Creature — Human Rogue
Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.) 1UR: Target creature you control gains haste until end of turn and can't be blocked this turn.
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|Commander / EDH||Legal|
Marchesa's Smuggler Discussion
3 months ago
Hadana's Climb Flip replaces Forgotten Ancient - this guy synergizes with 3-4 cards in the deck. It can also do something just on it's own too, but its not anything particularly powerful, and the fact it cant be fetched by Niv is just a nail in his coffin. Climb can be enabled by some counters cards, triggers Daxos and then helps push his enormous tokens (or flying double striking Kalemne) at opponents faces. It's also yet another way to fix mana. (albeit slow)
Marchesa's Smuggler replaces Jhoira of the Ghitu - Jhoira was meant as a good cheap Izzet creature that can be also useful later. She ticks all these boxes but... it turns out proper sequencing is very important in this deck and suspend is straight opposite to that. Also she needs cards that would be powerful on completely empty board, because in 4 turns the situation can be vastly different. Smuggler also ticks those boxes, but giving haste and unblockable without the need to tap, even if the cost is quite high, can be game changing in this deck.
Maw of the Obzedat replaces Mycoloth - Mycoloth is a huge red flag to our opponents, even those with poor threat assessment. It also have to wait an entire turn to actually do something. And to be honest - I yet have to see this card actually untap. There are also a lot of token producers, we need some payoffs too. Maw is more subtle, and can do its stuff on the turn it hits the board, is a free sac engine and can save the most important creatures from damage based board wipes.
Expansion / Explosion replaces Secure the Wastes - StW is a very good spell but I found it to be suprisingly situational. It gets really good only with Mizzix on board. Without her, there are more exciting things to do with 6-12 mana than getting some 1/1s that barely affects the board. On the other hand, both modes of Expansion / Explosion are crazy. Expansion can be used as a counter-counterspell without even using blue and copy crazy amount of EDH staples - ramp, removal, tutors - you name it. Explosion also gives us a wincon to decks that are resilient against token strategies. When behind, can also be used as a very expensive draw AND removal.
5 months ago
Hey hey! Check out my deck if you'd like some ideas on what to add. Remember to think of how the cards impact the game both when they die and when they come back, as well as how they affect your other creatures and the rest of the boardstate that's a good way to start cutting cards for a Marchesa deck. I'd remove Marchesa's Smuggler , Vigean Graftmage , Treasonous Ogre , Syr Konrad, the Grim , Simic Fluxmage , Pyreheart Wolf , and Undying Evil !
9 months ago
Cards that fit your theme that we will discuss later. Fumble , Hazoret's Favor , Helm of Possession , Humble Defector , Hypnotic Siren , Illusory Gains , Kindred Charge , Macabre Mockery , Magus of the Unseen , Marchesa's Smuggler , Mass Mutiny , Mogg Cannon , Nicol Bolas, Planeswalker , Saheeli Rai , Spinal Embrace , Zealous Conscripts , Yahenni, Undying Partisan , Dack Fayden , Aladdin , Breaking / Entering , Beguiler of Wills , Bontu the Glorified , Brutal Hordechief , Angrath, the Flame-Chained .
1 year ago
I've categorized the cards in your deck here: https://deckstats.net/decks/50753/1215572-animar
The following analysis is based on that categorization. Several cards are in more than one category, so I've categorized them based on their primary or common case. E.g. Ancient Animus is both "Removal" and "+1/+1 Counter Interaction", but you're going to cast it to kill something -- the +1/+1 counter is a nice bonus.
There's no explicit or stated goals of the deck, so I can't evaluate the cards against that. If you have a goal, let me know.
The core effect of Animar is to play creatures, which grows Animar. As Animar grows, he helps you play more (and more expensive) creatures. Some notable limitations:
- Animar only decreases colorless costs
- Animar only cares about creatures
- Animar only cares about casting creatures
Animar is cheap to cast and protects himself from most removal (due to his protection from Black and White). Because of this, we can assume that we will get him out early and keep him out long enough for him to provide benefit. We'll build the deck assuming Animar is on the battlefield at all times.
Since Animar reduces the colorless component of creature costs, we'll get the biggest benefit from colorless creatures. As with any unlimited cost reduction effect, we should look for ways to break the free case. The obvious one here is to bounce and recast colorless creatures for free.
