|Commander / EDH||Legal|
Printings View all
|Archenemy: Nicol Bolas (E01)||None|
|Planechase Anthology (PCA)||Uncommon|
|Commander 2016 (C16)||Uncommon|
|Eternal Masters (EMA)||Rare|
|Vintage Masters (VMA)||Uncommon|
|Commander 2013 (C13)||Uncommon|
|Planechase 2012 Edition (PC2)||Uncommon|
Combos Browse all
Artifact Creature — Bird
When Baleful Strix enters the battlefield, draw a card.
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Baleful Strix Discussion
22 hours ago
Glad you found the suggestions helpful. My manabase is about the same as yours and supports Baleful Strix well. Some easy and cheap upgrades would be River of Tears , Foreboding Ruins , Choked Estuary , and Path of Ancestry . Also, if you're looking at other sac outlets, consider Greater Gargadon , Attrition , Mind Slash , and Thermopod . If I wanted a value sacrifice engine, Mind Slash would be my first inclusion, and it's been in and out of my build. I definitely understand your thought process behind certain omissions in favor of things that better suit your build. I'd just like to give a bit more reasoning behind a few of my favorites.
Sower of Temptation vs Zealous Conscripts is a debate that could go either way, and I've personally run Conscripts without Sower before so I get where you're coming from. Consider instead Sower as a replacement for Ravenous Chupacabra. The floor is roughly the same. Sometimes you don't have a sac outlet and the owner of the creature you steal kills Sower, but I think that's niche downside compared to the upside of Sower on 4 into Marchesa on 5, attack with Sower and stolen creature, recur them both. I think you can run Conscripts and Sower and cut Chupacabra.
Trinket Mage usually finds Sol Ring but can also find Skullclamp to pull you out of a pinch, and Imperial Recruiter on 3 can find Trinket Mage to get you an artifact land to hit the fourth land drop the next turn. I used to run it with just Sol Ring and Skullclamp but Heap Doll and Sparring Construct are stronger than they appear and a value creature that finds more value creatures has an exponential sort of effect. I slept on the Construct as well, until I tried it. The baseline is pretty close to equivalent with Siren Stormtamer - you play Marchesa, they play removal, you sac the Construct then sac the Marchesa with the counter on it. It doesn't get to do Graft loops but it does take a counter on the Marchesa turn and then pass that counter to the next creature you drop, letting you recur its ETB and protect it a turn earlier than usual. So basically it's doing what Lightning Mauler , etc, would do, but more reliably, and for only 1 mana (which is key when you're drawing a million off Graft loops/Rhystic/Necropotence/Remora).
Grenzo, Dungeon Warden : you have 34 creatures with power 3 or less, so the 1/3rd chance is perhaps less than optimal, but 6 mana flash a random creature in from your deck is not bad when it's attached to a creature that will come with counters. This one, like Construct and my next suggestion, is a lot better in actual games than on paper. Bringing things in at flash speed makes Grenzo a more resilient sort of army-assembler for situations where you're struggling to get a foothold on the board. It may be that just drawing a bunch of cards is better, and I wouldn't fault you for not trying out Grenzo, but if you do, he just might surprise you.
Demon of Dark Schemes - if the Massacre effect isn't strong in your games then I would understand avoiding this inclusion, but being strong on just the initial cast, then singlehandedly building a board of value creatures to recur, including Reclamation Sage effects to take care of things like Wheel of Sun and Moon, makes this guy practically a second commander. We're great at draining opponents' resources so this is more likely to stick and then untap with a ton of activations, and it's the perfect "last card" sort of finisher to turn things drastically in your favor. It does a lot of things and is almost always relevant which is why I prefer it to simpler haymakers like Living Death etc.
Spellseeker only has 4 targets in your deck currently but just finding Cyclonic Rift already makes it an enchantment removal creature. I understand you don't want to go too deep into tutors so I could see leaving this one out, same as Trinket Mage, but their restrictions make them more balanced and crafting the packages around them has made my experience with Marchesa more fun.
Anyway the list and primer looks solid and I'm glad you could get some use out of my suggestions.
