|Commander / EDH||Legal|
Printings View all
|Modern Masters 2015 Edition (MM2)||Common|
Combos Browse all
Creature — Vedalken Wizard Mutant
Graft 2 (This creature enters the battlefield with two +1/+1 counters on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.)
(1)(Blue): Untap target creature with a +1/+1 counter on it.
Price & Acquistion Set Price Alerts
Vigean Graftmage Discussion
3 weeks ago
Creatures with graft are ridiculously powerful in Marchesa, since they recur themselves while providing recursion to your other creatures. Some of the best ones are Cytoplast Manipulator, Novijen Sages, Vigean Graftmage, and Helium Squirter. Alright, so maybe that's just all of them in your colors, but they're all fantastic.
Mulldrifter isn't the only good evoke creature, and evoke is a pretty strong ability with graft or other instant-speed counter production. Ingot Chewer is great artifact removal, while Shriekmaw is great for killing creatures. One that I particularly like is Nevermaker, though having to leave the battlefield to trigger can make things tricky.
Free sac outlets are fantastic, and you have access to two of the best: Carrion Feeder and Viscera Seer. I'm not a huge fan of 3-cmc mana rocks, there are a bunch of other great 2-cmc options in Fellwar Stone, Thought Vessel, Talisman of Indulgence, and Talisman of Dominance. Finally, you've got a great set of powerful etb creatures, why not try Panharmonicon to double their abilities. Also, you're missing one of the most powerful etb effect of them all, Rune-Scarred Demon.
1 month ago
Thank you for the suggestions.
My playgroup has a house rule which doesn't allow taking more than one extra turn in a game, so sadly Sage of Hours isn't going to be in the deck. The combo does work, and goes infinite as long as Experiment Kraj can get five counters each turn (the copied ability of Sage of Hours on Kraj gives Kraj the ability to remove five +1/+1 counters from himself to take an extra turn, so that gets pretty devastating really fast).
Viridian Joiner is a really nice one! I'll go playtest it, and it probably is going to make it in the deck (it's better than most mana dorks that are already in it).
Kruphix, God of Horizons is a really good card, but I wonder if he does enough in the deck. Although he's never really a dead card, most of the time the effect is not as great as I first thought it would. Maybe he goes in the deck sometime, but for now, he's not going to make it in.
Jodah's Avenger and Elvish Aberration were both considered for the deck once (Elvish Aberration even was in the first version of the deck), but both didn't make it to the deck ultimately because they are too expensive for what they do. They have nice abilities, but I prefer cheap creatures with scaling power through the game or more expensive ones with big, splashy effects. Also, at the time, there were way too much 6-drops in the deck, so only the best could stay (more than 20 cards were 6-drops, of which one was my commander).
Training Grounds doesn't do as much in the deck as you would think at first. Most activated abilities are very cheap and have no generic mana. The creatures that do get affected are Gilder Bairn, Arcanis the Omnipotent, Duskwatch Recruiter Flip, Fertilid, Heroes' Bane, Jolrael, Empress of Beasts, Knacksaw Clique, Pili-Pala, Plaxcaster Frogling, Shaman of Forgotten Ways, Simic Guildmage, Spike Tiller, Spike Weaver, Ulvenwald Tracker and Vigean Graftmage. Those seem like a lot, but it's only a small third of the creatures (15 total), and some of the affected abilities are either only reduced by , or not used that much. If Training Grounds would be cheaper prise-wise though, it would easily have made the deck.
Again, thanks for the time you took to help me with the deck.
2 months ago
Have you thought about running some more protection for Marchesa? Sage of Fables, Metallic Mimic, Vigean Graftmage? They all make it so Marchesa comes in with a +1/+1 counter. Then her ability protects herself. Regardless of life totals for dethrone, exiles, and board wipes.
3 months ago
Vigean Graftmage is the best in my opinion. Most importantly you can field it before you ever cast Marchesa, then just have her protected so long as you have sac outlets. Novijen Sages is nice because you can draw a card and graft 1 or just graft 3 if you don't need the draw. His 6CMC is rough, I would not run him if you still want to rely on swinging. Helium Squirter gets a lot of hate because you have to pay 1 to use his ability and you cannot cast him before Marchesa. I like him though when I know my turn 3/turn 4 Marchesa would get hated off the field: I wait till I have the 5 mana for it, then cast Marchesa the following turn. If, somehow she has haste, I can spend that 1 extra I have to give her flying and she swings for 5 (assuming dethrone) and flying. Cytoplast Manipulator is what gets a lot of people excited. I don't like that I need lots of blue mana at the ready to use him an he needs haste to be really effective against your enemies. Also, if his 1 counter is always being used to steal creatures then he's not putting counters on your things. With you Metallic Mimic, Sage of Fables, and Unspeakable Symbol you're already halfway there in my opinion. It just depends on how you want to try to win.
