Creature — Beast Mutant
Graft 3 (This creature enters the battlefield with three +1/+1 counters on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.)
(1): Target creature with a +1/+1 counter on it gains flying until end of turn.
Printings View all
|Modern Masters 2015 Edition (MM2)||Common|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Helium Squirter Discussion
6 months ago
Ay yo, this isnt the best list but it's what i've got being quick about it:
- Thran Dynamo
- Syr Konrad, the Grim
- Pyreheart Wolf
- Izzet Chronarch
- Helium Squirter
- Goblin Electromancer
- Flux Channeler
- Forerunner of the Coalition
- Dire Fleet Daredevil
- Dire Fleet Poisoner
- Deadeye Plunderers
- Crafty Cutpurse
- Brazen Buccaneers
- Contract Killing
- March of the Drowned
- Lookout's Dispersal
- Siren's Ruse
- Kefnet's Monument
- Talisman of Creativity
- Talisman of Dominance
- Talisman of Indulgence
- Arcane Signet
- Dimir Signet
- Izzet Signet
- Rakdos Signet
- Woe Strider
- Yahenni, Undying Partisan
- Exava, Rakdos Blood Witch
- Grim Haruspex
- Viscera Seer
- Drana, Liberator of Malakir
- Zealous Conscripts
- River Kelpie
- Solemn Simulacrum
- Puppeteer Clique
- Glen Elendra Archmage
- Dreadhorde Butcher
- Cytoplast Manipulator
- Toothy, Imaginary Friend
- Olivia, Mobilized for War
- Ravenous Chupacabra
- Domineering Will
- Last One Standing
- Decree of Pain
- Kari Zev's Expertise
- Chain Reaction
I know there are more INs than OUTs but i didn't want to just try to tell you everything to take out - it's your choices!
1 year ago
Helium Squirter , Novijen Sages and Vigean Graftmage have all been overperformers in past Marchesa builds for me. Enter play with counters and can also distribute counters onto other creatures as needed.
2 years ago
mtgftw2014, thanks for the compliment and suggestions! Marchesa, the Black Rose is probably one of my favorite Grixis commanders. Her ability is super unique, and her colors make her a perfect commander for innumerable underhanded tactics.
While I do think that Graft is a neat mechanic, there aren't many cards to choose from that would really benefit the deck. There are four that I can think of that are blue, and they'd either let me untap a creature (Vigean Graftmage), draw a card (Novijen Sages), give someone flying (Helium Squirter), or steal a creature (Cytoplast Manipulator). To be honest, I've been on the fence about Cytoplast Manipulator for some time now. Seems to me like that is the only Graft card that would benefit the deck, as well as fit the theme. I think I may have to find a slot for that one. I can see how Graft could be conditionally useful in some specific boardwipe situations, but I don't see myself running into those situations often. Getting the +1/+1 counters back on my dudes post-resurrection isn't too much of an issue, especially if I have something to ensure the Dethrone trigger like Unspeakable Symbol, Treasonous Ogre, Phyrexian Reclamation, or Greed.
I'm also afraid that Graft doesn't work quite as you'd hoped though. Marchesa, the Black Rose's ability looks for the +1/+1 counter on the creature as it dies. If we remove that last counter, the creature will become a 0/0 and it'll die without returning.
As for Coffin Queen/Hell's Caretaker, I think I'll have to find a place for Coffin Queen in the deck. I prefer the Coffin Queen since she doesn't discriminate between my graveyard and my opponents'. Hell's Caretaker is a little too restrictive with the requirements as well. I'd need only to either flicker or resurrect (via Marchesa, the Black Rose's ability) the stolen creature in order to keep it and use the Coffin Queen's ability again. I like that.
Thanks again for the suggestions! Looks like I have some updates to make!
2 years ago
eaturesAngelic Arbiter- This doesnt seem very helpful. Too expensive, but if you like it, keep it.
Curious Homunculus Flip- This card is VERY good for you. Ramps, then makes everything thats relevant cheaper for you. Strong for price and cost. I would keep this even if I were spending a significant amount of money on upgrades.
