Maybeboard


Queen Marchesa: War Profiteering is a deck built with the idea in mind of sitting back and watching my opponents punch each other in the face through coercion and deterrence. Queen Marchesa (Long May She Reign) is an insidious Mardu commander and this deck is also a reflection of that.

This is V.5.50.9

The Deck incentivizes players to attack one another by adding things to the game like The Monarch or Breena, the Demagogue for card draw or Curse of Opulence for ramp, Coveted Jewel covers both.

It also allows you to attack freely into opponents with Iroas, God of Victory *list*, Dolmen Gate, Brave the Sands and Archetype of Courage.

One of the more subtle things about the deck is that it takes away another player's combat agency. Goad is a fantastic mechanic and with the Baldur's Gate set and Commander Precons it has seen more support. Cards like Bloodthirsty Blade, Baeloth Barrityl, Entertainer, Kardur, Doomscourge, and War's Toll are great ways of gaining control of opponents combats.

If you're on curve you can start building up you and your opponents creatures with Cards like Noble Heritage, Agitator Ant, Breena, the Demagogue, or Orzhov Advokist. Having an ever growing commander can be absolutely frightening, especially if you can give it Double Strike. Duelist's Heritage

And with the small arms race you've started with putting +1/+1 counters on creatures, opponents will have to choose to keep up or fall behind. And while you're scaling your creatures you benefit from those choices. Giving counters to Esper Sentinel for consistent card draw is immensely helpful, having a steady growing Baeloth Barrityl keeps the creatures swinging and not at you. And if certain creatures start getting too big you have cards like Crackling Doom or Deflecting Palm to reign that back in, Or if the Board is entirely out of control Mob Rule to try and take out 2 of the more threating players.

The deck does have limited removal, It's a control deck in the sense of managing players to the point of not getting out of hand, but still using their creatures to do more of the damage for you. You're not going to be policing the table and should wait on other players to remove problematic pieces before you do.

There is also a limited amount of graveyard interactions. With Sun Titan, getting back most of your 3 CMC (Converted Mana Cost) cards. Things like Volrath's Stronghold and Hall of Heliod's Generosity get creatures and enchantments back to the top of the deck respectively and with the monarch, back to you hand. Mistveil Plains will get anything else out of the graveyard and back to the deck.

One of the short comings of the deck is that it is reliant in the early game at maintaining control of the Monarch for card draw and to make that land drop every turn. This deck doesn't run a whole lot of ramp, things like sol ring and the signets are cut out intentionally. (Thanks for noticing NV_1980) Cards like Knight of the White Orchid, Curse of Opulence, Smothering Tithe, Dockside Extortionist and Reveal in riches will help you out but until you get to 6~7 lands you want to keep control of The Monarch.

This was made with the Battlecruiser Meta in mind borrowing Timmy's big creatures and wailing on the combo players with them. It could probably use a Tutor for a little more consistency But where it stands right now, it's really Fun!

One of my favorite combos in the deck is to take out 2 players with Delirium + Tainted Strike

And if you wanted to be really mean, Sun Titan, Strip Mine and Aurelia, the Warleader.

If you didn't want to spend an Arm and a Leg on the OG Duels, (Plateau, Scrubland, Badland) the Kaldheim Snow Duels (Alpine Meadow, Snowfield Sinkhole, Sulfurous Mire) make for a cheap replacement for a minor change in tempo without sacrificing mana consistency. But if that's the issue just tutor for one of the Shock Lands. (Sacred Foundry, Godless Shrine, Blood Crypt)

Ask about version 5.5.49 Peak Build ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Explaining the Maybe board. I had played this deck with these cards interchangeably,

Cards in the main deck being Brotherhood's End, Flowering of the White Tree, Invasion of Fiora  .

Brotherhood's End is a great early game board wipe to either Creatures or Artifacts. I'd like to find both it and Vandalblast a spot. Might replace Fracture.

I feel like Flowering of the White Tree is slept on as an enchantment. Giving all the legendary creatures +2/+1 and Ward 1 is pretty powerful. Having Queen Marchesa enter as a 5/4 or Boosting Baeloth Barrityl to 4/6 and goad all the power 3 creatures is great and perfect for what the deck wants to do. Not to mention all my other non legendary creatures get +1/+1.

Invasion of Fiora   is another one of those conditional board wipes. Mainly it's in the deck for Queen Marchesa flavor. I've replaced Blasphemous Act with it as with everything in there it did just feel like 1 too many board wipes.

I do like playing with both Starscream and Slicer, however they higher CMC takes them out of Sun Titan revival range where cards like Hunted Horror and Xantcha-cha-cha! stay in there. I can bring them back with Volrath's Stronghold but I'd rather not limit to just that interaction.

Debt of Loyalty, Blind Obedience and Sun Droplet. (Good cards that haven't quite found a home)

Debt of Loyalty is a fun card and I've played with it a little bit. It fits the role of saving your key piece as a broadwipe is about happen or steal a creature from an opponent that'd been building it up over time.

Blind Obedience is what I was using in place of Ghostly Prison for a while. and while having Artifacts and Creatures come in tapped to Either shut down treasures (as they're a growing meta) or to ensure you're opponents don't have creatures to block with on the crack back, or attack into you with haste. Ghostly prison was a greater deterrent and combo'd better with War's Toll.

Sun Droplet is a great way to manage chip damage in the early and mid game. Being able to maintain a higher life total was nice when the deck didn't have a lot of goad support or ways of incentivizing players to attack one another. It's prefect against Purphoros and Norn the Wary decks but with the Goad support available it's been set to the side. I think Ashes of the Abhorrent came to take it's place.

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94% Casual

Competitive

Date added 1 year
Last updated 2 months
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

9 - 0 Mythic Rares

63 - 0 Rares

19 - 0 Uncommons

3 - 0 Commons

Cards 100
Avg. CMC 3.24
Tokens Angel 4/4 W, Assassin 1/1 B w/ Haste, Centaur 3/3 G w/ Pro Black, Elephant 3-3 G, Faerie Rogue 1/1 B, Gold, Shapeshifter 3/2 C, Snake 1/1 B, Spirit 1/1 C, Spirit 1/1 W, Spirit 1/1 WB, Monarch Emblem, Treasure, Zombie 2/2 B
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