If an opponent controls a Forest and you control an Island, you may play Submerge without paying its mana cost.
Put target creature on top of its owner's library.
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3 months ago
@psykopatmullvad: Thanks for the upvote! The deck's list here on tappedout is exactly the list as I play it at the moment. The last updates I did were to cut Arcanis the Omnipotent and Back from the Brink and add Thieves' Fortune and Submerge to the list instead. I am thinking about adding Treasure Cruise to the deck as well, but didn't decide on what to cut for it yet.
4 months ago
This is definitely the best Marchesa deck I've seen on the site (besides my own, of course, hehehe). I think a low-curve deck is the best way to play Marchesa and you've clearly got that here. I'm just gonna shotgun some suggestions from my personal experience with the deck.
First off, you have no graft creatures, and I strongly urge you to try them. At least replace Olivia, Mobilized for War with Vigean Graftmage, which does the same thing without having to discard cards, and has crazy upside. Assemble a sac outlet, a value creature, Marchesa, and a grafter, and you can sac the grafter and value creature on your turn, return them on end step, then repeat the process on each opponent's turn. With your amount of tutors, Vedalken Graftmage should probably be good enough since it's the lowest CMC grafter, but Cytoplast Manipulator or Helium Squirter might be worth trying as well.
Trinket Mage is a house, and he comes with plenty of options. You even own a Mana Crypt, so I feel as though you have no excuse. I understand the 3 drop slot is crowded but Trinket Mage for Mana Crypt is a net 1 mana play, and he can also find Skullclamp and Sensei's Divining Top. Basically, recurring it will quickly leave you with a ton of mana and cards. I also play Heap Doll and Arcbound Worker which look poor but the Doll can recur itself alongside Marchesa without a sac outlet and you currently lack grave hate, and the Worker can recur a value artifact creature on each player's turn like a graft creature would.
Dark Confidant and Grenzo, Dungeon Warden are strong 2drops that also synergize pretty well with Marchesa. I'd rather play a Confidant on 2 than a Signet, that's for sure. On that note, I've tried most of the 2drops you're currently playing, and been disappointed with Lightning Mauler, Signets, Lightning Greaves, Nightscape Familiar, and Blood Artist. The mana cards are nice but if you have another 2drop it's usually better to play that and then the rocks are not great for the rest of the game. Meanwhile, haste enablers are basically just inferior graft creatures, and while they're nice for curving out, I think playing a value creature or sac outlet on 2 is far better and worth going all in on.
Necropotence feels a little unnecessary when you can just draw a billion cards anyway by assembling the Marchesa engine. Though it is a damn good card, and nice to have when the Marchesa thing gets broken up.
Big Game Hunter is probably the best removal guy. I like drawing a zillion cards then casting him for B in my cleanup step. Fulminator Mage is another utility 3 that can really come in handy, and it recurs itself alongside Marchesa without the need for a sac outlet.
Play Mindslicer. It's a great way to beat combo and battlecruiser alike. You'll rebuild from it better than anybody else. Well, sometimes the graveyard decks will get you, but they might not be well set up enough by turn 4 to do anything.
I feel like the wheels sorta come off here when you get above 3 cmc. Murderous Redcap does combo but is a dead draw too often otherwise, and the same is true of Kiki-Jiki, Mirror Breaker. Kiki is trying to do what your deck already does, and does it slower. Kiki can recur an ETB once per turn cycle while a graft creature usually gives you 4 (1 for each player in the game). Treasonous Ogre is cool but red mana isn't terribly useful and Ashnod's Altar is more efficient ramp. Definitely consider Ashnod's Altar and Phyrexian Altar, they're more explosive sac outlets than Yahenni and Bloodthrone Vampire (though admittedly somewhat more vulnerable). River Kelpie is too much to pay for a Grim Haruspex effect, Grimgrin is quite slow and it sucks having to wait turns and then pay so much for a sac outlet, and Zealous Conscripts is strong but I've often found I'd much rather cast Treachery or Act of Aggression (which is also instant speed removal). Time Warp is great but feels rather out of place and I like to be flashy and go for the big Temporal Trespass. Getting a value creature on board and having a 3 mana time walk is pretty nice when trying to recover from getting your field picked apart.
Mikaeus, the Unhallowed actually sucks because of the "non-Human" clause. Double recurring is sweet value but graft creatures also let you recur your creatures a ton while also protecting themselves AND marchesa.Also, I've found that you don't really need a combo finisher. Just getting your engine online is usually enough, and when it isn't, kill them all with Flayer of the Hatebound damage. Then again, I understand if your local meta makes a combo finish necessary.
Lastly, Abyssal Gatekeeper is nice for similar reasons to Nevermaker, since it can be instant-speed removal on board when needed. However, I just cut it from my build, because you just can't cast it until you have everything else in place because people love to 2 for 1 you by killing it which will kill anything else you've played, so I recommend against it.
I feel like this is the most well-built Marchesa deck I've seen so far and you have a good understanding of how best to use the commander, and that understanding will advance once you cast a Vigean Graftmage.
5 months ago
I'm a fan! This is the Noyan list that matches the playstyle I am looking for the most. I have a few questions though.
You have a few quite narrow answers. Do these kinds of threats and situations come up often enough in general to warrant a slot or are they just a meta call for you? For example, Hushwing Gryff, Submerge, Hallowed Moonlight, Mental Misstep, Squelch. I'm also on the fence about Teferi's Response but I can see the blowouts it can create.