3 months ago
Arcbond is a kinda janky field wipe. Living Death can be much more devastation to your enemies than that. Potentially... How much do you rely on swinging usually? You seem really close to just not caring. Pull out the Haste set, and a couple swinging matters, then add Graft creatures (Vigean Graftmage and Novijen Sages for example) and you can run your stalling mechanics every players turn. Your mana curve remains mostly the same, just shifts slightly more blue than red. Kokusho, the Evening Star gets to stay because he doesn't care about swinging at all, you just abuse his death effect.
4 months ago
I generally don't have trouble Dethroning people. I'm not sure if you abuse your Pain Lands and the like, but you can still Pain yourself with them to lower your Life Total on command. I often don't have a Turn 1 play, but if I Fetch+Shock myself to 37, I'll be off the Throne on Turn 1. Then I can Fetch+Shock again or just keep using my Pain Lands to get down low enough to Dethrone for awhile. I noticed that you're not running City of Brass, Ancient Tomb, Polluted Delta, Scalding Tarn, or Talisman of Dominance / Talisman of Indulgence. If the issue is money, then you do you man. However, City of Brass could easily swap for Crosis's Catacombs and you could swap the 2 Talismans in for Dimir Signet and Rakdos Signet.
As for gaining +1/+1 counters off the Throne, it seems that we both have all of the same Utility Cards: Drana, Liberator of Malakir, Feast on the Fallen, Unspeakable Symbol, Vigean Graftmage, Olivia, Mobilized for War, Sage of Fables, Mikaeus, the Unhallowed, and Metallic Mimic. I may be a bit bias on the subject since my playgroup is mainly Combo oriented. I hardly ever win through Combat as I mainly use it for Dethrone value. Everyone has a few Infinite Combos in their Deck, so not everyone is always attacking, thus allowing me to manipulate Life Totals by myself. I know that, when my playgroup was more Creature and Combat based, it was much harder to always be off the Throne and stay alive through it all.
6 months ago
@Jpegwun, I'd recommend you proxy the Deck IRL or playtest it on Cockatrice before buying-in. Marchesa has been my bae since I started playing EDH and I know that she's the perfect Commander for me. Whether she's fun or not will depend on your playstyle and your preferences.
I play Marchesa as a value Engine. You can recur creatures with ETBs to generate a bunch of value through this Engine. For Example: Baleful Strix ETBs and draws a Card. You attack with Strix to trigger Dethrone (While Marchesa is out), then sacrifice the Strix on your 2nd Main Phase. On your End Step, Strix will recur itself, netting you another Card and whatever the output of your Sac Outlet is. This Engine can be looped for as long as you can Dethrone and only gets more insane as you add in more pieces. Add Grave Pact to cause an edict effect every loop. Add Grim Haruspex to draw an additional Card each loop. Add Flayer of the Hatebound to throw around some damage each loop, etc etc. Also, remember that Marchesa will protect herself with her own ability.
The standard loop can be repeated once every round. However, if you add Vigean Graftmage, Unspeakable Symbol, Feast on the Fallen, or Olivia, Mobilized for War, you can repeat the loop on every turn, generating 4 loops of the Engine every round. There's a bunch of stuff that you can add to make the Engine more and more insane. Then finally, when you've generated a bunch of value, you Combo off using a combination of Cards from the "Combo" section of my Decklist. You create a loop where a Wizard with Persist will never die, and you generate Infinite outputs depending on the Sac Outlet being used: Mana, Damage, Mill, Draw, etc etc.
Lastly, things like Karn Liberated, Chain of Vapor, Chaos Warp, and Venser, Shaper Savant are all included so that I can hit Enchantments. My group plays hard-Stax and I need to be able to remove a Rest in Peace. You can change and remove these, along with expensive Cards like Sneak Attack and Mana Crypt to suit your playgroup's and your own needs. I also ran Bearer of the Heavens before Razaketh as a mass-enchantment boardwipe that also ends the game.
7 months ago
Vraska - Vorel can't double the counters on Planeswalkers. I still like Kiora in this deck, but the only way to user her -8 ability right after you cast her is Doubling Season.
Winterblast - All of your suggestions are terrible and you should feel bad. (Except Crystalline Crawler, that's fine.) Why do you hate fun?
Arikarin - Mostly I agree with Vraska; you need a lot more mana. Try to run at least 38 lands, and get some more mana rocks. The very best Mana Rocks for you are Everflowing Chalice and Astral Cornucopia, 'cause they can get really out of hand really fast with Vorel. I also run a Pentad Prism - it just a Crystalline Crawler without a body, it's pretty nice.
Mostly I think you need to take out a bunch of cards that are... sort of just terrible?
- Chronic Flooding
- Hunters' Feast
- Predator's Rapport
- Mending Touch
- Soul Barrier
- Zephyr Charge
- Beetleform Mage
- Adaptive Snapjaw