Queen Marchesa

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: Take the Crown (CN2) Mythic Rare

Combos Browse all

Tokens

Queen Marchesa

Legendary Creature — Human Assassin

Deathtouch, haste

When Queen Marchesa enters the battlefield, you become the monarch.

At the begining of your upkeep, if an opponent is the monarch, put a 1/1 black Assassin creature token with deathtouch and haste onto the battlefield.

Queen Marchesa Discussion

Sectiron on The First Sliver to the Last Sliver

2 weeks ago

This is a bit of a long one, but I'd like to respond to all the comments haha,

Hi TefflonDice!

Love the deck name. The First Sliver is very fast and can be brutal when the opponent can't blow you out. Swarming the field can be enough to slaughter your opponent if its 1v1. It's definitely much harder if your partner has killed your commander 3 times and forced it to become 11 cmc! But of course, still very good.

In non 1v1 it could be harder, but then it could be still ok as well, depends on the meta and the politics in the play group. I never realised how important politics were until I played one of my other favourite decks: Queen Marchesa . Sometimes I face 1 control deck and 2 other aggro decks and I find that we all team up to take down the control deck because it can easily blow us all up with an Evacuation or Cyclonic Rift . In a meta full of other aggro decks, sometimes I find there are more threatening challengers, e.g. Edgar Markov which can start of WAY faster, Maelstrom Wanderer which can just win in a single turn, and Reanimator strategies which summon giant unstoppable threats. In a full combo meta, you might find that you get a lot of support if you make deals with people to assist in taking down a combo player. One of my friends was playing Kess, Dissident Mage storm and everyone countered his boardwipes so I could get in to finish him before he went off. Certainly where no one plays politics, you will seem quite threatening because you're the 'sliver' guy (definitely a dirty word). The First Sliver is very threatening, but it has some weaknesses (e.g. board wipes) and may be portrayed as more 'dirty' than it actually is. If you make it clear what your weaknesses are, play it patient + look for windows where you can surprise kill people, and make it clear that you play a role in keeping the peace (that you're valuable to keep alive), it won't be too bad and people won't see The First Sliver as THAT big of a threat (albeit still a threat haha). When you attack, share the love. When you go in for the kill, be sure u can kill them dead.

I hope you have fun at the LGS! I'm actually overseas on vacation at the moment, but in July I'll be back at my LGS and keen to slam some games with this deck.

Hi Jasinatael!

Thanks for the constructive criticism; I don't think it's negative at all and very useful. I hope I get more comments like this. I'll try to address all the points, please let me know if I missed anything!

  • Hitting 5 mana consistently

You'd be surprised at how often the deck is able to get to 5 mana. I based the land count off my predecessor sliver lists, though after play testing, I found that 35 was good myself. We don't really thin the deck of lands so we draw lands quite a lot. If worse comes to worse, you might need to mull, but as soon as you hit 5 lands you can do much of what the deck was designed to do.

We have ramp in the form of Manaweft Sliver , Gemhide Sliver , Cultivate , Kodama's Reach , Herald's Horn , Urza's Incubator and even 2 pseudo-power cards as ramp (as well as ways to search for them/draw them). But you're right about the lack of ramp. Hence, I've I mentioned in one of the previous comments (#10) that I'll be trying to add more "ramp/rocks to ensure consistency as well as enough mana in the late game". Ultimately, however, I do want to minimise the number of non-sliver cards. The gimmick of this deck just aims to cascade as much as possible and play the pseudo-power cards. We don't risk cascading into ramp by accident, which is what I didn't like about my Maelstrom Wanderer deck, so the ceiling is high, but there is the trade-off.

The deck seems to do fine in getting to 5 from what I've seen, though I'll report back after further tests. Even if it doesn't hit 5 lands on 5, it doesn't mean doom. The deck is admittedly quite glass cannon regarding lands, though by virtue, it also has a high ceiling. Maybe after testing more, I'll go up to 36, but I will need to find room for that extra land. I'm considering even putting in utility lands (see comment #10) which will grind us advantage while also adding to the land count.

Much of the lands come in tapped yes, but in the guide I wrote that this was a budget mana base. I also suggested to use fetches, shocks (and even duals) if you had them available to you. The lands will come in tapped in this build, though if you sequence correctly it should not be too much of a hindrance.

Ultimately, I keep my low land count because: As you said I mentioned, the deck is fast. For the most part, 5 mana is all you need to go off because you'll be casting multiple slivers off each trigger (we also have acceleration cards that allow free casting, such as Descendants' Path and the hideaway lands, so we can do more with less mana). This low count also ensures you draw as most slivers as possible.

