MTG List: Marchesa Maybe's

CNobre


Description

  • [OUT] Swords to Plowshares: Extremely efficient spot removal spell for troublesome creatures that works at instant speed, costs and that exiles its target. The drawback of the opponent gaining life equal to the creature's power is in most cases negligible but undoes a bit of the work put in with forced combat. Can be used on own creature for lifegain but with the majority having low power the benefit is just not there.

  • [OUT] Anguished Unmaking: Exiles any nonland permanent at instant speed and for . It is a dead card when you're at 3 life or less but other than that it is the real deal!

  • [OUT] Generous Gift: For this instant can destroy ANY permanent on the battlefield. Even problematic lands. The drawback is that the owner of the permanent receives a 3/3 elephant token for the hassle. But in a forced combat/pillow fort deck is that really a drawback?!

  • [OUT] Despark: For just and at instant speed we get a removal spell that exiles target permanent with mana cost 4 or greater (no lands, sad face). Wow, in most cases this gets the job done even more efficiently than Anguished Unmaking and Generous Gift! The problem is when you must get rid of a permanent costing 3 or less or it'll cost you the game. That day didn't arrive yet but I guess it is just a matter of time.

  • [OUT] Karmic Justice: This mana enchantment triggers when a spell or ability an opponent controls destroys a noncreature permament we control. Justice is served afterwards when we can destroy target permanent of that player. The fact that it only triggers when noncreatures are hit and that it's a reactive effect rather than a proactive one makes this a good spell but not great.

  • [OUT] Giver of Runes: Costs , 1/1 body, that serve the purpose to give protection to our key creature(s) on the battlefield and preserve our defences. Protection can also become an offensive tool to recoup the monarch (for instance) or to sneak critical damage on an opponent with a low life total.

  • [OUT] Burnished Hart / Solemn Simulacrum: Two classic ramp/fixing spells when there's no access to green. Incredibly efficient at what they do. Solemn card draw (when he dies) has a rattlesnake feel to it.

  • [OUT] Lightmine Field: In theory this card is a great card for our strategy. Great as pillow fort preventing attacks and when we force opponents to attack they do lose some or all of their creatures. In practice it has a major flaw. The effect is symmetrical, so when I lose the monarch I cannot simply send my 1/1 Deathtouch assassin (which happens very often) to get it back because they just die with Lightmine field trigger.

  • [OUT] Merciless Eviction: Also with a cmc of 6, Merciless Eviction is a premium modal board wipe as it can "only" exile one of 4 possible permanent types at the time. The choice can be between artifacts, creatures, enchantments or planeswalkers. Whatever hurts us less, or sometimes, whatever hurts our opponents more. The fact that it exiles is the main attraction here, avoiding both indestructibility and graveyard recursion.

  • [OUT] True Conviction: Interesting enchantment that has steep casting requirements (). Has significant impact on our team's combat capacity by giving them double strike. This paired with deathtouch creatures is very powerful and will make opponents avoid combat. It is a pitty that due to the frail nature of our creature suite we don't benefit greatly from lifelink.

  • [OUT] Avatar of Slaughter: The name fits him like a charm. When this baby comes into the battlefield there will be blood.. Lots of it. He's a 8/8 finisher that gives double strike and forced combat to all creatures. But beware! The effect is symmetrical and can quickly turn on us if we don't have our "shields up" (Teysa, Envoy of Ghosts, Ghostly Prison, to name a few). But if we do, it will put insane work depleting opponents board presence and life totals. The cost matches the power .

  • [OUT] Glacial Chasm: Amazing permanent! Despite being a land can hardly be considered one as it does not tap for mana unless there's an Urborg, Tomb of Yawgmoth or Blood Moon in play. In terms of abilities when we have it in play the opponents literally attack someone else rather than "wasting" an attack on us. Extremely effective pillow fort but that slowly "eats" our life total (has a cumulative upkeep of 2 life). Glacial Chasm is astonishing when we are behind and desperately trying to stabilise. It'll "buy" multiple turns with the damage prevention ability until we find an answer. The drawbacks on it are pretty daunting, sacrificing a land when it ETB, our creatures cannot attack and the cumulative upkeep mentioned above. Requires utmost attention while playing it but the upside is great.