









Overview:
This Mardu (RWB) deck helmed by Zurgo, Thunder's Decree focuses on aggressive creature-based strategies with raid/attack triggers and combat tricks. The deck aims to swarm the board with creatures like Clarion Conqueror and Shock Brigade, leveraging raid mechanics and equipment (e.g., Dragonfire Blade) to pressure opponents through combat. Zurgo serves as a modest payoff for attacking with multiple creatures, though the deck lacks a cohesive combo finish or robust value engine. Most threats are low-to-mid power, relying on incremental damage and temporary buffs like Thunder of Unity for wins.
Primer:
Core Strategy Execution:
- Early Board Development (Turns 1-4): Deploy low-cost creatures (e.g., Tempest Hawk, Mardu Devotee) to enable raid triggers. Use tapped dual lands (e.g., Nomad Outpost) and slow ramp (e.g., Mardu Monument) to cast midrange threats like Dragonback Lancer.
- Combat Synergy (Turns 3-6): Attack with 3+ creatures to activate Zurgo’s raid ability and trigger cards like Reigning Victor or Stormbeacon Blade. Buff attackers temporarily with Coordinated Maneuver or Overwhelming Surge.
- Late-Game Push (Turns 6+): Use finishers like Avenger of the Fallen for recursion or Thunder of Unity for a temporary power boost. Recover from setbacks with Duty Beyond Death or Avenger of the Fallen.
Mulligan Priorities:
- Prioritize 2-3 lands with at least two colors.
- Seek early creatures (e.g., Tempest Hawk, Hardened Tactician) and combat tricks (e.g., Static Snare).
- Avoid hands with only high-cost spells or no early attackers.
Key Tips:
- Use Stormbeacon Blade to convert small creatures into direct damage.
- Dragonfire Blade turns Zurgo or large attackers into removal.
- Desperate Measures can protect key creatures or enable surprise blocks.
Weaknesses:
Critical
- Board Wipes: Minimal recovery tools outside Avenger of the Fallen; relies on rebuilding from scratch.
- Lack of Card Advantage: Limited draw engines (e.g., War Effort is conditional) lead to frequent topdecking.
Moderate
- Slow Mana Base: Tapped duals and no fast mana delay aggression.
- Fragile Threats: Most creatures have low toughness and no innate protection.
Minor
- Predictable Strategy: Relies on combat damage with no alternate win conditions.
- Weak Interaction: Spot removal (e.g., Channeled Dragonfire) is sparse and reactive.
Most Important Cards:
- Thunder of Unity (Temporary team-wide buff for lethal swings)
- Avenger of the Fallen (Recurrence for wiped boards)
- Dragonfire Blade (Removal-on-a-stick for key attackers)
- Overwhelming Surge (Combat trick finisher)
- Stormbeacon Blade (Convert tokens/chump blockers into direct damage)
- Zurgo's Vanguard (Token generation for raid triggers)
- Mardu Monument (Mana sink and late-game creature)
- Duty Beyond Death (Protection/recursion for key creatures)
- Static Snare (Critical early-game interaction)
- Tempest Hawk (Early raid enabler with evasion)
Attribute Ratings:
Speed: 3/10
- Struggles to apply meaningful pressure before Turn 5–6 due to slow mana and incremental damage.
Resilience: 2/10
- Minimal card advantage, recursion, or protection; folds to repeated removal.
Consistency: 4/10
- Redundant low-cost creatures but lacks tutors or draw to find key pieces reliably.
Interaction: 3/10
- Light spot removal and combat tricks; no counterspells or stax to disrupt opponents.
Rating Justification:
This deck operates at a precon-level power with slow combat-centric strategies, minimal interaction, and severe vulnerability to disruption. Its lack of speed, resilience, and alternate win cons place it firmly in the lower tiers.
Power level: 3.0 - 4.0
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