  • Recasting the commander

You are completely correct in noticing the weakness in The First Sliver being removed and being hard to be recasted. In comment #4 I stated that after play testing the The First Sliver became widely feared and was likely to be removed. Therefore I suggested to add in Diffusion Sliver . The idea is to either have enough lands or play protection before you cast The First Sliver (for now, but, as I mentioned, I definitely would like to try tech in more ramp, though what we have now is not too bad). Also, you have to be aware that as soon as you cascade a few times after, you're very likely to hit Mox Tantalite and Lotus Bloom which will keep you in the game until you hit more lands and the card draw engines (including Ancestral Vision ) will draw you into more.

As for protection, I consider cards that leave The First Sliver 's casting cost at 5 as protection as well (I probably should have been more clear about this). As long as you can replay your commander, it can do its job. These include: Crypt Sliver , Hibernation Sliver , Frenetic Sliver , Pulmonic Sliver , Sliver Hivelord , Ward Sliver , Crystalline Sliver and ways of searching. Sometimes these slivers will be situational (e.g. some cannot defend against exile effects), though patience and not presenting yourself as a threat before getting these cards out is the key. Sometimes you just need to play without The First Sliver abit. You can also let your commander go to the grave and use Graveshifter or Volrath's Stronghold .

Again, there are also other utility lands which I want to tech in (see comment #10) which will act as recursion after The First Sliver dies. In saying this, I avoid non-sliver protection spells for the same reason I try minimise ramp spells: ending the cascade chain. Also, I would rather draw slivers or non-sliver cards that accelerate us in the late game + while some of the slivers I mentioned account for board-wipes, the non-creature shroud/hex proof cards will leave you with no slivers to protect after a wrath.

Thanks for the feedback! I'll definitely test with more ramp and lands for sure.

Hi Feltrix!

This is an interesting suggestion, I haven't really considered it. Though there seem to be some downsides.

Aetherflux Reservoir could be good as we cast so many spells off cascade. This can lead to finishing opponents off early. However, we don't cast enough spells to gain us up to 111 life (assuming this is a standard game with 4 players and everyone at 40 life, leaving us at 1 after Aetherflux Reservoir ). Based on the triangle number sequence, if we cast 4 creatures we will deal 10 damage. If we cast 5 (the average) we will deal 15 damage. If we cast 6, we will deal 21 damage. This will take at least 6 turns to get to 111 life, by which the opponents will have destruction for the Aetherflux Reservoir and we can't protect it, lacking any counters in the deck (a bit too glass cannon?). We are also so aggressive that we can normally already kill under 6 turns when we do go off. Because the lack of defensiveness this deck has, we will also be taking a lot of damage from other aggro decks. This will be worse for us if we play Aetherflux Reservoir , because we will likely become more archenemy than we already are; we can definitely take out 1 or 2 players, but our life will be too at risk from the last player. This also encourages going all out with casting our hand, which may cause us to over-extend and blow out.

This may be assisted by Essence Sliver though such may be a bit inconsistent. Furthermore, it's a risk to cascade into it and is a card that we don't necessarily want in the late game, having cast everything we have already.

Though again, my theorising is all on paper and I might give it a try? In practice who's to say it won't work? With aggression from our deck we may not even need to reach 100 life. Very interesting suggestion.

  • Thank you all for the feedback! I like constructive criticism and will continue to improve this build.

NinetyFish on Game of Marchesa

3 weeks ago

Queen Marchesa just oozes flavor, she's such a cool card.

Maybe Citadel Siege could be a fun add? The card could represent the forces in opposition of the queen (long may she reign). If you choose Dragons, you can use Citadel Siege as a political asset on everyone's combat phases: "if you attack someone else with your biggest creature, I'll tap down one of your smaller ones instead!"

Duelist's Heritage is another fun political card if you want to play some more politics at the table. Offer people double strike if they don't send it at you!

tappedout__ on Queen Marchesa: Politics, Aikido, and Control

1 month ago

With regard to a lower avg. CMC I recommend Cloudshift . This card is so flexible and perfectly fits into aikido style.

  • It's a nice counter for spells targeting your creatures.
  • Use it with Dualcaster Mage to copy an instant/sorcery for .
  • It synergizes very well with Word of Seizing due to getting permanent control of the targeted creature.
  • Become the monarch by flickering Queen Marchesa .
  • You tapped all your deathtouch creatures and need a blocker? Cloudshift is your friend (does not work with tokens though).
  • It's fetchable with Sunforger .

CNobre on Queen of Pillows (Marchesa Primer)

1 month ago

Hi SwiftDeath, thx for your suggestions, I really appreciate it!