Daxos of Meletis- Doesnt fit with the deck theme. If it is there for laughs and you like it, keep it. It can be a very fun card
Deep-Sea Kraken- This is mediocre. Even with the suspend, you could put a card in this slot that does far more for your deck then a unblockable 6/6 that can be easily killed by removal after waiting for it. I recommend you remove it: does not fit the deck in any way.
Diluvian Primordial- Seems expensive to me. I would test how well it works in your playgroup before I judge it. In fairness, the cast triggers from it get you elementals with Noyan Dar, Roil Shaper. It would probably result it about 14 power hitting the board for 7, which can definitely be an issue for your opponents. Not to mention the fact that you also get the instants from the cast trigger, but you would definitely have times where the best spells you could get would be Explosive Vegetation and Farseek, which wouldnt help when you have 7 mana. I would put this in the keep for laughs pile.
Godhead of Awe- I LOVE this card. You have a 10/10 Progenitus? Here, have a 1/1 hydra Avatar. Well, I love the original: Humility. The problem with it is the creatures keep their abilities, so that baby Progenitus still has the Protection from everything bit. Which isnt great on a 1/1, but you get my point. I would remove this card in favor for something else.
Grand Arbiter Augustin IV- This card is very powerful. It makes almost all of your spells cheaper (sometimes by as much as , the effects stack) while making all of your opponents spells cost more. I would strongly suggest keeping this card.
Gwafa Hazid, Profiteer- This is one of my favorite cards because it was one of the first rares that I owned that I was like This, this is perfect. So I am very biased in saying to keep this card, so keep that in mind. He does give your opponent card advantage though, which you never want to do, but if it stops a Blightsteel Colossus, youll be glad to have it. It is important to know that if he dies, the counters will stay, but the effect will NOT. You will be able to be attacked by any creatures with Bribery counters on it. I say keep it.
Helium Squirter- This is expensive for what it does, even with the ability to give your lands flying. I would replace it with Abzan Falconer. Cheaper, and doesnt tax your mana every time you want to give something flying. I say remove and replace with Abzan Falconer
Herald of Secret Streams- This card is amazing in your deck. All those lands? Well, they had flying. Now? Good luck blocking that 9/9 flying unblockable land. Keep this card, there is absolutely no reason to replace it at this point in time.
Isperia, Supreme Judge- Expensive, and potentially hard to cast. While it gives you card advantage, there are much better options for you deck then this. It also fits with none of the themes you have going on. I would remove it, it has no place here.
Jace's Mindseeker- Seems so-so. It relies a little too much on luck for my taste, but if you enjoy the card, I guess you could keep it. It does trigger Noyan Dar, Roil Shaper, but only if you hit an instant or sorcery spell, which against some decks has a very low likelihood. Remember, you only get the top five cards of the deck. I would remove this card.
Kami of False Hope- This is bad. It is a fog effect on a creature. You lose the surprise that you get from Fog in exchange for nothing. There are much better cards for your deck. Even Ethereal Haze is better, and only because you can get a 3/3 out of it. I would strongly recommend removing this card, it gives you nothing. (I am not suggesting you add Ethereal Haze. Dont.)
Knight of the White Orchid- For the longest time, I thought this card was called Knight of the white Orchard. Needless to say, I was wrong. I think this card is very powerful. It ramps in white, a color that doesnt get much love for ramp. If you play it well, you can get very ahead with this, even if it doesnt seem like much to get an extra land. It is. It can also fetch your Hallowed Fountain or Prairie Stream to get blue mana, as it doesnt specify basics. It can sometimes be a little difficult to cast on turn two, but not so much that it becomes an issue. Just to take care to play a land AFTER you play it, because you need to have less lands than an opponent. It feels bad to play a land, try to cast this, and get a 2/2 out of it because you misplayed. I would strongly recommend keep this card, ramp is so important.
Novijen Sages- This creature seems bad. Removing two 1/+1 counters for a card seems bad, especially considering it costs 6 to cast. This creature seems very bad to me. I would remove it.
