Welcome to Queen Marchesa's Courtyard, let me tell you everything there is to know about our glorious realm. The rich plane of Fiora is reigned, from the High City of Paliano, by our Queen Marchesa d'Amati - "the Black Rose", long may she reign. She should be more than well known to you, visitor. Some call her the most dangerous woman in the world. She has a ring on each finger, each more valuable than all the riches the entire city has to offer and each filled with a different kind of poison one deadlier than the other. After the spirit of the old and weak Brago got killed by the blade of the planeswalker Kaya, Marchesa got crowned by the Custodi, the priesthood of Fiora. Although the dead of Brago did turn the Custodi into her subordinates there are still enemies left waiting for a chance to deprive the Queen's influence and power. The former dungeon warden of the Paliano Palace Grenzo is preparing a goblin riot together with the goblin artificer and planeswalker Daretti with the goal to end our glorious Queen's reign. But let's be realistic: those uncivilized rebels do not stand a chance against your Majesty and her army of undead assassins.

Upvoting is appreciated!

  1. She has a very unique playstyle. She is the only legendary creature to embrace the Monarch machanic which gives games a dynamic and flavour I've never witnessed before playing this list. Games become (far from real life) political debates and words become resources.
  2. There's no better Mardu control commander. Firstly because she combines black and white removals in a pillowfort shell to maintain the Monarch for as long as possible. Secondly IT IS FUN! And it's fun for everyone! Passing aroung the crown is fun, pulling off combat tricks is fun. How many opponents groan on counter spells you blast at their commander or their key card? And how many flip tables on the 3rd Cyclonic Rift of the game? This deck doesn't need those annoying and overplayed cards to be a good control deck.
  3. This deck is not commander focussed. All Merchesa is there for is getting you the Monarchy back. She is good in protecting it but every other card in this deck fulfills the same purpose.
  4. Card advantage. The best way to play a game is to create a ton of card advantage and have a solution for almost every problem.

Normally, Mardu in EDH is known for tribal ( Kaalia of the Vast and Edgar Markov ), voltron ( Zurgo Helmsmasher ) and reanimator strategies ( Alesha, Who Smiles at Death ). Queen Marchesa added an enitirely new kit to this already wide variety of archetypes. There are multiple ways to build around her in a synergistic way. However, I think a control, pillowfort kind of playstyle paired with a lot of combat tricks is the best way to go.

Early Game

In the early game you pretty much only want to ramp out to Marchesa as fast as possible to get you card advantage. All the purpose and essence of the deck is being the monarch, getting the monarchy back and prevent your opponents from becoming the monarch.

General Strategy

1. Protect the crown

The premier goal of this deck is to become and stay the Monarch. So we want to create scenarios in which our opponents are either unable to or don't want to attack us. For example by having an army of deathtouch creatures or by just making them pay huge costs for attacking us. There are also some amazing fog spells in mardu like Sudden Spoiling , Comeuppance and Deflecting Palm which ensure you stay the monarch through any attack.

2. Play around card advantage

You will have immense card advantage throughout the entire game. That's the perfect foundation for a control strategy. Every card you got in your hand is a threat for you opponents or their bord state. That's the perfect base for negotiations and EDH politics. You can punish the guy who last stole your monarchy or reward the guy who shut down your biggest threat. There is almost limitless political potential in this kind of play style.

3. Combat control

Monarch says: "Whenever a creature deals combat damage to you, its controller becomes the Monarch." As mentioned in aspect no. 1, we don't want that to happen. If it does happen, however, we are prepared to get it back at all costs. With a commander that has DT and haste we can for example spread those strong abilities with Odric, Lunarch Marshal , or how about adding first strike in the mix with Archetype of Courage ? There is no limit to combat control in mardu colors - from Duelist's Heritage and Gisela, Blade of Goldnight to Disrupt Decorum and Boros Charm .

Cards that let you become the Monarch:

Skyline Despot , Marchesa's Decree , Custodi Lich , Knights of the Black Rose , Palace Jailer , Protector of the Crown , Thorn of the Black Rose , Throne of the High City

It's always good to be the Monarch and to have the opportunity to become the Monarch if someone takes it. I didn't include them because they often times are too expensive or don't do much once they got you the monarchy. And besides Throne of the High City none of them can make you the Monarch at instant speed, so they aren't really better than the Queen herself which we always have access to. Also the costs are high most of the time. It is much more efficient to prevent your opponents from getting the Monarchy or to get it back in combat than it is to get the Monarchy back with those quite awfull spells.

Curse of Opulence : Can be a good choice for a political playstyle but we don't want to give our opponents too much of an advantage. Most of the time our opponents can use the ramp better than we do since we're mainly running low mana spells (3 CMC or less).