1 day ago
I like this primer, and I appreciate that you understand some of the stronger Marchesa interactions like the applications of the graft creatures and Mimic. I hope you'll check out my Marchesa list. I think we have a similar outlook though I favor low cost cards for curveouts and I think you might find some of my cards to be "do-nothings." Anyway here are some of my suggestions and thoughts:
Dusk Legion Zealot , Baleful Strix , Alchemist's Apprentice , Seekers' Squire , Preordain , Sage of Epityr , Rix Maadi Reveler : The first three are a slam dunk while the rest are a bit of a harder sell, but all of these cards get cast earlier than Mulldrifter/Disciple of Bolas so they help you hit land drops and find your missing pieces. And something like Apprentice can curve right into a counter enabler and draw 4 cards on turn 4 before you'd even cast the more expensive draw spells. Preordain and some amount of the other cantrips are always worth consideration too, since you're trying to put together specific things to bring a powerful Marchesa engine online.
Altar of Dementia , Spawning Pit , Bloodthrone Vampire , Dross Hopper : A critical mass of sac outlets is important and though the creatures listed aren't exciting they're a lot better for rebuilding if your first boardstate gets broken up. Deploy on turn 2 into value creature on turn 3 to recur on turn 4, or deploy alongside 3-drop on turn 5 to try to rebuild. I dislike using my whole turn to play Grimgrin or Falkenrath which I consider to be pretty mediocre standalones in EDH (Grimgrin is probably fine actually though a little finnicky) and Yahenni not being able to sac itself is a problem for me.
Goblin Cratermaker , Heap Doll , Mausoleum Wanderer , Goblin Trashmaster , Abyssal Gatekeeper , Nevermaker : Personally only run the first three but have included all of these at some point or another. They're all creature-based interaction that Marchesa can recur, but at instant speed. For example, I much prefer Heap Doll to Agent of Erebos since you can stop something like entomb-reanimate or Survival discarding Kiki to find Karmic Guide. The downside to cards like these is that they're rare and not usually efficiently-costed, but they're definitely worth considering. Boompile , Oblivion Stone , Engineered Explosives : Grixis' best enchantment removal. I'd go with these over the Grave Pacts for multiple reasons. First, destroying all nonlands and being left with Marchesa is a bigger power play. Second, it's nice to be able to remove Rest in Peace and other generally pesky enchantments. Third, these cards aren't reliant on your engines being in place to do their job, so they're better for coming back from behind. In the same line of thought:
Sower of Temptation , Grenzo, Dungeon Warden , Hostage Taker , The Eldest Reborn , Demon of Dark Schemes : My topend may look odd to you but each of these cards is strong interaction on its own, and becomes an army-builder alongside Marchesa. Stealing creatures is great for ramping and killing enchantments, or winning with Primeval Titan. Bribery and Phantasmal Image are more cards in this vein, as well as the Puppeteer Clique and Gonti you're already playing. I prefer these to Flayer, Herald of Secret Streams, etc since they help you come from behind when Marchesa isn't out, and having "finishers" that rely on your engine being all in place isn't all that effectively different from just running some combo (Metallic Mimic / Murderous Redcap is the most efficient one for Marchesa imo if you wanted to go the route). Of course, Flayer does act as removal, and is also very fun, but I hope you'll consider cutting Herald, Merchant, and Kokusho. Mikaeus is actually nice as a "backup commander" with great synergy with Marchesa but he's not in my build because I run too many Humans. Luckily we have Grenzo who is an absolutely insane engine card.
Awaken the Erstwhile , Mindslicer : Marchesa can dominate the board but is weak to combo, hate enchantments, the whole table targeting all your stuff with removal, and brick hands. These cards take care of the first three. Landing them early with your value engines already online is like a more reliable sort of "land destruction win" since in either case they can't cast their spells. Trinket Mage , Spellseeker , Phyrexian Metamorph , Mindclaw Shaman , Entomber Exarch , Trophy Mage , Ixidron , Sparring Construct : Miscellaneous other value ETBs. Trinket Mage is the best one, I highly suggest you include him. Construct will surprise you with how strong it is. The baseline is on-board protection for Marchesa the turn you cast her, but the upside is acting like a limited Graft creature by giving each new creature you play a counter.
