Beseech the Queen

Beseech the Queen

Sorcery

( can be paid with any two mana or with . This card's converted mana cost is 6.)

Search your library for a card with converted mana cost less than or equal to the number of lands you control, reveal it, and put it into your hand. Then shuffle your library.

Latest Decks as Commander

Beseech the Queen Discussion

cac1212 on Teysa Karlov

2 months ago

Ok I messed up and can't edit my comment so I'll continue from where I left off:

...Of course all commander decks need some good card draw, and black gives us plenty of options. We have plenty of access to cards like Night's Whisper which is always good, but since we want to kill our creatures we generally prefer to opt for things like Village Rites or repeatable triggers (which Teysa doubles for extra value) like Midnight Reaper or Dark Prophecy. These will help us get to the pieces we need to win. If you start off a combo such as Reveillark + Karmic Guide (a well-known combo that many player will try to stop very quickly. Consider removing this if your opponents tell you that your degenerate deck is only played by beta cucks) with repeatable card draw on board, you'll run into what you need to win eventually.

I personally like to (or maybe need to) run LOTS of removal to make sure our opponents don't trample all over us before we can set up our finishing turns. Targeted removal is my drink of choice, but good board clears like Merciless Eviction (which unfortunately doesn't let our creatures die if we cant sac them all first) and Austere Command can be easily subbed in if you find yourself going against lots of wide boards.

We love our recursion in this deck. All of our petty fodder and nasty big-hitters like Kokusho, the Evening Star (a card that can be subbed out for a tutor for a more combo/high power deck. I decided to leave him to help cope with the loss of Yosei, the Morning Star . I just think they're neat!) and Vindictive Lich are practically begging to be brought back to life to once again experience the sweet touch of death. Killing our creatures once is good, killing them twice is better. Also, if one of your three essential components gets hit by removal early, your opponents with audibly moan when they come back later. Thus, take out some recursion if you become the one at the table who inspires fear and loating.

Combos

Our main combo that will win us the game every time it's out (even without Teysa) is Reveillark combined with Karmic Guide. If Reveillark is in your graveyard, put in karmic guide and bring it back, sac karmic guide, then sac reveilllark to bring back karmic guide, rinse and repeat. Of course, we need a sac outlet to kill our combo pieces and our Blood Artist-type cards or card draw death-triggers to get one out to make the most of this. Best of all, we have a tutor card, Final Parting, which tutors out BOTH of our combo pieces! Simply put reveillark in the grave and bring in karmic guide on the next turn, or the same turn if you have 10+ mana from all of our juicy ramp. As I said above, infinite combos are mean and unfun to play against, so be careful. This one at least needs 4 cards, none of which are our commander, to win the game so it's not nearly as bad as others, but if you need to take it out, don't worry! Teysa will still eek out massive value from all of our other cards and get you plenty of wins without tilting your playgroup. Other infinite combos not included in this deck include Nim Deathmantle + a token generator such as Ministrant of Obligation + Ashnod's Altar or alternatively Reassembling Skeleton + Phyrexian Altar + token death-trigger like Blight Mound. There are many variations of these which I won't go into depth here.

Early Game Strategy

In your opening hand, you ideally want to have a ramp spell or two (preferably a creature to be used as fodder later like Loyal Warhound), one or maybe two removal spells, some fodder, some card draw, and lands. We don't want too many basic plains in our hand or we'll stifle our creature ramp cards like Boreas Charger (keep in mind Knight of the White Orchid can tutor our double land Godless Shrine). We won't worry about board clears or heavy hitters until later. Hangarback Walker may not seem like a good opening card at first, but he can quickly become a big threat in the midgame if played on turn 2 (or turn one with sol ring) and used as a mana sink with his tap ability which adds a counter to him for one mana on future turns. Recursion we don't want at all until we start killing our creatures. Tutors can be good, but the tutors I have included in this deck (with the exception of Ranger of Eos who is great in our first hand) are more useful in the mid/late game since they either put things in our graveyard (Unmarked Grave) which requires we have recursion, give our opponents a tutor as well (Scheming Symmetry or Wishclaw Talisman), or scale off of how many lands we have (Beseech the Queen). We won't be needing a sac outlet until later and we can be reasonably sure well run into one eventually if we have card draw; if not we can always use our small sacs like Phyrexian Tower to suffice in the mean time. Our protection spells can come in handy, but only keep these if we have our other good early game cards in hand.

Mid Game

In the mid game phases (~turns 4-6), don't get too hasty and play Teysa early if you have something else that is part of our 3 essential components (fodder, sac outlet, blood artist-type) which you don't already have on the board. It's often advantageous to instead opt for more card draw or removal on these turns to prolong our window of opportunity to pop off our game winning turns instead of playing Teysa before she is needed. Even though she does double the value of nearly everything we do, we dont necessarily need her on board to win, and we really only need her on the turn or two before our winning turn.

