So if you're looking for a more mid-range strategy, you typically will want more removal and a lower density of threats (but with those threats being, well, more threatening). So if you'd prefer a Mardu Mid-Range build, I've been tinkering with the following list:
3
Temple of Triumph
3
Temple of Silence
3
Temple of Malice
4
Bloodstained Mire
3
Mountain
3
Swamp
2
Caves of Koilos
2
Battlefield Forge
2
Urborg, Tomb of Yawgmoth
4
Goblin Rabblemaster
3 Crackling Doom
3 Mardu Charm
3
Thoughtseize
3 Butcher of the Horde
2 Sarkhan, the Dragonspeaker
1 Mardu Ascendency
2 Utter End
2
Hero's Downfall
3
Anger of the Gods
1
Elspeth, Sun's Champion
3
Magma Jet
3
Stormbreath Dragon
2
Chandra, Pyromaster
Sideboard:
1
Deicide
3 Despise
2
Stoke the Flames
2
Chained to the Rocks
2
Drown in Sorrow
2
Banishing Light
3
Nyx-Fleece Ram
So what you'll notice about this build is that it is aimed toward a much slower, longer game. Whereas the aggro deck is built to literally crap creatures onto the field, this one has a lot of emphasis on disruption, removal, and versatility. Most players don't run Anger mainboard, but rather than be caught off-guard against aggro and ramp decks, I prefer having the option there. You can use it to easily take out a fleet of aggro stuff or even to drop your opponent's mystics and caryatids - nothing is more back breaking for a green deck than losing 2-3 rampers on t3. You have more pointed removal in
Magma Jet, Utter End,
Hero's Downfall, Crackling Doom, Mardu Charm, and even
Thoughtseize. But you'll note that ALL of these cards play multiple roles in the game plan, i.e., Magma Jet which can burn a player/PW, torch a critter, or just be used to fix your upcoming draws with the scry.
How does one win the game here? Well, through a battle of attrition AND some major threats.
Goblin Rabblemaster just craps card advantage. Chandra can give you added cards. Stormbreath is often a win on its own, and, if not, Sarkhan and Elspeth are happy to clean up too. So again, the challenge is to make it to the mid-game at which point you will just dominate.
I'm not going to claim that this build is ideal, but it has a lot of options. The true control deck for the post-rotation format has yet to really be defined (or really even be attempted that much). The simple fact is that control has relied on
Supreme Verdict and
Sphinx's Revelation for so long that control players have to remember what they were doing before RTR came along.
Anyway, I hope something from these builds makes sense. I can provide more clarification on card choices if you like or if you're more interested in the decision process behind why one would go with an aggro deck versus mid-range versus control.
Good luck!