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| Format | Legality |
| 1v1 Commander | Legal |
| Archenemy | Legal |
| Arena | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Duel Commander | Legal |
| Freeform | Legal |
| Gladiator | Legal |
| Highlander | Legal |
| Historic | Legal |
| Historic Brawl | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Modern | Legal |
| Modern Beyond Horizons | Legal |
| Oathbreaker | Legal |
| Pioneer | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| Pre-release | Legal |
| Quest Magic | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Gyruda, Doom of Depths
Legendary Creature — Demon Kraken
Companion — Your starting deck must contain only cards with even mana values. (You may reveal this card from outside the game before you start and declare it as your companion. If you do, your deck must follow the companion's restrictions. You may pay to put this companion from your sideboard to your hand at any time you could cast a sorcery. This action can't be interacted with or countered. You may only choose one companion for your deck before the start of each round.)
When this enters, each player mills four cards. Put a creature card with an even mana value from among the milled cards onto the battlefield under your control. (To mill a card, put the top card of your library into your graveyard.)
legendofa on
Dimir Rogue Mill Flash
1 month ago
I think Geth, Lord of the Vault might be a better option than Gyruda, Doom of Depths or Ashiok, Sculptor of Fears for what you're trying to do here.
I also think you need to focus the theme a little bit. What I see here is that milling is a means to an end, not an end in itself. You want to fill and steal from graveyards, not deck your opponent out. Krydle of Baldur's Gate doesn't feel like a big support piece, and while Lochmere Serpent is big and flash-y and fun, it doesn't really advance your core game plan.
So my first thought here is to trim down the higher-end cards and focus on the flash effects that let you mill and use graveyards.
SinAffliction on
Be'lakor, Blade of the Seraph
9 months ago
If I had suggestions as far as demons go. Gyruda, Doom of Depths and Vilis, Broker of Blood. Enchantments Reflections of Littjara and Molten Echoes. I see you haveFlameshadow Conjuring but you wont have to try to keep a red open for Molten Echoes. =]
wozislightning on
Heavy Grinder
1 year ago
I have run Phenax basically since he came out. I like your brew! Here are a few things that work well for me.
Card draw is important: Fallowsage , Into the Story , and Visions of Beyond have put in a ton of work for me.
Combo potential: Intruder Alarm , Zellix, Sanity Flayer
, and Undead Alchemist all seem to work well with what you already have.
Other: Gyruda, Doom of Depths has been an absolute powerhouse for me. Sheoldred
Flip has a decent body and is easy to flip. Silent Arbiter is also good against a lot of go wide decks. Trinket Mage may be small, but it can tutor up sol ring, Alter of the Brood, and Soul Guide Lantern depending on what you need - very versatile. Wight of Precinct Six can get enormous for only 2 mana.
Good luck and happy brewing!
PolarisFluff on
Marchy March and the Funky Bunch
3 years ago
scotchtapedsleeves Thank you for the reply!
Fell Stinger is cool, but they also just printed Triarch Praetorian! I guess I was worried that cards like this wouldn't have targets when they entered, but I don't have to sacrifice every creature that has a counter at once.
You're totally right about Blood Artist. I was thinking to myself, "Why the hell did I even add this?" lol. I kept pinging myself with it because I didn't want to be the highest life total.
Vengeful Ancestor was a pet card but it can totally go. Same with Gyruda, Doom of Depths. I wanted to try and make the deck different than most marchesa effects, but some of the cards just don't end up playing well.
Don't you diss Woe Strider! It costs a little more, sure. But it also makes a token itself so it functionally has scry 1 on etb attached, and it can escape from the yard with +1/+1 counters if it somehow gets dumped.
Faerie Artisans is unironically maybe one of the strongest cards in casual. The particular synergy in marchesa is that if you sacrifice it, you get to keep the last token that it just made even when it comes back, since it's a new object. It also draws much less hate than direct theft.
What's the point of Rakdos Cackler as sacrifice fodder if we're not running aristocrats effects?
Thran Vigil seems absolutely terrible. It gets you a single +1/+1 counter per round. Not even per turn. It only triggers on your turn, and only at most one counter on your turn.
