Top Ranked
Date added 5 years
Last updated 20 hours
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

16 - 0 Mythic Rares

54 - 0 Rares

17 - 0 Uncommons

5 - 0 Commons

Cards 100
Avg. CMC 3.17
Tokens Angel 3/3 W, Assassin 1/1 B w/ Haste, Emblem Tibalt, Cosmic Impostor, On an Adventure, Samurai 2/2 W, Shapeshifter 3/2 C, Spirit 1/1 WB, The Monarch, Treasure, Wall 0/4 W
Folders EDH Decks, decks, Decks, Building
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Introduction

The main point of this deck is to throw a small wrench into our opponents plans just to keep things fair. I don't plan on becoming the main enemy at the table, I just wanna be the guy who is periodically blowing up the board, wiping the graveyards, goading unwilling creatures to attack, and possibly winning at the end.

During deck building I try to keep in mind the flavour of the deck, and I make card choices not only based on how good or synergistic they may be, but also how well the art, text and creature type fits with the rest of the deck. This time I've tried to go for a royal and authoritarian approach, with several planeswalkers to represent the royal court.

Card Choices and Strategy:

The following section is subdivided sequentially into the various phases of a typical game.

The optimal start would be casting Queen Marchesa on turn 3 thanks to a 2-mana rock. In order to do this the deck packs all of the Mardu-relevant signets and talismans. Getting the Monarchy with a mana rock also helps avoid potential hand-space issues.

To ensure a land drop almost every turn Weathered Wayfarer and Tithe are very useful, each of these cards also have synergy with the overall strategy of the deck. The latter two can search up Mistveil Plains which is relevant to the Sunforger engine.

In order to maintain Monarchy throughout the game I've chosen a mix of reactive and pillowfort cards instead of going all in on either direction. Cards like Ghostly Prison and Windborn Muse are obviously great deterrents. I've also included cards that incentivize our opponents to go for each other instead, such as Breena, the Demagogue and Noble Heritage.

Then of course the planeswalkers, who are in here because a) they are cool, and b) they indirectly help me protect my monarchy and c) provide win-conditions. At instant speed Comeuppance can be a mega-bomb, and the deck is packing a solid amount of quick spot removal to deal with any creature that sneaks past the outer defenses.

Finally should I lose the monarchy there are ways to reclaim it, with Iroas, God of Victory *list*, The Black Gate and Rogue's Passage during a stalemate, and Lavaclaw Reaches post boardwipe.

Interaction:

At least a third of the deck is dedicated to spot-removal, graveyard hate, board wipes and spell interaction. Plus a few hatebears to slow everyone down, though nothing too serious to make us the prime target.

Sunforger:

The most powerful engine is Sunforger. This equipment is insane and given enough mana can really change the game. This list is packing 19 fetchable instants, so almost any situation should have an answer. Furthermore Mistveil Plains has strong synergy with it and can be fetched via Tithe, allowing Marchesa to recycle her spells over and over.

Political Elements:

Adding Monarch to a game is already a political act. As far as "pure" politics cards go, we can make temporary friends with Loran of the Third Path and Teyo, Geometric Tactician, and as mentioned in the previous section cards like Breena, the Demagogue and Karazikar, the Eye Tyrantfoil serve to pit out enemies against each other. Then there is a lot of potential politics in instant-speed reactive cards like Wild Ricochet and Reverberate, not to mention cards like Royal Assassin, selective boardclears, and Sunforger itself.

Ah yes, winning the game. In a nutshell we're looking for our opponents to kill each other, and to attrition the final person standing. Alternative paths include attacking with an equipped Queen Marchesa, copying/reflecting a giant spell, and ulting a planeswalker that sits around long enough.

I just did a major 20+ card overhaul to the deck, trying them out to see what seems good and what doesn't. No planned changes outside of potentially cards in the maybeboard at the moment.

TLDR:

Marchesa deck with elements of control, politics and some shenanigans. I am definitely open to comments and suggestions.

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Revision 42 See all

(20 hours ago)

+1 Black Market Connections main
-1 Court of Grace maybe
-1 Court of Ire maybe
+1 Return the Favor main