Goblin Spymaster : I get the idea of what this guy is supposed to be doing but I think the fact that the tokens come in at the end step is extremely bad. It basically gives our opponents a blocker in the first round and a creature you actually don't want to block in the second round they're on the field.

Mathas, Fiend Seeker : Good control creature with political potential but since we're playing around card advantage, already, it is needless that we give it to our opponents too.

Norn's Annex : Good card that combines pillowfort with a stax effect but paying 2 life isn't really a huge cost in commander so it's quite useless in most situations and for that rather costly.

Orzhov Advokist : Good pillowfort card but firstly it is abusable by commanders that play arond +1/+1 counters (like Ghave, Guru of Spores ) and secondly it can get out of hand quickly. Since you being the Monarch are the main target most of the time it is better for us when our opponent's creatures are weak.

Bojuka Bog : Staple in any black deck in my opinion. Graveyard hate is very important in commander.

Homeward Path : How good this card is, is really defined by your meta. But against commanders like Marchesa, the Black Rose or Yasova Dragonclaw it is really good. Also when your playgroup uses a lot of cards like Animate Dead or Reanimate you should run it.

Maze of Ith : Great pillowfort card and great for protecting the Monarchy.

Reliquary Tower : We're drawing a huge amount of cards and to not have to discard, this land is in here.

Shinka, the Bloodsoaked Keep : Deathtouch and first strike is just so great together. Also really good to give Odric, Lunarch Marshall first strike to spread it around.

The Temples: Temple of Triumph , Temple of Silence and Temple of Malice are great since we're drawing cards at the end of turn with the monarchy and with the scry lands we can smooth out those draws.

Archetype of Courage : This creature is quite underrated. As mentioned above, deathtouch and first strike are the PB&J of commander combat and it just eases your combat step so much.

Elesh Norn, Grand Cenobite : Great creature and a commander staple. She creates a 4 point difference between your and your opponent's creatures' power and toughness and acts as a pseudo mass removal as well.

Gisela, Blade of Goldnight : Not only does Gisela help you dealing more damage to your opponents and protecting your life total it also doubles the damage your opponents deal to each other.

Grand Abolisher : Stops your opponents from disrupting you on your turn and also stops your fellow blue players from end of turn shenanigans.

Grenzo, Havoc Raiser : In the early game you play your opponents' Sol Rings, Signets, STEves and other small stuff and in the late game you just goad their strongest creature and you're protected for a turn.

Harsh Mentor : With him on the field you're safe from almost every infinite combo. He's also really good against artifact and land strategies.

Iroas, God of Victory : The evasion from menace is really good for getting the monarchy back and the no damage while attacking is great with deathtouch.

Kambal, Consul of Allocation : He is a great stax card that slowly drains your opponents.

Kazuul, Tyrant of the Cliffs : Is a great pillowfort card that, with the way it's worded, also protects planeswalkers.

Mother of Runes : Good in almost every white deck. It grants protection and evasion.

Odric, Lunarch Marshal : Having a commander with deathtouch and haste makes this guy a true power house. Other effects he spreads are for example: vigilance from Sun Titan , Elesh Norn, Grand Cenobite or Teysa, Envoy of Ghosts , flying and first strike from Gisela, Blade of Goldnight , haste and hexproof from Swiftfoot Boots , the list goes on and on.

Sun Titan : White staple.

Teysa, Envoy of Ghosts : Good in deterring our opponents from attacking us and good in getting the monarch back since she's unblockable.

Thalia, Heretic Cathar : Great little hatebear and a pillowfort staple.

Twilight Prophet : I like to call this card the reverse Bob ( Dark Confidant ). It also has flying what's always handy when you need to get back the monarchy.

Windborn Muse : Ghostly Prison on a flying stick, nothing bad about this.

Animate Dead : This is almost a black staple in my opinion. Getting any creature from any graveyard for only is super powerful.

Authority of the Consuls : It's such a disruptive card for so many decks. The main role it plays in this deck however is so your opponents can't block with the creatures they just played, so you can get a swing through easier.

Blind Obedience : Same reasons to include as for the Authority. In addition it disrupts artifact based strategies as well. Also Extort is an ability I underestimated quite a lot.

Duelist's Heritage : Neat little combat trick, which synergizes extremely well with deathtouch, while being a great political card at the same time since you can reward your opponents for attaking each other.

Ghostly Prison : It's crucial to a Marchesa control list to stay monarch as long and as effordless as possile. So requiring to attack you helps a lot.

Land Tax : White staple, which is a cheap way to thin out your deck and secure land drops.

