1
Sacred Peaks
1
Shadowblood Ridge
1
Shineshadow Snarl
1
Smoldering Marsh
1
Sulfurous Springs
1
Sunlit Marsh
1
Sunscorched Divide
3
Swamp

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