Quicksilver Gargantuan- This costs 7. For a 7/7. It copies something, sure, but it doesnt fit the deck, and it is too expensive. I would say to replace it with another card. But if you enjoy it, keep it. Remember that EDH/Commander is about having fun with your favorite cards.
Resolute Archangel- This is bad. It costs 7 and the lifegain is questionable at best. Only play it if you regularly get use out of it. I would remove it.
Reveille Squad- This seems like it could be good. Attacking with your lands, then pulling them back to block is good. Sort of like vigilance for everything else. I would keep it, seems good. The card would untap everything else unless you cheat it into play as a trigger to being attacked. Here is what I found for how it works Reveille Squad triggers when you are attacked, namely when one or more creatures are declared as attackers against you, which is the first thing that happens in the Declare Attackers step. So you must control Reveille Squad before you opponent attacked, for its ability to trigger. The latest you could bring in the Squad in order for its ability to be relevant is during the Beginning of Combat step. (stolen from silentstormraider on MTGSalvation). I would keep it, seems annoying for your opponents.
Solemn Simulacrum- There is nothing to say here, this card is almost always amazing. It ramps, color fixes, and draws cards, what more could you ask? I would keep this.
Surrakar Spellblade- This card seems like if you could hit someone, it would be great. The emphasis there is on the if. Most decks are going to have something to block it with, so if you dont have a good way of getting it through, Id be wary. Note that it is not a may ability, so you may deck yourself, although that is unlikely. I would test this card for how effective it is before judging if it should stay or not. If you routinely cant get through with it, toss it.
Taigam, Ojutai Master- YES! This card is excellent for you. This not only makes all of your instants and sorceries uncounterable, it DOUBLES the number of counters you get from Noyan Dar, Roil Shaper because rebound has cast triggers. So at your next upkeep, youll not only get the spells again, youll also get more counters. I immediately thought of this card when I saw Noyan Dar, Roil Shaper. You do have to attack with him, but I think his upsides are so high that it doesnt matter very much. Keep in mind that after you declare attackers and attack, you can cast an instant with it and get it rebounded next turn. Sometimes that extra instant is more important than keeping Taigam, Ojutai Master alive. Excellent choice, I would not remove this card.
Talrand, Sky Summoner- This card is just like Noyan Dar, Roil Shaper, only with flying drakes. There is no reason to remove this card. It has the protentional to be a very good card. I both like this and think it is a good card. Keep it.
Vortex Elemental- This card seems bad, rather slow. And to routinely get the effect, you are going to need to spend 6 mana on it, which feels bad. If it works or you like it, keep it. I would do some testing with it before removing it, but there would be a good chance that I would remove it.
Boompile- If you are going to want to destroy everything, you dont want a 50% chance to miss it. I would remove this, only keep it if you enjoy it. There is a 99% chance that it will fail you right when you need it. NOTE: See Perilous Vault.
Darksteel Plate- One of the most important things is to protect Noyan Dar, Roil Shaper, and this is a good way to do it. Destroy effects and damage will not affect him anymore. This is a good card, keep it.
Pearl Medallion- This card seems good. Ive personally never liked the medallions, casting lots of spells can benefit from this. I would look into if you have a Sapphire Medallion, they stack on white/blue spells. If this does work, keep it.
Perilous Vault- It feels a little like a trap. You need 5 mana to cast it, and it can be annoying to keep up that mana all the time. Although that shouldnt be an issue considering that most of your spells should be instants, so it is better in your deck than most. The exiling bit bugs me: you get all of your things set up, then you go and get them exiled, never to come back. But it does the same thing for everyone else, because symmetrical effects are always fair, like Balance or Upheaval. Keep this card if it works for you, but it has never worked well for me. Removal is important in almost all cases. NOTE: I WAS WRONG. All NON-LAND permanents. Keep it. Very good with all of your lands.
Prismatic Lens- This card may provide color fixing and a little bit of ramp, but I dont think that it is good enough to fit into the deck. It isnt a very good card. I would remove it.