Necropotence : Powerful card draw and a possible win con. With cards like Authority of the Consuls and Kambal, Consul of Allocation and many others you can gain back a bit of the life you paid.

Phyrexian Arena : Black staple, although there is always the debate if Painful Truths is better. I like the arena in this list better.

Smothering Tithe : Well any white deck should run this really. It just so insane with the monarchy.

Signets: Boros Signet , Orzhov Signet , Rakdos Signet are crucial when it comes to ramp in non-green decks. They're also great fixers and curve out for a turn 3 Marchesa which is really good.

Chromatic Lantern : Ramp, fixing - simply a staple.

Sol Ring : Duh.

Sunforger : Synergizes so well with the combat control theme of the deck. Being able to fetch for cards like Boros Charm or Wild Ricochet is really good value.

Swiftfoot Boots : Chose them over Lightning Greaves because I don't really need a haste enabler and shroud can be a pain in the backside when it comes to spells and effects like Boros Charm , Kaya, Ghost Assassin or Shinka, the Bloodsoaked Keep .

Talismans: Talisman of Hierarchy , Talisman of Conviction , Talisman of Indulgence : Great ramp amd fixing pieces which, just liek the Signets, curve into turn 3 Marchesa.

Anguished Unmaking : Must play in all decks with the right colors.

Boros Charm : Best of the Ravnica Guild charms. It counters board whipes, is able to finish payers with a double strike creature or kills a planeswalker with <5 loyalty.

Chaos Warp : Great inclusion in any red deck since it plays around indestructible and has a pretty much unique effect.

Comeuppance : Turn a massive swing into a onesided wrath? I take it. It combines a Fog with a Wrath which is all this deck wants to do.

Deflecting Palm : Single target Fog that plays around hexproof and reflects the damage. Good when they have a single evasion creature or against voltron lists.

Path to Exile : Staple.

Return to Dust : Thinking about cutting it for Crush Contraband . Debatable which one's better.

Sudden Spoiling : Greatly underplayed card and second best Fog (after Teferi's Protection ) there is, imo.

Swords to Plowshares : Staple.

Utter End : Same case as for Anguished Unmaking .

Wear : Great, versatile removal.

Wild Ricochet : Great Sunforger target and a card I greatly underrated for a log time.

Austere Command : Great selective boar whipe and also possible to be played as a political tool.

Blasphemous Act : Best red board whipe and a staple pretty much.

Diabolic Intent : Budget option for DT. The idea is to sac an Assassin to it. Might be cut one day for an actual DT.

Disrupt Decorum : This card got overlooked by me for quite a while as well. You can't really estimate its impact before you've cast it once on a full board. Imagine a red wedding in an EDH game. ;)

Merciless Eviction : There's almost always a mid/late game situation in which you will cast this as soon as you draw it. It hoses pretty much all artifact and superfriends decks.

Scheming Symmetry : I don't recommend playing this card if you don't liek or are bad at EDH politics. But why would you be if you're playing the Queen?^^

Vandalblast : It's so important to have an answer to artifacts and especially artifact based ramp.

Vindicate : Can come in handy against problematic Lands, Planeswalkers and - as it says - any permanent really.

Wrath of God : Staple.

Elspeth, Sun's Champion : Is pretty much a staple Planeswalker for white decks. Just does so much for your board presence.

Kaya, Ghost Assassin : Since she's in Marchesa's story line and is an ally of the Queen she adds a lot of flavour to the deck. Also she generates more card advantage and when she blinks Marchesa you can assure you remain the monarch pretty much all the time.

Sorin, Grim Nemesis : Absolutely bonkers with Sensei's Divining Top and handles other problematic Planeswalkers or creatures quite well.

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Revision 18 See all

(4 years ago)

-1 Angrath, the Flame-Chained main
+1 Austere Command main
-1 Dark Petition main
+1 Dawn Charm main
-1 Expedition Map main
-1 Grave Titan main
+1 Luxury Suite main
-1 Mistveil Plains main
+1 Mortify main
+1 Plains main
+1 Scheming Symmetry main
+1 Talisman of Conviction main
+1 Talisman of Hierarchy main
-1 Tithe main
-1 Toxic Deluge main
-1 Urborg, Tomb of Yawgmoth main
Date added 6 years
Last updated 4 years
Exclude colors UG
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

11 - 0 Mythic Rares

53 - 0 Rares

22 - 0 Uncommons

2 - 0 Commons

Cards 100
Avg. CMC 3.22
Tokens Assassin 1/1 B w/ Haste, City's Blessing, Emblem Elspeth, Sun's Champion, Ogre 3/3 R, Soldier 1/1 W, Spirit 1/1 WB, The Monarch, Treasure, Vampire Knight 1/1 B
Folders Marchesa
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