Since we're playing all of these (hopefully free) creatures, Animar will grow quickly. Giving Animar good evasion will give us to win on commander damage quickly.
To best abuse Animar, we want:
- Many creatures across a range of mid to high colorless costs
- As many of those creatures in our hand as possible
- An many +1/+1 counters on Animar as soon as possible
- A means to make Animar unblockable
The easiest way to break Animar is to create an engine that casts colorless creatures and bounces them to your hand as many times as possible during a turn. We'll want ETB/LTB effects on those creatures and cards that care about creatures entering and leaving the battlefield. Additionally, we'll want cards that care about +1/+1 counters on a creature.
Favor creatures over non-creatures, as you get a discount on creatures. Try to keep colored costs to a minimum - avoid double or more colors in a cost.
Abusable Colorless Creatures:
- Myr Battlesphere creates four Myr tokens
- Precursor Golem creates two 3/3 tokens
- Artisan of Kozilek reanimates a creature
- Duplicant exiles a creature
- Anodet Lurker and Peace Strider gain three life
- Electrostatic Pummeler and Multiform Wonder give three engergy
- Reservoir Walker gains three life and gives three enery
- Grim Poppet gives three -1/-1 counters to put on something
- Meteor Golem destroys something
- Mirror Golem exiles a card from a graveyard
- Pierce Strider drains three life from an opponent
- Skyscanner draws a card
- Mindless Automaton draws a card via a +1/+1 counter interaction
- Solemn Simulacrum tutors a basic land into play
- Thought-Knot Seer can effectively mill and oppenent with ETB and LTB triggers
- Triskelion deals damage via a +1/+1 counter interaction
- Workhorse grants colorless mana via a +1/+1 counter interaction
- Oblivion Sower steals lands from your opponents deck
- Panharmonicon !!!
- Cream of the Crop
- Decoction Module
- Impact Tremors
- Leyline of Vitality
- Hardened Scales
- Simic Ascendancy
- Path of Discovery
- Warstorm Surge
- Wild Pair
- Herald of Secret Streams
- Thassa, God of the Sea
- Whispersilk Cloak
- Protective Bubble
- Aqueous Form
- Keeper of Keys
- Key to the City
- Passwall Adept
- Rogue's Passage
- Aether Tunnel
- Cloak of Mists
- Suspicious Bookcase
- Marchesa's Smuggler
- Tricks of the Trade
We'll want to get as many creatures down as quickly as we can. Card draw and other card advantage effects are valuable.
- Vizier of the Menagerie
- Sunbird's Invocation
- Stolen Strategy
- Rashmi, Eternities Crafter
- Garruk's Horde
- Descendants' Path
- Elvish Visionary
- Fierce Empath
- Wall of Blossoms
Changes to the Existing Cards
I would consider cutting way down on the amount of ramp. Mana dorks get the deck running early, but they don't have any synergy with the core effects. I suspect that's what was leaving you feeling like you had a dead hand.
Cards that seem particularly problematic:
- Wild Cantor . Requires a sac for effect. Doesn't get cost reduction. A dork that taps for mana would be better.
- Tinder Wall . Same as Wild Cantor sans the cost reduction bit.
- Vivid Creek and Vivid Crag . These both ETB tapped, don't have basic land types, and only provide off-color mana twice. If would strongly consider running Amonkhet cycling duals over these.
- Ancient Ziggurat . Be careful, as this mana can only be used for casting creature spells. I don't like this land in most decks.
- Bond Beetle . I have no idea why this is in here. It works once and has very little synergy with the deck. Verdurous Gearhulk would be better, but still not great.
- Green Sun's Zenith . I think a cheaper card that tutored to hand and then let you cast the card would be better, as you'd get the cost reduction effect and other synergies. No cards come to mind, but there are lots that look at the top X cards and tutor to hand ( Gift of the Gargantuan , etc.).
1 year ago
I would start here:
This is a search for "creature gains haste" in the text box excluding black and green spells.
1 year ago
Zndrsplt and Okaum are my favourite commanders to pilot, I have my own deck and it's the most fun that I've had in EDH.
A few suggestions:
Make sure when playing to keep an eye out for if your opponents play an orc, since Orcish Captain can target any orc, meaning that it's ironically an orc-hate card
Puppet's Verdict is incredibly fun to play, and it's a great way to either make a comeback when you're behind or as a last-ditch attempt to survive. It's essentially a 3-mana instant speed half-boardwipe, and it works even better with Krark's Thumb.