Celestial Flare- Good cheep removal. If this is what you have, it is fine. In the future you may want to replace it as edict (originally from the card Diabolic Edict) effects often dont get what you want to kill. Do keep in mind that you can target a player that is attacking another player, not just you. Hydra coming to kill Bob? Save him and annoy someone all at the same time!
Crippling Chill- Seems okay, but slow and not super effective. You want things that are going to do things to your opponents without hitting you. I would recommend removing this.
Disdainful Stroke- Good counterspell. Nuff said. Probably keep it.
Dive Down- While this spell works as a protection spell, it isnt super effective. +0/+3 and hexproof just doesnt affect the board state at all. Having a counterspell here would be more versatile and probably helpful. It feels like it would often be a dead card in your hand. I would take this card out.
Essence Scatter- A fine counterspell, I would probably keep it. Maybe change it to one that hits all kinds of spells, not just creatures. Keep.
Immolating Glare- While this is generally better than Celestial Flare, I would change this out for another spell, as this doesnt get around indestructible or protections. One for ones are fine, but two, three, four, or five for ones are much better, and in EDH, those are not too difficult to come by. I would change this card out. Not bad, just not good.
Negate- This falls into the same boat as Essence Scatter, doesnt hit everything, and often you will find that you have the opposite of the one you need. Im wary of limited counterspells. They seem sort of like a trap. Again, if you dont have something better, keep this, it isnt a bad card, just limited. I would keep it for now.
Opt- This card is okay, not great, but not terrible. It draws and scrys, all good. It just doesnt do more than replacing itself and a limited top deck manipulator. I would replace it soon, but isnt too big of an issue.
Pongify- This is good. Removal in blue is rare. And the ape shouldnt be an issue for you compared to what you had to deal with before. This card is very strong, keep it.
Pressure Point- This card is mediocre at best. It just doesnt do much. There are other cheap options. This card just doesnt do almost anything. I would replace this soon. I do like the flavor text.
Prismatic Strands- This is a good card. It comes back as another counter generator from Noyan Dar, Roil Shaper, which is good. It is also notable that it protects from more than combat damage. It protects from a whole colors damage, which can be helpful. It doesnt give protection from that color, just protection from that colors damage. Those creatures can still block you. I dont see why you should remove this card now, it seems fine. Keep this for now, you may want to remove it later.
Restore the Peace- This card is a token destroyer. They just turn into little wisps of air. I think you should see how this works in practice and playtest it some, but it might be very good, depending on your playgroup. IMPORTANT: you can use this after Bob gets massacred by Spikeys bum-rush of 70,000 goblins on turn three. It will get all of those goblins, leaving you scot free (except that it was turn three and there were 70,000 goblins. They WILL be back, goblins always are.) Restore the Peace doesnt need to hit you, just deal damage. I would keep this for now.
Send to Sleep- This card is another card that I would recommend you replace. It doesnt do much and there are much better options. Tapping this is not going to help as much as you think it will help. I would remove this card too, but if you need a hundredth card, leave it in.
Sphinx's Revelation- This card is great. It not only draws you cards, it gets you life, too. My only worry is that you wouldnt have enough mana to make it great. But just imagine it, Twincasting it for 10 cards? Delicious. I would not remove this card, as it just gets better and better the more mana you have.
Think Twice- This card is already good, and it only gets better with the extra cast triggers for more elementals. It draws cards and makes creatures!? Great!
Twincast- This card can be extremely funny and very good. Say someone casts a Boundless Realms and you copy it. You get all of those lands too, but only as many as you would get as if you casted the spell. Spell copiers are one of my favorites! If you are ever having issues with someone where you are trying to counter a spell and there is a counterspell on the stack, you can use this to copy that counterspell! I love this card and wouldnt remove it. Kicker effects stay on the spell as you copy it.
Wing Shards- This card is worse than Celestial Flare, it doesnt hit blocking creatures and costs more. Keep in mind that two for ones are good in EDH. I would remove the card from the deck if I were you, but isnt top priority.