Is Cataclysmic Gearhulk strong enough compared to other boardwipes? Flashing it in with Scout's Warning must be fun, but I feel like letting my opponents choose ruins the card.
Aside from regular counterspells, are Sacred Ground and Teferi's Response enough protection for your lands? Asking because your mtgsalvation list had Terra Eternal, Trade Routes and Mother of Runes as well.
One last question, despite Deep Analysis being pure value, does the sorcery speed not mess with you too much?
8 months ago
I'm going to try not to sound redundant, but Back to Basics and Graveyard hate really are musts. I personally like Grafdigger's Cage. Submerge is great against a lot of decks. Also, Mindbreak Trap is very good against storm, and doesn't get countered by your own Chalice of the Void
8 months ago
All of those suggestions are essentially 3-card combos (2 cards generating infinite mana means you need a third card to actually win from there, etc), but this deck already has several perfectly fine 2-card combos. So why bother with anything else? It would just bloat up the deck with cards that are useless outside of a very specific context.
@ Triton: Why Yahenni, Undying Partisan? I can't see a good reason to run it over a cheaper version (Carrion Feeder), a more versatile version (Sadistic Hypnotist) or one that you can tutor more easily (Varolz, the Scar-Striped is green which matters for several tutors). Indestructibility just doesn't seem very attractive in a format where a lot of removal gets around it easily (Swords to Plowshares, Path to Exile, Dismember, Toxic Deluge, Submerge, Duplicant, Pithing Needle).
You depend on Tooth and Nail heavily, but maybe you could include some alternatives that can do a similar job, such as Pattern of Rebirth, Defense of the Heart, Birthing Pod or Eldritch Evolution. For the latter two it's very relevant that sacrificing Mazirek to them can find either piece of Mike + Trike.
8 months ago
I would definitely run some graveyard hate for decks like Reanimator, Storm and Dredge in the form of Relic of Progenitus, Grafdigger's Cage or Tormod's Crypt. I think you need 3-4 pieces of graveyard hate.
I personally would also run 2x Back to Basics to punish greedy mana bases like Eldrazi, Lands, Mud, Bug etc. Just be aware that you play it when it does not hurt yourself too much.
I also think that you want 2-3 Dismembers in your sideboard against Tarmogoyf, Gurmag Angler, Stoneforge Mystic or any creature that might prevent you from getting damage through in the matchups, where your islandwalk is irrelevant. They are also very useful against Death & Taxes, which is one of Merfolk bad matchups.
You can also run Echoing Truth against decks that play annoying enchantments/artifacts like Meekstone, Ensnaring Bridge, Moat, Engineered Plague. It is also useful against tokens from Empty the Warrens, Monastery Mentor tokens, Young Pyromancer tokens and Entreat the Angels tokens.
Against Death & Taxes and Stoneblade decks, you could add 1x Manriki-Gusari to the sideboard to destroy their equipments. You can easily find it by copying their Stoneforge Mystic with your Phantasmal Image.
Many sideboards also run some additional counterspells and here there many available options.One of these options is Flusterstorm, which is good at winning counterwars and which is also good against combo decks like Storm and Reanimator.
You can also use counter spells like Negate, Swan Song or Spell Pierce. Personally I would not run 1 mana counterspell due to Chalice of the Void other the Flusterstorm, where the copies does not get countered by Chalice of the Void.
Other that these, you have some flexspots which can anything you need like: Pithing Needle which can name a ton stuff like Sensei's Divining Top, Wirewood Symbiote, Stoneforge Mystic, Grindstone, Sneak Attack etc.
Submerge which is a free bouncespell against decks with forest lands. It is sometimes even a removal spell, if you use it, when they use their fetchlands.
I hope this is helpful for you. :)
10 months ago
Alright then, this deck just got a bit tasty! If you're running them, my favourite is running just 8 creatures, four one drops and four two drops. So two Delver, and two Young Pyro. Then every now and then you can change them up to change the feel of the deck, so you can go a bit more machine-gun style and run Thermo-Alchemist, have some prowess with the ever popular Stormchaser Mage, or go big with Thing in the Ice Flip. Or, if you've just won the lottery, you can always run Snapcaster Mage of course... Monastery Swiftspear if you want to get in quick, or Ninja of the Deep Hours if you want to draw more cards and be a bit more, ninjary, or Grim Lavamancer if you want to slow it down a little, and be a bit more, lavamancery.
Moving on from creatures, you're running 20 land (which is bold), and curving high. You have draw power, but not enough to justify it. So, do I think you should run more land? Hells no, personally, I'd go down to 18-19 land, and curve at two. It has a faux storm feel, draw, counter, burn, draw, hit you with an insect, melt my ice, make some elementals etc. You're curving high when you really don't need to, I'll throw some low mana sweets your way;
Gitaxian Probe lets you run a really shy amount of land, because you can draw for 0, prowess for 0, melt ice for 0, literally anything you want for 0 mana, as long as it involves casting a sorcery and drawing a card.
Brainstorm wants to be a four of, and Ponder is sweet as well. Both these cards stack your library, and you know what cards love that! Temporal Mastery, and Thunderous Wrath, and I guess Vanishment, Devastation Tide, and Reforge the Soul, but mainly extra turns for two and 5 damage for one.
Counterspell is obviously awesome, get that in there if you can.
Anyway, that's enough for now I reckon lol, something there to think about for you.