Ravenous Chupacabra too expensive? What is cheaper and repeatable?
scotchtapedsleeves on
Marchy March and the Funky Bunch
3 years ago
Hey! Coming over from Reddit to give some advice.
First off, some overarching themes that I notice:
-
Draw vs Card Advantage - A lot of the cards in your "Draw" category don't actually provide any impactful draw, only scrying and cantrips. I'm an enormous fan of Fell Stinger and Thought Sponge. Easily repeatable draw effects that dump cards in your hand. Scry isn't useful unless you're drawing a ton of cards or are doing some topdeck manipulation.
-
Your creatures are too big - Marchesa appreciates small bodies with big effects rather than big bodies with meh effects. For this reason, I would take out Combustible Gearhulk, Vindictive Lich, Vengeful Ancestor, and Gyruda, Doom of Depths. Playing lots of small, cheaper bodies lets your deck fly under the radar until it pops off. It will also give you more targets for Imperial Recruiter.
-
Aristocrats style - Marchesa doesn't play like your typical aristocrats deck, Blood Artist isn't very effective when you're only sacrificing 2-3 creatures a turn. It's also counterintuitive to Dethrone. Abusing ETB and LTB effects is more important than slowly draining opponents
-
Not enough counter distribution - You only have 5 cards under counters and they're all either situational or restrictive. Drop some Thran Vigil type cards in there and you'll go far
Overall, you're too reliant on creatures for draw, removal, etc. Run some efficient draw and removal spells
Next up, cards I recommend removing. I've playtested most of these and they're not nearly as impactful as they seem.
- Blood Artist - Covered this above, you don't want to gain life
- Combustible Gearhulk - Opponents will often just take the damage early game and late game you do NOT want to be spending 6 mana on a 6/6 with no impactful ETB.
- Vindictive Lich - An alright card, not fantastic though. I'm very pressed for 4 drops in my deck so it didn't make the cut.
- Vengeful Ancestor - Not a very impactful card. You're running Kardur, Doomscourge so this card is just overshadowed.
- Gyruda, Doom of Depths - 6 mana to maybe cheat in one creature? Not a huge fan. If you want to replace it with a grave robber effect Puppeteer Clique is better. Still not fantastic, it didn't make the cut in my deck
- Aether Channeler - A fine card, the mode selection is okay. I'm not in love with the effects it gives though
- Morbid Opportunist - Only one draw a turn? Blasphemy
- Woe Strider Free sac outlets are nice, but I find I get overrun with them when I have more than 5 in a deck. Also more expensive just to scry? Not a fan
- Dauthi Voidwalker Will generate so much hate. Unless you can fend off your opponents don't run it
- Faerie Artisans Not the kind of stealing Marchesa likes, tokens aren't the name of the game here. Something like Zealous Conscripts will take you much further
- Phantom Steed Same as above, tokens are nice but this isn't a great card
- Ravenous Chupacabra Too much mana for removal. Black and blue have much cheaper options
There are more that I personally wouldn't run, but that's up to how you like to play your deck.
Now for some cards I would include in every Marchesa deck
- Thran Vigil - Allows you to immediately sac creatures that come back + an extra layer of protection
- Uncivil Unrest - Same as above but you can also give haste to fresh casts. Double damage doesn't hurt
- Fell Stinger - Repeatable, powerful draw on a deathtouch body
- Thought Sponge - Incredible draw engine. Sac it on opponents turns every time it enters and you'll draw AT LEAST 6 cards a turn cycle.
- Iron Apprentice - Great 1 drop, can distribute counters if you're having trouble and is sacrifice fodder
- Rakdos Cackler - sacrifice fodder
- Flayer of the Hatebound - This card gets a bad rap but it's great in Marchesa
- Herald of Secret Streams - Wincon alert! This card sneaks under the radar until you hit someone with 25 unblockable damage
- The Ozolith - Expensive, but who doesn't want to keep their counters for 1 mana!