Angelic Gift- An okay card. Not the worst, not the best. Giving something flying can be good, but I think this card is just taking up a lot in the deck that could be filled with better things. I would remove it, but place no importance on removing it. It is functional.
Authority of the Consuls- This card can be so good against some decks. Tokens? Gain some life and they enter tapped. It has such potential for value and hosing hasty dudes. If I were you, I would keep this card, but I have a large personal bias for it. I won a prerelease once from it. Actually, Ive won two sealed tournaments with this card I like it. Keep it if you like, it isnt bad at any rate.
Cartouche of Knowledge- This seems too slow. I really am against cards that only affect one creature if they dont do much. In voltron, this might be a different idea, but this isnt a voltron deck. It does draw a card! I would remove it when I got the chance.
Detention Sphere- This card absolutely destroys tokens. I would keep this for the removal it can provide and the situational ability to ruin somebodys plans. I would call this a good card. Keep it.
Embargo- This card is excellent in the deck. I didnt realize that this card existed, but it does and the untap step called, they want everyone elses creatures back. I think losing two life a turn for this is fine. It stops everyone elses artifacts, creatures, tokens, and most anything. The only deck it wouldnt affect is Lands, and even still. Keep this card, it is almost certainly great for you.
Trail of Evidence- This seems okay, drawing the extra cards from your spells can be good. And it only costs 3 to cast, which is almost nothing. I would keep this card, seems like it could be very strong. But dont be too surprised if it is underwhelming, that may be an issue. It might be just too slow. But try it out.
Curse of the Swine- This spell has always seemed very silly to me. I would keep it if I were you, it can act as good removal and is a good spell in general. It can target your creatures too, if they are being targeted by something. I would keep this spell, good and funny.
Displacement Wave- Now this, this is Magic! This card is AMAZING. You never need to worry about your own creatures with this. This was on my cards to suggest list. The fact that this doesnt hit your lands is straight value. Excellent choice.
Expropriate- This cards art is another amazing art. It has the True-Name Nemesis, Mox Pearl, Mox Sapphire, Mox Jet, Mox Ruby, Mox Emerald, and items from Selvala, Marchessa, Grenzo, and Muzzio. The art is GREAT! And then there is Leovold, Emissary of Trest, my little card hoarder. This spell itself is good too. Extra turns or your opponents best stuff? Win-win. I would keep this, it will win you games if you can cast it. If.
Planar Outburst- Die SCUM. This is so good for your deck. Do Not Remove This. It will do work because it doesnt kill your lands. For the love of all things sacred, keep this in the deck.
Rise from the Tides- This is another good card. Lots of tokens for you based on the numbers of instants and sorceries that should be in the deck. This will probable be a good deck, but I think it requires playtesting for a true evaluation of how good it is.
Treasure Cruise- Good card draw for one mana. This will draw you cards. I think you should keep it.
Ugin's Insight- There is a good chance here that you wont have the chance to scry more than 4 cards due to the average converted mana cost of the deck, but drawing three is nothing to scoff at. I would recommend keeping this card.
Windfall- Another fun card. Dropping this after youve dumped your hand of spells and making Spikey discard all the goblins he had in his hand is so satisfying. This card will almost never be a dead card in your hand. An Cyclonic Rift than this is devastating. Your opponents will have their board states ruined. If you have a hand of bad cards? Wheel. Keep this card if you enjoy fun.
Going to go ahead and say that this looks fine. Dont worry about spending lots of money on a mana base, spend that money/trade value on cards. This is not the most important part of the deck. Budget mana is better than budget cards. Dont worry about this.
