Marchesa's Smuggler

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Custom Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Conspiracy (CNS) Uncommon

Combos Browse all

Marchesa's Smuggler

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.

Latest as Commander

Marchesa's Smuggler Discussion

Jaecen on Animar, Sec

6 months ago

Card Categorization

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.

Strategy

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:

Repeatable Bounce:

Synergies:

Unblockable Enablers:

We'll want to get as many creatures down as quickly as we can. Card draw and other card advantage effects are valuable.

Draw/Card Advantage:

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.).

tpmains on Giving narset, enlightened master haste

7 months ago

I would start here:

http://gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&text=+[Creature]+[gains]+[haste]&color=+![G]+![B]

This is a search for "creature gains haste" in the text box excluding black and green spells.

Marchesa's Smuggler and Slayers' Stronghold are two fun ones that I saw when looking through them.

poorpinkus on Okaun Zndrsplt Flip a Coin!

10 months 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:

Two-Headed Giant and Mana Clash don't actually trigger Zndrsplt or Okaum because those coin flips aren't technically "won".

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.

ZendikariWol on If Only I Had Thorns Like a Thistle

1 year 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.

poorpinkus on The Devil On Your Shoulder - EDH Tempting Deals

1 year 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

Cooperlogan on Jori En, Bargain Diver

2 years ago

Marchesa's Smuggler would be a great evasion card.

themysterypoop on Midrange Marchesa, the Black Rose

2 years ago

I love Marchesa, extremely fun commander especially in a fun casual playgroup. Can be very interactive with itself and make for a hell of a commander game. But I would like to give some suggestions to this deck.

Lands: Im not going to tell you to run every fetch and shock land. What I will say is that you are running too many. You have 38 lands with a four-drop commander and on top of that currently your decks highest point in its mana curve is three. Running less lands will open up a.) for more cards to run. B.) Wont allow for you to be drawing solely into lands every turn. I am a strong believer in 34 lands being the best number except in a few decks like my stax brago.Single Target Removal:Everything except Zealous Conscripts is pretty great. Not necessarily a bad card, it can definitely get a large creature out of your way when you are attacking but I wouldnt really count it as removal. Not necessarily a bad card though it does go infinite with kiki jiki mirror breaker but thats not necessarily a fun win for a casual playgroup and doesnt really fit your theme. Instead of this I would run capsize. Has a buyback effect which is insanely strong and it can be your saving grace in a lot of games.

Creatures:Ok so I cant use your custom categories for this part because yours says you have 8 but in actuality you have 37 so Im going to either say very briefly why I like a card or dislike a card.

Baleful Strix: I dont like this one, a card that would be fantastic for this is Solemn Simulacrum. This card solves a dual purpose. One, it will draw you a card and two, it will get you a land. And with your commanders effect you can get this twice for four mana (Or more if you get more +1s on it) effectively getting to draw a card and search for a land for two mana. Value you town baby! Lol

Blood Tyrant: Dope, fun burn card that they legit cant kill unless they exile it. Might put a bit of a target on your back in a super casual playgroup, but everyone likes to feel powerful haha.

Bloodflow Connoisseur Obvious synergy with your deck, also you can do this at instant speed, so if someone tries to exile one of your strong creatures in response you can sac it.

Burnished Hart Not a fan, never have been. Some disagree, do you dude.

Butcher of Malakir Great card, cards you might consider adding is Grave Pact and/or Dictate of Erebos

Carrion Feeder Another sac outlet and its cheep, there are plenty of infinites with this and Mikaeus, the Unhallowed but maybe you wouldnt want to do that.

Chasm Skulker Interesting card, can be funny. Running this with Consecrated Sphinx would be hilarious.

Dack's Duplicate Cause why not, anytime you need to copy a new creature just sac and choose a new target. I love it.Disciple of Bolas Uhm, im just not personally a fan of this card, like it has good effects but it feels pretty eh to play Drana, Liberator of Malakir Dope +1

Exava, Rakdos Blood Witch Meh, its alright but a lot of the things that give +1s isnt fast enough to make use of the haste.

Falkenrath Aristocrat You dont have a surplus of humans to sac to get this.

Flayer of the Hatebound Undying cards with persist are infinite with a sac outlet just saying. If you added Cauldron of Souls you could make this etb infinite and take everyones creatures and swing out.

Grim Haruspex Sure why not

Grimgrin, Corpse-Born Thats pretty value

Hound of Griselbrand Definitelly could find something with better value.

Marchesa's Smuggler Could be good if you do some sac infinites with mikaeus but if you were looking for a card to get rid of this could go.

Mikaeus, the Unhallowed The big daddy, legit love this card. Super good in your deck as-well. A win you can put in with this is Walking Ballista I would highly suggest this just because I feel like at a certain point in some casual games they become almost unwinnable because of everyones super inflated board states.

Molten Primordial Great card, if you can put +1s on the stolen cards then sacrifice them they are permanently yours

Mulldrifter Honestly you could play this with the Laboratory Maniac combo. If you put persist on this card you can infinitely draw your deck with mikaeus on board. Then play lab man and win the game. That combo would be pretty convoluted so your play group probably wouldnt get salty about it. Either way though this card is value town in your deck.

Necropolis Regent Dope

Olivia, Mobilized for War Fantastic in combination with a good draw engine.

Olivia Voldaren Not exactly sure what purpose she serves in this deck.

Oona's Blackguard Dope

Puppeteer Clique Obviously strong with sac outletsReef Worm This is actually an extremely strong interaction D:!

River Kelpie Really good

Sage of Fables Only using this card is actually not that good of value, why use this card that pretty much only puts the +1s on your commander when you could run something that gives +1s to everything.

Scourge of the Throne Fun

Sidisi, Undead Vizier Dope

Thraximundar Dope

Treasonous Ogre Not worth dude,

Vigean Graftmage Not enough value, what creatures have insane tap abilities that this is worth?

Viscera Seer Goochi

Yahenni, Undying Partisan Dope

Zealous Conscripts This isnt that great of a card as said before

The only other thing I wouldnt use in this deck is the planeswalker, when the heck are you ever going to get that out hahaha.

Well, that took me about an hour, sorry there arent like a ton of suggestions about cards it was more general about deck building. Keep me updated on what you think of my suggestions or what not and if you dont agree with me on some of my thoughts Im down to talk about it and see if Im wrong!

Also, yes I do realize I suggested some cards you already have. I apologize for any cards that i suggested that were already in the deck.

Load more

No data for this card yet.