Mardu Soldier-Assassin Reach

Standard
by newghost · Oct 27, 2026
Deck Strategy
Concept

A fast Mardu aggro deck that uses Soldiers and Assassins, Final Fantasy's Lightning, and Warleader's Call to close games with reach.

Synergies

Warden of the Inner Sky and Anim Pakal, Thousandth Moon go wide, while Warleader's Call turns every creature into extra damage. Ruthless Lawbringer and Massacre Girl, Known Killer provide Assassin-themed removal and board control, and Deep-Cavern Bat clears the way with hand disruption. Lightning, Army of One is the Final Fantasy threat that helps finish games.

Mulligan Strategy

Keep hands with two or three lands, a one-drop, and a two- or three-drop. Mulligan hands with no early creature or all expensive cards; keep removal-heavy hands only if they contain Warden of the Inner Sky, Deep-Cavern Bat, or Anim Pakal.

Game Plan

Early: deploy one-drops and Deep-Cavern Bat, attack, and use removal to force damage through. Mid: curve into Anim Pakal, Slickshot Show-Off, or Ruthless Lawbringer, and use Warleader's Call to snowball the board. Late: use Lightning, Massacre Girl, and removal as reach; don't overextend into sweepers.

Weaknesses

Sweepers, lifegain, and heavy spot removal can slow the deck; the mana base can be painful, and missing early creatures makes the reach plan weaker.

60 cards
Type Rarity Card Name Mana
Creatures (25) Rare Anim Pakal, Thousandth Moon
Uncommon Deep-Cavern Bat
Mythic Rare Lightning, Army of One
Mythic Rare Massacre Girl, Known Killer
Uncommon Ruthless Lawbringer
Rare Slickshot Show-Off
Rare Warden of the Inner Sky
Instants (7) Uncommon Bitter Triumph
Rare Get Lost
Enchantments (4) Mythic Rare Warleader's Call
Lands (24) Rare Elegant Parlor
Basic Land Mountain
Basic Land Plains
Rare Raucous Theater
Rare Restless Vents
Rare Shadowy Backstreet
Basic Land Swamp
0 cards

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