I think that's just about it for suggestions, maybe consider Spell Pierce , Stubborn Denial , and Fire Covenant , but overall, great primer, very well-written, and I think you'll set people in the right direction when it comes to building Marchesa.
5 days ago
You can also use cards like Cloud of Faeries , Rhystic Study , Cavern Harpy , Dire Undercurrents , Venser, Shaper Savant , Baleful Strix , Aminatou, the Fateshifter , Felidar Guardian for some good stuff. Other than that I do see as your curve is a bit high.
6 days ago
Vampiric Tutor is the #1 card you could put in to improve the deck. Diabolic Vision is an excellent cantrip. Temporal Trespass is the best extra turn spell you could ask for, since the CMC is an upside. Same goes for Curtains' Call and Avatar of Woe . Insidious Dreams and Ancestral Knowledge are extra Doomsdays. Unnatural Selection is an extra creature-type changer. Emrakul, the Promised End is a good eldrazi of choice, since you'll actually be able to cast it if you tutor it to the top of your library. Trench Gorger is a good late game card, since it does triple duty acting as a huge beater, high-CMC target, and deck-thinner. For little guys, Tormented Soul , Triton Shorestalker , Faerie Impostor , Prickly Boggart , Vampire Cutthroat , Looter il-Kor , Nether Traitor , Flitterstep Eidolon , Thalakos Seer , Baleful Strix , Augury Owl , Spire Owl , and Sage Owl are better than some of your choices,
1 week ago
I think Bone Picker is a good edition as well but I don't know if its better than Baleful Strix. Baleful Strix is good for replenishing your hand and keeping you in the game. Bone Picker, on the other hand, is good for dealing damage. I definitely think Baleful Strix is better than a card like Dash Hopes though.
1 week ago
Chaos Warp is one of our only answers to enchantments. Skullclamp is excellent repeatable draw. Diabolic Intent is arguably better than Demonic Tutor here and is really reasonably priced. Baleful Strix is also worth picking up for its defensive presence and the card draw.
2 weeks ago
Thanks for the comment. I'll take a look at your deck and share some feedback on your page.
Archangel of Tithes is ok, 3/5 flying for CMC4 isn't terrible. The stax isn't board changing. Assists with go-wide strategies, unless their tokens also tap for mana, but usually those are Impact Tremors type hits anyways. I don't think he strong enough with all the impressive A/D/D available. I'd rather have the Rakdos the Defiler in many situations, he seems weak (I know, I struggled with him for VERY long), but he can slow down Grixis/Izzet decks just long enough that I can combo before they do. Or if I'm mana screwed or something, or Kaalia of the Vast being controlled, he can keep the board even. Creates an ok lock with Volrath's Stronghold sometimes too. Master of Cruelties can do the job against Grixis/Izzet usually too, but if they have a Baleful Strix or Bitterblossom or something you're going to lose to a Show and Tell + Omniscience combo without a tutored Rakdos the Defiler.
Lord of the Void is amazing, I just took him out last week to test Mausoleum Secrets supported with a Street Wraith (why play 99 card commander when you can play 98 card commander with 38 life :). He was great when versus Eldrazi decks, or even Mono Green/Big Green Commanders. The reason he eventually got cut is because of his lack of Trample. Flample would be an auto-include, found he wasn't connecting enough and inconsistently.
Archfiend of Despair also is great, I've been putting him in an out testing various new cards. Thought he would act like a Gisela, Blade of Goldnight but didn't work that way. Rarely does Life matter that much in Commander (Combo commander), but sometimes it does, Selesnya for example, Often he slows down combat between opponents, unless they get the strategic advantage. I try and combo instead of damage, if my primary strategy was damage, he would be an auto-include. Very good. His CMC8 was the ultimate reason I didn't go with him, would never tutor him (better options available) and didn't support my primary win-con (but very helpful for secondary).
Entomb I'm just not sure what to pull with it? It does support Mausoleum Secrets and can be cool early Iona, Shield of Emeria with a Reanimate for example. If you're playing Entomb (and a reanimation sub-theme) definitely play Gamble as well. I just feel I don't have enough early recursion to really take advantage of an Entomb. Chances are if you do the hyper-geometric probability is low for it's utility, someone like Kess, Dissident Mage LOVES this card.