  • Skullclamp : Performed quite well so far. Has inherent synergy with the commander, it's a turn1 drop with no coloured mana requirements, draws plenty of cards and always has tokens around to "clamp" ( Queen Marchesa , Ogre Slumlord , Ophiomancer , Teysa, Envoy of Ghosts , Rite of the Raging Storm , to name a few). It's even often the case that I equip a creature that Skullclamp does not kill and then proceed to sac that creature to an ability or spell.

  • Sunforger : I checked your build and you have a whopping 15 targets for it. Should really shine on your deck! Mine currently runs only 4 legal targets making sunforger way less appealing. It will soon be 5 targets as I am going to cut Vindicate for it's instant-speed counterpart Generous Gift . I'll add it to my Maybeboard and keep an eye on my Instants package.

  • Sun Titan : 6 cmc slots were already pretty crowded but yeah, I should probably run this anyway!

  • Rakdos Charm / Mimic Vat : Overall am satisfied with my graveyard hate package ( Rakdos Charm , Bojuka Bog and Relic of Progenitus ) This last one may be a wasted slot but is also a concession to turn1 plays and a proper mana curve :) Regarding Mimic Vat , my creatures (with some exceptions) are mostly of the pillow-fort/rattlesnake type that perform by being in play and using the Vat on them is really unexciting. Of course that I can see it being useful using it on the opponents creature but atm I am going more for graveyard hate that catch everything and not just creatures.

  • Kaya's Guile : When I saw the spoiler I got really excited about this card but after reading it multiple times it become clear that besides the exile graveyards option all the other ones are underwhelming. Specially the first, you will of curse remove some "weeds" from your lawn but the "cactus" that you NEED to take care of will "thorn your derriere".

  • Blind Obedience : Not the kind of effect I am looking for. I want my opponents to attack as soon as they can. Not me though.

  • Asha's Favor / Sword of Vengeance : Not a fan of the aura as it will often just go to the GY because my opponents killed my creature in response. The Sword of Vengeance is another story. Will stick around and does two things that benefit greatly my deathtouchers giving them First Strike and Vigilance. I will add it to the maybeboard and try it out.

Regarding your list, is your deck performing with only 30 lands? Seems way too low and besides that you should also look into reducing a bit the number of spells on your 3cmc and 4cmc slots. I think that these changes alone will allow your deck to run smoother.

Joe_Ken_ on Marchesa, Queen At Arms

1 month ago

multimedia I need to update the deck since I do have a few of the cards you are suggesting and I need to remove and swap some stuff out.

I would like to keep Sorin, Grim Nemesis in the deck since it has just won me a game before.

Archetype of Courage gives my creatures first strike which is more to combo with Queen Marchesa for deathtouch.

I keep Protector of the Crown in in case I need to get the monarchy back and because it combos really well with Hammer of Nazahn

I like Torment of Hailfire but I could see removing it since I’m not playing mono black and don’t have a crazy amount of mana ramp.

I’ve been meaning to put in my Luminarch Ascension , Windborn Muse , No Mercy , Gisela, Blade of Goldnight , and Enlightened Tutor . I also have a Containment Priest so I should probably put that in since it also goes good with Kaya, Ghost Assassin

I would like to hear your reasons for making some of the cuts you suggest.

griffstick on Black white commander

1 month ago

The deck you want to build is gonna use Queen Marchesa splashing red into your orzhov playstyle with the queen at the helm creates the perfect deck base to build from.

Joe_Ken_ on Currently working on Queen Marchesa

1 month ago

So I’ve started to make a Queen Marchesa deck mostly centered around pillow fort with stuff like Ghostly Prison and Koskun Falls as well as token build up with Assemble the Legion and Skyline Despot . I have yet to play test it and hope to give it a few games soonish, but I would like some insight on the deck and see what others think about it.

Marchesa, Queen At Arms

griffstick on Best commander for a learning ...

1 month ago

When I was a learning player my Cmdr was Kalitas, Bloodchief of Ghet . I had no problem with it, but the meta has shifted and that card is bad. I would suggest a Cmdr that's not confusing. One that does exactly what it reads. I think drawing cards is the funniest thing in magic so I suggest Selvala, Explorer Returned . Its low costed, it's not gonna break the bank, people like selvala because people like drawing cards, so it doesn't die to spot removal often, she can generate lots of mana to play big spells, and playing big spells is the next most fun thing you can do. It doesn't make you fo a specific theme, Plus it's my second Cmdr while I was a learning player.

If that's not good I think Queen Marchesa it another good option. For some of the same reasons.

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Queen Marchesa occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

RBW (Mardu): 0.66%