My favorite games of magic are the ones in which every player gets to feel like they did something — like their deck worked, even if they didn't win. Of course, that rarely happens — bad draws, bad matchups, or decks of mismatched power levels can make games lopsided. Most group hug or group slug decks, however, don't make the game equal — in my experience, speeding the game up or slowing it down for everyone doesn't reward each player equally. This deck, heavily influenced by the famous deck:http://tappedout.net/mtg-decks/queen-marchesa-politics-aikido-and-control/ by precociousapprentice, tries to force better, more interactive games... by any means necessary.

Start with the commander Queen Marchesa, who is just absurdly powerful. My previous build of this deck had Mathas, Fiend Hunter in the general slot, but I found that my playgroup simply doesn't care very much enough about drawing an extra card and gaining a bit of life to make his bounty counters influence their play. Queen Cheesy draws a ton of extra cards, attacks and blocks well, and her assassin tokens are a great disincentive to your opponents killing you — which is important, because you'll be messing with the game in some very annoying ways.

Curses like Curse of Opulence Curse of Disturbance, and Curse of Stalked Prey are going to be triggered a ton, because Fumiko the Lowblood, Disrupt Decorum, and Rite of the Raging Storm will make sure that creatures are going to be turning sideways. Curses, and other effects like Bitter Feud and Xantcha, Sleeper Agent are great because they let you balance out the game by giving incentives to your opponents for concentrating on the biggest threat, or spread the love around if it's more gridlocked.

Another key component to keeping the game balanced is spot removal. Unexpectedly Absent, Anguished Unmaking, Mortify, and the like allow you to prune away any permanent that threatens to take over the game so things can develop and everyone can have some fun. Head Games and Lapse of Certainty are some sweet ways to do the same thing to control or combo players whose threats never touch the board at all. Of course, sometimes the board state gets out of hand — but rather than nuking the whole thing, Austere Command and Merciless Eviction give you a bit more control over what's acceptable, and what needs to go.

Along with clipping down the strong, however, this deck also wants to prop up weaker players... until they become threats themselves. Humble Defector, Act of Authority, and Benevolent Offering do this by giving your opponents presents to catch up, while Spurnmage Advocate and Shieldmage Advocate can both give your opponents back a key spell they need to stabilize and Fog / Rebuke if they're getting picked on.

I mentioned earlier that part of Marchesa's utility is in protecting you from the ire that should (obviously) be directed at your opponents instead, and there's a ton of redundancy in the deck for that same effect. Ophiomancer, Michiko Konda, Truth Seeker, Windborn Muse, and several more keep you well propped up on a comfy pillow fort while your opponents get the tools they need to duke it out with each other.

And when the dust settles, hopefully it'll just be us and one opponent, at which point, we have all sorts of tricks. Batwing Brume and Angel's Grace can keep us alive while Rakdos Charm, Comeuppance, and Deflecting Palm can actually use our opponent's aggression against them, depending on what type of deck we're up against. Even better, all these cards are tutorable with Sunforger, along with our removal suite! And if we need to finish the game off the old fashioned way, Debtors' Knell, Assemble the Legion, and Insurrection work pretty well for closing the game out.

This isn't ever going to have the win rate of a more focused, linear deck, but hot damn is it a blast to play, and it makes for some of the best, swingiest, most interactive games I've ever played. I highly recommend it!

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97% Casual

Competitive

Date added 6 years
Last updated 6 years
Exclude colors UG
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

4 - 0 Mythic Rares

50 - 0 Rares

28 - 0 Uncommons

8 - 0 Commons

Cards 100
Avg. CMC 3.21
Tokens Assassin 1/1 B w/ Haste, Gold, Human Cleric 1/1 BW, Lightning Rager, Ogre 3/3 R, Snake 1/1 B, Soldier 1/1 RW, Spirit 1/1 W, The Monarch, Zombie 2/2 B
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