u/Ok_Commission7932

Image 1 — I'm kicking my feet and giggling rn
Image 2 — I'm kicking my feet and giggling rn
Image 3 — I'm kicking my feet and giggling rn
Image 4 — I'm kicking my feet and giggling rn
Image 5 — I'm kicking my feet and giggling rn

I'm kicking my feet and giggling rn

I'm OBSESSED with Beseech the Mirror control-combo so here's another silly ass list.

Gameplan is simple: you play an enchantment that kills you, and you give it to your opponent. Play out any copies of Demonic Pact to draw out removal. Then play Greed's Gambit to draw into Harmless Offering or Beseech the Mirror. You can bargain Beseech the Mirror with the bat tokens from Greed's Gambit to find a Harmless Offering and cast it for free.

Things start to get hairy if you play enchantments blind without Harmless Offering in hand. Worst-case scenario you can use Cathar Commando or Feed the Swarm to nuke your own enchantment and stay in the game. Chaining Demonic Pacts using Beseech the Mirror is fun too: wait until you've used it 3 times, sac it, and fetch a new one!

Cathar Commando and Wojek Imvestigator are amazing in W/X control. Cathar Commando kills enchantments, artifacts, creatures and planeswalkers, dodges removal, and enables double casting to bait out counterspells. Wojek Investigator blocks for days, has vigilance, and baits the opponent into going wide so you can nuke their board with Day of Judgement. Sometimes it will even give you a clue token you can use to keep up with your opponent's hand or bargain a Beseech the Mirror.

Demonic Pact ends the game quicker but Greed's Gambit is more fun to hand the opponent because they will try to play through it. On the odd chance they do draw removal, they have to sac 3 creatures and discard 3 cards. Sometimes its worth it to kill the Greed's Gambit yourself with Cathar Commando to nuke their board and their hand, but most of the time its better to let it work its magic over multiple turns, lest they recover.

BEWARE if you have 2 pacts in play, Arena won't let you bargain the newer one to hand the opponent the older one. It will always highlight the older one no matter how you click them.

I belly laugh every time Harmless Offering resolves 🤣 I love this stupid kitten omg

u/Ok_Commission7932 — 2 days ago

I ground to Mythic with Mardu Mobilize

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Mardu Mobilize Decklist

Spells:

4 Zurgo, Thunder's Decree (TDM) 237

4 Vengeful Bloodwitch (FDN) 76

4 Voice of Victory (TDM) 33

4 Warleader's Call (MKM) 242

4 Shocking Sharpshooter (TDM) 121

4 Stadium Headliner (TDM) 122

4 Sanguine Evangelist (LCI) 34

3 Burst Lightning (SOA) 41

3 Harried Spearguard (WOE) 135

1 Duress (STA) 29

1 Erode (SOS) 15

Lands:

1 Bleachbone Verge (DFT) 250

2 Mountain (SLD) 1481

3 Sunbillow Verge (DFT) 264

2 Dalkovan Encampment (TDM) 253

4 Godless Shrine (RNA) 248

4 Blood Crypt (ECL) 262

4 Sacred Foundry (EOE) 256

2 Blazemire Verge (DSK) 256

2 Swamp (SLD) 1480

Sideboard

2 Duress (STA) 29

3 Soul-Guide Lantern (THB) 237

3 Rest in Peace (BIG) 4

3 Deep-Cavern Bat (LCI) 102

2 Erode (SOS) 15

1 Burst Lightning (SOA) 41

1 Harried Spearguard (WOE) 135

The deck is based around farming etb triggers on Shocking Sharpshooter and Warleader's call, and death triggers on Vengeful Bloodwitch through the Mobilize mechanic. The best line in the deck is Voice of Victory into Warleader's call and swing for 8 on turn 3, but Stadium Headliner into Shocking Sharpshooter or Vengeful Bloodwitch and swing for 3 on turn 2 feels pretty efficient, too.

Harried Spearguard and Sanguine Evangelist pack multiple etbs and deaths into the same card like Mobilize does, and the battle cry does work if you have any kind of board built up. I've tried a bunch of different combinations of 1-drops and 3-drops including Nesting Bot and Thunder of Unity, and then a list that ran more duress and erode maindeck, but I shifted to the current mainboard because the extra speed is what works. Stadium Headliner, with its built-in removal, is a serviceable replacement for Erode in the maindeck.

Its a plain-jane, linear aggro deck that counts to 20. There aren't many technical tricks to learn, unless you count your opponent not reading your cards. I've won games I should have lost because people keep up mana when I have Voice of Victory in play, or they don't block, not realizing that Vengeful Bloodwitch pings when the Mobilize tokens get sacrificed. Sacrificing Stadium Headliner to clear beefy blockers for Zurgo is as close as it gets to a clever line haha.

The landbase and sideboard are admittedly a bit sloppy. Dalkovan Encampment goes insane with just a warleader's call and one body on the field, allowing you to bait out wraths or push in extra damage on critical turns 4 and 5. It deserves a manland like Restless Bivouac or a token-maker like Realm of Koh to recover against control. Mechanically the deck wants 4 copies of these but it can't support the 3-color gameplan. The Verges not being able to produce red mana natively is a kick in the pants, considering its mainly red spells in here. I haven't done the work of picking other dual lands, but the ones that come in untapped up until 3 are probably the right choice instead.

As for the sideboard, its mainly to hose izzet and landfall. Vs izzet, Soul Guide Lantern and Rest In Peace come in and Vengeful Bloodwitch goes out. Duress and Deep-Cavern Bat come in and a few copies of Harried Spearguard and Sanguine Evangelist go out. Playing a Rest In Peace or a Lantern is usually enough to hose any graveyard deck, and it will bait out Annuls and enchantment hate from their board, which protects Warleader's Call on a later turn.

Vs landfall, extra copies of Duress, Erode, Harried Sprarguard and Burst Lightning come in, and I take out a couple copies of Sanguine Evangelist but leave the deck at around 62 cards. Its a straight-up race to 20 and depends more on a good opening hand than other match-ups, and the life gain off of Vengeful Bloodwitch is almost better than the front-load damage off of Shocking Sharpshooter, but not quite.

All in all its pretty much a Tarkir Dragonstorm precon deck packed with the rare Mobilize cards. Its not that creative, but I feel more proud to play it as a mardu fan who refuses to play net decks. A serious version of this deck would probably cut black (Duress, Vengeful Bloodwitch, Zurgo) and go straight boros with Dalkovan Packbeast and Raphael, Tough Turtle. But I hate universes beyond from an aesthetic standpoint and gold cards are pretty, so 3-color it is!

u/Ok_Commission7932 — 7 days ago