Wedge · Color Identity
Mardu attacks and removes. It is the best aggressive identity in the format and the one with the least ramp and card draw, so everything it does has to be worth doing immediately.
Mardu is red, white and black, the three-color identity. Speed above everything: aggressive creatures, complete removal, and no cards to spare.
Also called RWB, WBR, Mardu Horde.
The Mardu Horde, a clan of Tarkir, named in Khans of Tarkir (2014).
Mardu is red's wedge (red plus its enemies white and black) named for the Mardu Horde, Tarkir's raiding clan of mounted warriors whose philosophy is speed: act first, decide later. Khans of Tarkir gave them Raid and Fate Reforged gave them Dash, which are both mechanically identical to their flavor.
For Commander, Mardu is where the format's best aggressive and sacrifice cards overlap. Red-white supplies the combat multipliers, white-black supplies the drain and the recursion, and red-black supplies the sacrifice outlets, so the identity can build three quite different decks and all of them attack. It is also the home of the format's angel and demon tribal decks, which is entirely a consequence of Kaalia of the Vast existing.
All 32 color combinations and where each name came from →The Mardu deck's plan is to have a board on turn four that has to be answered and to keep having one. It has the most efficient removal of any three colors (white exiles, black destroys, red burns), so it clears blockers and threats without spending much, and the combat multipliers turn a modest board into lethal damage in one attack step.
The alternative build is aristocrats. Every piece is available: token makers in red and white, free sacrifice outlets in black and red, and drain payoffs in white and black. That version wins without attacking at all, which suits a table that has learned to block.
The constraint is resources. Mardu has no green, so its ramp is artifacts and treasure, and its card draw is impulse draw, life payment and attack triggers. Every card in the deck is therefore worth more than it would be in another identity, and a Mardu deck that trades one-for-one with three opponents runs out first. That is the whole reason Mardu decks are built to close early.
Strengths
Weaknesses
The command zones that define the identity rather than the ones winning this week: the pips beside each name are its color identity, which is what it lets you play in the other 99.
Commander Spotlight
Kaalia of the Vast ↗
Attack, and an Angel, Demon or Dragon comes out of your hand onto the battlefield already attacking. It skips the mana cost of the most expensive creatures in Magic, which is why every Mardu player has considered building it.
Alesha, Who Smiles at Death ↗
Reanimates a small creature every time it attacks, for free. Three mana, and it turns every enter-the-battlefield trigger in the deck into a repeatable one.
Queen Marchesa ↗
Makes you the monarch and gives you an Assassin whenever somebody else takes it. The most political commander in the format: the crown is a card every turn and everybody wants it.
Edgar Markov ↗
Makes a Vampire every time you cast one, from the command zone. The most powerful tribal commander in Magic, and it never has to be cast to work.
Mathas, Fiend Seeker ↗
Marks a creature each turn so that killing it rewards everybody. Aims the whole table at the threat you point at.
Oros, the Avenger ↗
Pays five to deal three to every nonwhite creature. A repeatable one-sided board wipe on a flying body.
Mardu is the red-white-black color combination, named after the Mardu Horde, one of the five clans of Tarkir, introduced in Khans of Tarkir in 2014. It is a wedge: red plus its two enemy colors. Before 2014 the trio had no widely used name at all.
It is the best identity in the format at attacking and one of the worst at recovering. The removal and the combat multipliers are genuinely the strongest available, and the lack of ramp and card draw means the deck has to convert that into a win rather than a long advantage. Built to close by turn eight or nine, it is very strong; built as a value deck, it runs out of cards.
The monarch is a designation held by one player at a time: at the end of your turn you draw a card, and you lose the crown to whoever deals you combat damage. It first appeared in Conspiracy: Take the Crown and turns up regularly in Commander products. Mardu cares because Queen Marchesa is the definitive monarch commander, and because a deck with the best removal in the format is well placed to keep a crown it takes.
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