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Marchesa, the Black Rose - 1.1

Commander / EDH

ifoundz


This is iteration 1.1 of my Marchesa, the Black Rose Commander Deck.

I'm trying to capture as much data as I can and explain as well as I can why certain cards go in and out between each iteration. As time goes on, I'll get better at it. Feedback is appreciated.

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What's out:

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Carnival Hellsteed -While this card could be a top end finisher, its only really good/consistent aspect is its Unleash ability for the +1/+1 counter. Also, it costs way too much. This is definitely a weak card overall in this deck.

Stormbound Geist -Can be used as a good(?) chump blocker, the Undying is the best bit of this creature. It has too restrictive of a casting cost in the colors of this deck, as well, especially since we hope to be dropping a rock/mana fixer on turn 3 anyways.

Falkenrath Aristocrat -Some might think I'm crazy because she is a decent sac outlet that protects herself and pretty much demands an answer, I don't have enought tribal synergy with her to make her a decent reason to keep a slot. This might be my hardest decision to take out. She might appear back in this build in future iterations.

Electrodominance -Similarly with the above Aristocrat, this may come back later. I took it out because it was hard to cast with XRR, but with my inclusion of more color fixing, this may not be an issue later. I will playtest to see.

Judith, the Scourge Diva -If she isn't in opening hand, I'm usually disappointed to draw her. That to me is almost good enough a reason to cut her. Also, this deck isn't a token strategy, and that IS a good enough reason to cut her.

Mindless Automaton -Entering with +1/+1s is good for this deck, but its casting cost is a little high for the amount of tokens one gets. I'm pretty sure I subbed in more efficient counter generators.

Swarm of Bloodflies -Like the above automaton, the casting cost feels high for what it does. The flying is nice, but by the time you can cast this, most opponents are up to what you're up to, and a single W means you gaining only 2 life on a Swords to Plowshares for your 5 mana. Ouch.

Soul Manipulation -It's not bad for what it does. However, this deck has way better recursion with ETBs that can ping the creatures once they land (kindof like countering it). Soul Manipulation pretty much made way for multiples of this effect.

Sapphire Medallion -Great accelerant. Not for this deck. Much better suited for say my coming soon monoblue Azami, Lady of Scrolls Wizard tribal deck!

Mountain x2 Island x2 Swamp x2 -These basics got better fixing upgrades. 'nuff said.

Bloodfell Caves -You don't want to be gaining life in this deck so you can be triggering dethrone every turn. And if you're trying to justify it, gaining 1 life will NOT save your butt in edh (especially when it ain't at instant speed). Seriously, just run its strictly worse version that doesn't gain you a life.

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What's in:

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Flayer of the Hatebound -You'll be abusing these ETB triggers with Marchesa's second ability and sacrifice outlets. This is basically another Warstorm Surge or Pandemonium that affects only your creatures.

Reef Worm -Such a silly simple card. If you get this on the battlefield, and your engine is up, GG table. This worm is nigh impossible to kill because it replaces itself 3 times. Never mind if you put a +1/+1 counter on it, sac it, let it come back ONCE, it's already value towned for you.

Warstorm Surge -This with Flayer of the Hatebound , Pandemonium , or just by itself is enough to win games. This deck can win without attacking, and this is one of those ways. Who cares about your Ensnaring Bridge when every dude I recur each turn hits you in the face for 2+ damage? It adds up fast.

Grave Betrayal -This may be one of the weaker cards I'm substituting in. I don't like how it comes in at the high end of curve. This is a likely candidate for cutting as it also feels a bit like win more. It can blow a game out if your opponents let it chill on the board, though.

Greed -One of the bigger things I may need some work on in this deck is determining which draw spells are right for this deck. So far I like Greed because it'll keep your health low to trigger dethrone.

Unspeakable Symbol -I need further testing as I have yet to play this in an actual game (other issues were more pressing). This card seems like straight gas in this deck. Will report back.

Phyrexian Reclamation -This deck needs as many ways to bring dudes back if Marchesa isn't on the field. This is one of the better ways to do this (in this deck). Dethrone!

Murderous Redcap -This needs a little more testing. I like persist canceling out with +1/+1 counters, but that does leave them open to not being resurrected by Marchesa. Will report back.

Talisman of Dominance -This slots way better into this deck than Sapphire Medallion . More use for helping with Black (which is the main color of this deck, IIRC) and the damage, for, you guessed it, Dethrone!

Tainted Peak -often, the tainted lands are overlooked as viable duals. If you are in any color with black, you're probably going to want a tainted -blank- to help with fixing.

Vivid Crag , Vivid Creek , Vivid Marsh -I'm experimenting with these vivids. If I had more money, I'd buy some OG duals and other bonkers lands that come in untapped. But I can't (yet) and will go further once that time comes.

The following fixes I feel like I don't have to explain, but in case I have to: DETHRONE

Sulfurous Springs Underground River Shivan Reef


Please let me know if you have any additional comments/feedback. How do you run your Marchesa?

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90% Casual

Competitive

Date added 5 years
Last updated 5 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

3 - 0 Mythic Rares

32 - 0 Rares

34 - 0 Uncommons

20 - 0 Commons

Cards 100
Avg. CMC 3.32
Tokens Emblem Dack Fayden, Fish 3/3 U, Kraken 9/9 U, Whale 6/6 U
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