Everything in the Mardu Surge Commander deck: all 100 cards with current prices, what the deck is worth against the sealed price, the 10 new cards, and whether it is worth buying.
Mobilize 1 (Whenever this creature attacks, create a tapped and attacking 1/1 red Warrior creature token. Sacrifice it at the beginning of the next end step.) Whenever a creature token you control leaves the battlefield, draw a card if it was attacking. Otherwise, each opponent loses 1 life.
I’m usually glad to see an aggressive deck for in-pod play. While other decks in this cycle can pressure opponents, Mardu Surge is designed to be in your face from the start and never let up. That’s healthy for well-rounded gameplay. I do wish they’d eased back on the sacrifice stuff here, and the secondary commander’s off flying around with its own strategy.
Still, a respectable if simple theme and solid reprint representation makes this a hit that Mardu lovers will want to pick up, especially if they’ve been rocking Caesar, Legion's Emperor over the last year.
Mardu Surge is our designated aggro deck of the bunch, playing into token generation and showing off the new mobilize mechanic. It’s punchy and likes to attack, so you’ll be making enemies early. Well, if you’re doing it right, at least. There are a number of sacrifice outlets built into the deck to take advantage of mobilize tokens before they go away, but I’d hesitate to call this an aristocrats deck. Think of it like a second helping of that Hail, Caesar precon from Fallout.
Zurgo, Stormrender rocks the command zone and rewards you with card draw or damage based on how your creature tokens end up leaving play. If your opponents eat up your mobilized attackers, you’ll draw cards, and if they let the 1/1s slip through, they’ll take multiple instances of chip damage. Neriv, Crackling Vanguard points in a very different direction, scaling up with the number of differently named tokens you control, kind of like Gimbal, Goblin Prodigy. Seems fun to build around in some capacity, but I’d stick with Zurgo out of the box.
I think the deck’s biggest tension rests between cards that want to play a grindy, midrange game plan and the ones interested in being a lean, aggressive machine, like Loyal Apprentice, and ostensibly, the commander. I intend to resolve this by leaning harder into the aggressive token-themed strategy and cutting some of the top end to bring our curve down.
Draftsim's upgrade guide makes 17 changes to this deck. The first picks (hover for the card):