Late Game

All that's left to do once we have our three basic components is to start getting out as many token makers as we can to start reaping what we have sewn. Ideally we want repeatable card draw and recursion to draw into more and more creatures that we can sac on every turn. Even without our infinite combo we can do massive damage just with our tokens and by bringing back our creatures. Graveyard hate from our opponents can really hurt us, but with any luck we can out-pace our opponents with our ramp/card draw.

Miscellaneous Mechanics

If you're about to have something exiled, sac it! Let no fodder go to waste. You can also sac a creature as it is about to take combat damage after blockers are assigned without having any damage go through to you.

Brought Back can be used on our fetch land Marsh Flats for extra ramp. Consider adding more fetch lands to up the power level a bit.

Closing Notes

Have fun with Teysa! Add your own spin to things and let me know what card you love/hate. This deck is still in developement and will be changing bit by bit in the future. If you have any questions, let me know in the comments and I'll do my best to get to them. This is my first deck that I've posted on any platform and I'm excited to see what y'all think!

Nathanael97 on Kaalia

7 months ago

What sort of power level is this for? If you want it to be a bit more powerful, I would probably cut down on the number of bombs you play and instead running some tutors like Demonic Tutor, Beseech the Queen or even Grim Tutor. That way you can drop the demon/angel/dragon you need, rather than just the one you happen to have.

wallisface on Negative Creep Modern

9 months ago

Hey, good to see another player building around -1/-1 counters!! I’ve got my own build here, which has gone done quite a different direction, but i’ve tried to detail the archtypes problems and solutions there.

For your deck, i have the following suggestions:

  • Devoted Druid is better than Channeler Initiate , in that we are guaranteed to get two counter-triggers, and it can provide a lot of fast ramp for a big play on turn 3.

  • Even with a mana dork, I think your land count looks a little too low. Your deck has a lot of 3 & 4 drops, so i’d expect 23-24 lands?

  • Beseech the Queen feels super slow. This archtype is already one that struggles to keep up with the modern meta, I really don’t think we have time to be going off looking for a specific card for the entirety of a turn.

  • I’m suprised you’re running Poison-Tip Archer and Might of the Masses , because they dilute the main plan of profitting from the counters.

  • imo i’d run more Black Sun's Zenith instead of the Blowfly Infestation . The enchant is slow and can backfire, while Black Sun’s can pretty much win the game on the spot if a Nest or Hapatra is in play.

  • I feels like you’ve got too much focus of managing counters on your own stuff, instead of inflicting misery on your opponent. The bug pull for this archtype is enacting our plan sets the opponents plan back - if we’re not actively disrupting we lose some of our benefits. I’m surprised to not see stuff like Fume Spitter , Grind , or Skinrender here.

Doombeard1984 on All hail...The Overlord

10 months ago

So, I personally would build from scratch. The amount you would cut from that deck being offered is substantial. Now, with some of the expensive stuff I have, you can consider some alternatives for sure. Gaea's Will is similar to Yawgmoth's Will but much more budget friendly, and the aforementioned Patriarch's Bidding is now cheap as chips. For tutoring, Diabolic Tutor , Beseech the Queen , Mastermind's Acquisition and Gamble are but some of the cheaper tutor cards you can use. Liliana Vess is also an option. There are many options, just be aware of either higher cost, or potential downside. Of course, our commander Sliver Overlord is a tutor himself, which is very useful. With interaction, well I went heavy on counter magic, but there are a plethora or removal type spells. Joy of being in 5 colours. Utter End , Beast Within , Vindicate , even you basic Swords to Plowshares and Path to Exile offer you some interaction. I also like Akroma's Will as an alternative to Teferi's Protection . Can also double up as a win con. With the lands, whilst I do have a couple of OG duals and all the shocks, the bond lands (if your pod is 3 or 4) are all good. With fetches, you just need to make sure you have the land types on the card. Shocks are defo good. There was a couple lands in BFZ I think Canopy Vista that are fetchable, and in a pinch, triomes work. Otherwise, basics are ok too, but not ideal.

BOXES_O_MOXES on Modern Mono Black Mill deck

11 months ago

Consider running this tutor package instead of what you are running now.

4 Beseech the Queen

4 Shred Memory

The Shreds go for any of your 2 cost combo piece (OR) can snipe cards out of people graveyards at instant speed. It's very important with Snap Caster being played heavily in modern. The queens go for anything. I tried the Infernals but they only go for the Myr (can go for different stuff but that isn't the plan). I think the Shreds are a better option. They seem to run better. Just my 2cents. Have fun!