Of course, please take a look at my deck if you need inspiration. It's pretty casual, but the synergies can be backbreaking if your opponents don't keep you in check. I also have a ton of cards in my maybeboard that I'm considering or have saved for later.
https://tappedout.net/mtg-decks/guess-whos-back-back-again-and-again/?cat=custom&sort=&cb=1689648313
Deddo on
Sultai Sea Monsters
3 years ago
Neat deck. Black is so good for sea monsters. I would reccommend Runo Stromkirk Flip and Gyruda, Doom of Depths
ThassaUpYo@ssa on
Be'Elz A'Boot
3 years ago
Apologies for the very delayed response, Andramalech. I tried out Gyruda, Doom of Depths for quite some time but on many occasions I'd either flip Demons with odd CMC's or nothing at all preventing any additional combo'ing with Be'Lakor, the Dark Master. Solid suggestion, and like I said I gave him the old college try, I just found Gyruda didn't quite make the cut. I really dig your list and it looks like it crushes! One suggestion I have is to add in the UBR artifact lands Seat of the Synod, Vault of Whispers, and Great Furnace (maybe even throw in Darksteel Citadel, too) to increase your artifact count for Mox Opal - the worst thing is not having enough artifacts for Metalcraft and not being able to utilize such a great mana rock. I would add Urza's Incubator as well since Demons aren't a cost-friendly tribe. Have you considered the Grixis Talismans as well? These could be solid additions to up your ramp package (which is already great), though the hard part is always figuring what to take out to free up space. Thanks for your feedback and, once more, sorry for taking so long to get back to you.
keizerbuns on
Sea of Attrition [Physical] [Beta]
3 years ago
This is a very cool concept, however it seems a little scattered. With lifegain, mill, tokens, tap/bounce control, stat manipulation, and creature stealing, it seems like your deck is being pulled in too many different directions without enough focus on any one thing in particular to give it a clear identity. Mill especially is kind of an all or nothing strategy that requires the entire deck to be built around it in order to work. Unless you have a really good mill/graveyard payoff to justify splashing in some mill spells, milling your opponent for just a few cards here and there won’t do anything except take up slots in your deck.
The best advice I think I could give you, and probably the same advice most other people will give you too, is to find your favourite element or two of the deck, and make that the focus. However, if you don’t want to do that, and you do want to keep the deck as a little bit of everything, I do have some suggestions that I think you might like.
My first suggestion would be to replace Dreadwaters with a lower CMC mill spell, because spending 4 mana to make one opponent mill for what I assume averages to be around 4-6 cards isn't a great rate. For just 2 mana you could use Maddening Cacophony and make each opponent mill 8 cards, and for an extra 4 you could make them mill half of their decks. You could also replace a couple of Islands with a couple copies of Ipnu Rivulet for some added milling consistency, although activating its mill ability would cause you to lose a land.
Talrand's Invocation also suffers from the same issue as Dreadwaters of just being too mana intensive for such a small effect. Paying 4 mana just to get 2 2/2 flyers is a little slow. I think Murmuring Mystic would suit you better as a long term token generator.
Ichthyomorphosis and Time of Ice both kind of get in the way of your plan to steal your opponent's creatures. Ichthyomorphosis turns your opponent's creatures into something not worth stealing and Time of Ice could potentially cause a creature you just stole from your opponent to be sent back to their hand. Instead of using Time of Ice to tap your opponents creatures, you could use an instant or a sorcery such as Downpour, Impede Momentum, Choking Tethers, or Sleep to achieve the same result. And instead of Ichthyomorphosis to permanently turn your opponents creatures into something small, you could use Turn to Frog which you can use to catch your opponents by surprise during the combat stage. Swapping both Ichthyomorphosis and Time of Ice for instants and sorceries would also synergize great with Murmuring Mystic to spam tokens.
You could replace Staff of the Mind Magus with Diamond Mare, which is admittedly a weaker life gain spell since it can't gain life off of your lands entering the battlefield, plus it's more susceptible to removal. However it is a cheaper CMC card and another creature to beat your opponents down with.
I think Niblis of Frost is better than Dragon Turtle at keeping your opponent's creatures tapped if you go with the previously mentioned replacements for Ichthyomorphosis and Time of Ice, plus with the Prowess ability, it can get pretty big with all of the instants and sorceries. And Sower of Temptation is a lower CMC version of Mind Flayer.
I also realized as I was looking back through my suggestions, that if you do end up going with all of them, then that would mean your deck would meet the deck requirements to add Gyruda, Doom of Depths as a companion, which would serve as a pretty good payoff for your mill cards!
Hopefully this was helpful!
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