Marchesa's Smuggler can give unblockable and haste which can be quite useful.
Impulsive Maneuvers is a great way to transition from attacking into playing control, since it gives you a 50/50 chance to draw a card for each creature that attacks whatsoever. It also combos quite well with Chandra's Ignition and Fling effects when used with Okaum.
Strionic Resonator lets you flip even more coins.
Assault Suit lets you pass Okaum around, essentially letting you play group slug, meanwhile you can sit back and draw cards with Zndrsplt.
2 years ago
From my Marchesa deck:
Blood Tyrant is great if it can survive. Dark Impostor is really scary if you can exile a few commanders. Drana, Liberator of Malakir is pretty scary. Hellhole Flailer is decent removal. Malakir Cullblade HOLY SHIT that got big fast. Marchesa's Smuggler can come out of nowhere. Ob Nixilis, the Fallen is really, really big. Fervor doesn't seem that great, but it can destroy removal-centric control decks. Rhystic Study is SO MUCH DRAAAW. Nicol Bolas, Planeswalker is easily the best artifact/enchantment removal in Grixis. Blasphemous Act is awesome when death is impermanent. Killing Wave is in the same boat. Rakdos's Return ANNIHILATES combo players. Use Sudden Demise on the G or W player, or even on your guys. Bident of Thassa is just awesome.
And there's still an entire Meren deck to cover.
Attrition. Champion of Stray Souls is good for those who fall through the cracks or just as a bluff. 'Even if you DO finally kill my guy he'll just come back'. Corpse Traders against combo players. Disciple of Bolas is good draw and it can be a TON. Slum Reaper is good, and wildly asymmetrical. Stronghold Assassin, in your build, is recursive Attrition. Vampiric Rites is really good early game. Westvale Abbey Flip is stupid difficult to remove, starting as a land and then an indestructible creature.
And finally, my favorite one of all: Vindictive Lich. I normally use it as a political piece, letting people pick the fate that seems least bad. Through that, I learn what their unique kryptonite is. I then use that once I am strong enough that I don't need any alliances.
2 years ago
Zidantur Thanks for the +1! I'm not quite sure how to build quad-colour decks since there are so many cards to consider, but green has some great political/underrated cards; Fecundity is a great equalizer most of the time (although it benefits an aristocrats deck way more). Dubious Challenge is a card that I never heard of until recently that is surprisingly good, One with Nature is an underrated favourite of mine especially since you can enchant an opponent's creature and reap the benefits. Pattern of Rebirth is another card that I consider underrated, especially if you are planning on playing any creatures like Sakura-Tribe Elder. Permeating Mass is hilarious IMO and it actually really makes your opponents afraid of attacking you (especially with their commander). Marchesa's Smuggler isn't green but it can definitely help get your commander in for damage. You could also run a lot of copy spells like Progenitor Mimic to make the game a bit more interesting. Brooding Saurian is a great political card if you aren't planning on running any steal spells, since most people like keeping their stuff. Dawnstrider is surprisingly underrated, especially since most of the time it simply prevents people from attacking you when they have a lot of power that could go your way. Finally, Hunted Troll is also a surprisingly good card and is on-theme.
If you want to go full-on group hug (which I wouldn't recommend, but is an option), you could go for stuff like Edric, Spymaster of Trest, Hunted Wumpus, Magus of the Vineyard, Shizuko, Caller of Autumn, Tempting Wurm, Veteran Explorer, Dictate of Karametra, Eladamri's Vineyard, Rites of Flourishing, Collective Voyage, New Frontiers or Weird Harvest. I wouldn't recommend these cards since the whole point of this deck was to move away from group hug while still being political, but you can consider them.
If you wanted to go for a non-group hug politics that still involves being nice, you could buff opponents' creatures with the vows (Vow of Flight for example) and double down with Evolutionary Escalation.
Anyways, I could get a lot of other things that you could do but I don't really want to overload you (especially when I'm kind of just wildly suggesting), but the ideas of these cards are good starting points. You honestly could just ignore all of them and go for green ramp and that would be fine as well, since green doesn't really have many "deal" cards. It's probably good to pick a number representing the amount of "silly" cards you want in the deck and stick with that though, since you don't want to go overboard just because you have another colour to work with.
Hope this helps! Sorry for the wall of text lol, but it could be useful