Absolumx on Muldrotha Control

1 year ago

Hello , i see that you are missing a lot of protection for Muldrotha and have a lot of ramp spell that will not be useful in your graveyard later on. Here some suggestions for you if you want to explore other avenue.

Protection: Command Beacon - It will ensure you can always cast muldrotha for cheap. Bojuka Bog - very important to interact with your opponent graveyards, if not needed cycle it and use it later if needed.

Lightning Greaves For me its a no brainer especially how much muldrotha cost to cast we need to help him..or her staying on the board.

Spore Frog is just amazing if you are in a playgroup that go to combat a lot your just dont care sac spore frog everytime and recast it on your next turn for a huge shield... if you playgroup dont use combat a lot leave it out.

Elephant Grass Is also very good to keep you safe while you are building up your board. Dont want to pay the cumulative upkeep, sac it and replay it again :)

Glen Elendra Archmage is also going to disturbed your opponent plans when its on the board and I pair her with Mikaeus, the Unhallowed so she always come back without me having to recast her, and Mikaeus is just awesome in this deck.

Im Testing and trying Lilting Refrain for counter spell which seemed a good deterrent like Glen Elendra and it can be reutilized.

Ramp You are using a lot of sorceries for this category, I was doing the same before and felt that these card had no value on the long run.

I now use a different approach on ramp. I use milling and I play cards like Ramunap Excavator , Dryad of the Ilysian Grove , Springbloom Druid (should replace cultivate), my favorite is World Shaper (instead of your splendid reclamation) and sac it for massive boost, same for The Mending of Dominaria it just feed your grave and have a massive outcome + they can be replayed later by your cmdr.

I would play 1 or 2 drop mana dorks over ramping sorceries for sure. The only sorcery I really suggest is Life from the Loam so good to feed your graveyard or get your land back if needed.

Self mill: Jace, Memory Adept will do better than Beleren , pair this with Syr Konrad, the Grim and other mill option ... let me know in your reply if you would like this avenue a have a few good cards that can help.

Tutor: You also want to replace your Beseech the Queen for Gravebreaker Lamia or Sidisi, Undead Vizier same thing it does the same and can be replayed over and over.

Card Draw: I would replace Lifecrafter's Bestiary for Secrets of the Dead which will make you draw like crazy when you cast back stuff from your grave.

Ohter: Fleshbag Marauder is a good effect, but you can have more versatile and mana efficient creatures which are also cheap: Demon's Disciple and Plaguecrafter both are an auto include when repeated over and over they are very nasty.

Hostage Taker is very very fun .

Steal Enchantment is a very good 2 mana value card which will make you live the dream of having a Smothering Tithe , Rhystic Study or any other broken enchantments.

I can go on an on on card that will benefit your deck , what I would say check to replace your instant and sorceries with permanents that will benefit you during the entire game.

Let me know what you think and what you will change I can then help you tweaking a few more things.

Mtg_Mega_Nerds on What Makes Phyrexian Mana More …

1 year ago

It's fairly simple. A card with only phyrexian mana can be cast for no mana ( Gitaxian Probe ) while a card with only two-brid mana can't. ( Beseech the Queen )

TriusMalarky on What Makes Phyrexian Mana More …

1 year ago

Two-brid mana is inherently balanced. It takes work and building around it to be able to pay instead of , but it also takes work to be able to pay . The two-brid cards available are pretty bad outside of mono color(and even then, it tends to be Spectral Procession in Modern and Beseech the Queen in EDH that are the only ones that see play) for that reason. However, if new cards were printed, there would be no real problem outside of some annoying people complaining about color pie breaks online.

For example, Lightning Bolt but twobrid. Giving ALL colors access to Lightning Strike isn't broken at all. Does it help decks like Tron or Monoblue who typically have problems removing creatures? Yep. But will it break any format? Most definitely not. Well, it will make Modern Burn and Pioneer Red Aggro lists a lot better in this specific case.

Compare this to . You are almost always paying life instead of the mana cost. You will only ever not pay life in very specific situations. In fact, if you pay mana for it when you have enough life, people question you. They wonder what the hell you are doing in your deck. Phyrexian mana is like having a multicolored Simian Spirit Guide in your hand at all times, except it costs 2 life. It's raw, unfettered mana advantage, which quickly and easily turns into advantage in the action economy.

Also, take a look at the banned Phyrexian mana cards. And the playable ones. Gitaxian Probe is Peek , which is basically unplayable. Mental Misstep would be unplayable if it cost instead of . Gut Shot , Postmortem Lunge , Mutagenic Growth , Dismember are all horrible if they didn't have the Phyrexian mana attached. It's the fact that they cost the generic cost only that makes them good. Dismember is a 1-mana spell, that costs a bit more later on if you have mana to spare but not the life. All the 1 mana Phyrexian Mana cards are actually zero mana.

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