Keep building this deck. After all this time, I have a very interesting version that can compete with modern tiers.
I went into grixis color, to add more hand control and gv-fill stuff.
Cutting ogg SSG and Imp for Shriekhorns could me interesting. I'll give it a test.
About Helix, i like the burn side of the deck and it can deals with many things. but yea, probably brutality is more into out gameplan.
About Seasoned Pyromancer in my opinion is totally out of curves in first turns. maybe we could try 3 revler and 1 pyromancer
In my opinion 6 dmg and 2 discard, on turn 3 is not too slow and it worth the effort. Especially if you have recursion in next turns.
Most of time the first two turns are used to set up the plan (tutoring with harbinger, put stuff in gv with RMR, exile cards with Light Up the Stage) and yes, burn stuff could be useful as removal in firs turns.
Dredge plan is interesting, but in my opinion is too fortuitous: when you dredge you only do it for skelemental in gv, the other cards are better in hand.
I'm not saying that the deck si perfect this way, but I think is the best option we have now.
I don't totally agree with dredge plan, seems that the deck become too weak to gv-hate. I only play Stinkweed Imp as glass cannon.
After days of testing, I guess I reach my definitive version. Still not sure of something, but I think is the best mardu options.
Some consideration: Flamekin Harbinger in my opinion is still the best option, help us to easily find Awakener/Skelemental and let us play as toolbox post-side Light Up the Stage is totally insane: most of time is 2 card draw for 1 red
Still not sure about SSG and Imp: they are not synergic with Light Up the Stage
Charm is a nice looting replace: sometimes help us find and discard the right card and is good as counter.
I felt the deck is 1-turn late so I tested Simian and seems very flexible: enables T1 Charm or T2 Skelemental
Totally agree about Vesperlark: I will cut to 3. Still some doubt about Golgari Thug: maybe I will cut them and 1 Vesperlark to put 3x Burning Inquiry
I tried out both Seasoned Pyromancer and Skelemental+Unearth package.
Pyromancer is strong and give you extra creature in late game, but the most of time it was a too slow turn 3
Otherwise, Skelemental is pretty strong, good anytime and in synergy with the deck (a turn 3 unearth into skelemental + 2x phoenix from gv is awesome)
1 Umori, the Collector
Creature (33)
4 Arboreal Grazer
4 Paradise Druid
4 Polly*** Symbiote
4 Migratory Greathorn
4 Pouncing Shoreshark
2 Gemrazer
4 Illuna, Apex of Wishes
4 Auspicious Starrix
3 End-Raze Forerunners
1 Castle Vantress
2 Steam Vents
2 Castle Garenbrig
4 Breeding Pool
6 Island
12 Forest
That's how I play it. Is very insane.
I went into grixis color, to add more hand control and gv-fill stuff.
4 Thunderkin Awakener
4 Lightning Skelemental
1 Spitebellows
3 Kitesail Freebooter
4 Simian Spirit Guide
4 Lightning Bolt
4 Thought Scour
4 Unearth
2 Collective Brutality
2 Chart a Course
4 Inquisition of Kozilek
1 Rise // Fall
4 Polluted Delta
2 Blood Crypt
1 Steam Vents
1 Watery Grave
2 Fiery Islet
3 Mountain
2 Swamp
2 Engineered Explosives
1 Nihil Spellbomb
2 Plague Engineer
1 Ingot Chewer
1 Kalitas, Traitor of Ghet
1 Fulminator Mage
1 Nicol Bolas, the Ravager
3 Dispel
1 Shenanigans
2 Dreadbore
About Helix, i like the burn side of the deck and it can deals with many things. but yea, probably brutality is more into out gameplan.
About Seasoned Pyromancer in my opinion is totally out of curves in first turns. maybe we could try 3 revler and 1 pyromancer
Most of time the first two turns are used to set up the plan (tutoring with harbinger, put stuff in gv with RMR, exile cards with Light Up the Stage) and yes, burn stuff could be useful as removal in firs turns.
Dredge plan is interesting, but in my opinion is too fortuitous: when you dredge you only do it for skelemental in gv, the other cards are better in hand.
I'm not saying that the deck si perfect this way, but I think is the best option we have now.
After days of testing, I guess I reach my definitive version. Still not sure of something, but I think is the best mardu options.
3 Flamekin Harbinger
2 Vesperlark
4 Lightning Skelemental
1 Spitebellows
1 Flickerwisp
4 Rix Maadi Reveler
1 Stinkweed Imp
4 Simian Spirit Guide
4 Lightning Bolt
4 Lightning Helix
2 Path to Exile
4 Light Up the Stage
4 Bloodstained Mire
1 Blackcleave Cliffs
2 Sacred Foundry
2 Blood Crypt
4 Arid Mesa
1 Swamp
1 Plains
1 Mountain
1 Sunbaked Canyon
1 Cavern of Souls
2 Engineered Explosives
1 Nihil Spellbomb
1 Plague Engineer
2 Kitesail Freebooter
1 Spark Trooper
1 Fulminator Mage
1 Ingot Chewer
1 Wispmare
1 Path to Exile
1 Shenanigans
3 Collective Brutality
Some consideration:
Flamekin Harbinger in my opinion is still the best option, help us to easily find Awakener/Skelemental and let us play as toolbox post-side
Light Up the Stage is totally insane: most of time is 2 card draw for 1 red
Still not sure about SSG and Imp: they are not synergic with Light Up the Stage
I felt the deck is 1-turn late so I tested Simian and seems very flexible: enables T1 Charm or T2 Skelemental
Totally agree about Vesperlark: I will cut to 3. Still some doubt about Golgari Thug: maybe I will cut them and 1 Vesperlark to put 3x Burning Inquiry
4 Insolent Neonate
2 Golgari Thug
4 Thunderkin Awakener
4 Vesperlark
4 Lightning Skelemental
1 Spitebellows
4 Simian Spirit Guide
4 Lightning Bolt
4 Izzet Charm
4 Unearth
1 Conflagrate
2 Blackcleave Cliffs
2 Sacred Foundry
1 Blood Crypt
1 Steam Vents
2 Fiery Islet
4 Bloodstained Mire
4 Arid Mesa
2 Mountain
1 Swamp
2 Engineered Explosives
2 Kitesail Freebooter
2 Kor Firewalker
2 Path to Exile
1 Nihil Spellbomb
1 Plague Engineer
1 Spark Trooper
1 Fulminator Mage
1 Ingot Chewer
1 Wispmare
1 Shenanigans
Is this the real end of this deck?
It can sacrifice itself, seems strong against combo/control deck and could be an interesting 0 mana discard outlet
Pyromancer is strong and give you extra creature in late game, but the most of time it was a too slow turn 3
Otherwise, Skelemental is pretty strong, good anytime and in synergy with the deck (a turn 3 unearth into skelemental + 2x phoenix from gv is awesome)