The deck is a good start. I think that there are too many creatures and too few instants and sorceries. The reason why too many creatures isnt good is that it takes up Instant/Sorcery slots which can have better things in them. Replacing some with card draw would probably also help. There seems to be an emphasis on tapping things, which I think it may be a good idea to let go of. Tapping things down is going to serve you less than killing the creatures outright or making your board state better to the point that their cards cant affect you. Also, working on synergy with cards like Planar Outburst will be much better than having random cards in the deck. Trust me. In EDH, synergy is king. Nothing is better. Except maybe casting Teferi's Protection with mana floating to cast Balance. Wait That is synergy You would also need to cheat the Balance into play somehow, as it is banned in EDH. What I would recommend is ramp. Without ramp, you are not going to be able to do anything at a rate that other people cant stop. Refining your focus and adding ramp will serve you well. Oh, and also get rid of some of the not-so-good instants, I think you may have a few too many. Maybe take out the Fog effects too, they generally have less impact than other cards. Please dont let my suggestions take the fun out of the game for you. Having fun in EDH is the point after all, if you arent having fun, why are you playing? And so, here are my suggestions for the deck.
NoneI have more comments, but have hit a limit. The recommendations will be in the next post.
2 years 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.
2 years 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 years ago
This is definitely the best Marchesa deck I've seen on the site (besides my own, of course, hehehe). I think a low-curve deck is the best way to play Marchesa and you've clearly got that here. I'm just gonna shotgun some suggestions from my personal experience with the deck.
First off, you have no graft creatures, and I strongly urge you to try them. At least replace Olivia, Mobilized for War with Vigean Graftmage, which does the same thing without having to discard cards, and has crazy upside. Assemble a sac outlet, a value creature, Marchesa, and a grafter, and you can sac the grafter and value creature on your turn, return them on end step, then repeat the process on each opponent's turn. With your amount of tutors, Vedalken Graftmage should probably be good enough since it's the lowest CMC grafter, but Cytoplast Manipulator or Helium Squirter might be worth trying as well.
Trinket Mage is a house, and he comes with plenty of options. You even own a Mana Crypt, so I feel as though you have no excuse. I understand the 3 drop slot is crowded but Trinket Mage for Mana Crypt is a net 1 mana play, and he can also find Skullclamp and Sensei's Divining Top. Basically, recurring it will quickly leave you with a ton of mana and cards. I also play Heap Doll and Arcbound Worker which look poor but the Doll can recur itself alongside Marchesa without a sac outlet and you currently lack grave hate, and the Worker can recur a value artifact creature on each player's turn like a graft creature would.
Dark Confidant and Grenzo, Dungeon Warden are strong 2drops that also synergize pretty well with Marchesa. I'd rather play a Confidant on 2 than a Signet, that's for sure. On that note, I've tried most of the 2drops you're currently playing, and been disappointed with Lightning Mauler, Signets, Lightning Greaves, Nightscape Familiar, and Blood Artist. The mana cards are nice but if you have another 2drop it's usually better to play that and then the rocks are not great for the rest of the game. Meanwhile, haste enablers are basically just inferior graft creatures, and while they're nice for curving out, I think playing a value creature or sac outlet on 2 is far better and worth going all in on.
Necropotence feels a little unnecessary when you can just draw a billion cards anyway by assembling the Marchesa engine. Though it is a damn good card, and nice to have when the Marchesa thing gets broken up.
Big Game Hunter is probably the best removal guy. I like drawing a zillion cards then casting him for B in my cleanup step. Fulminator Mage is another utility 3 that can really come in handy, and it recurs itself alongside Marchesa without the need for a sac outlet.
Play Mindslicer. It's a great way to beat combo and battlecruiser alike. You'll rebuild from it better than anybody else. Well, sometimes the graveyard decks will get you, but they might not be well set up enough by turn 4 to do anything.
I feel like the wheels sorta come off here when you get above 3 cmc. Murderous Redcap does combo but is a dead draw too often otherwise, and the same is true of Kiki-Jiki, Mirror Breaker. Kiki is trying to do what your deck already does, and does it slower. Kiki can recur an ETB once per turn cycle while a graft creature usually gives you 4 (1 for each player in the game). Treasonous Ogre is cool but red mana isn't terribly useful and Ashnod's Altar is more efficient ramp. Definitely consider Ashnod's Altar and Phyrexian Altar, they're more explosive sac outlets than Yahenni and Bloodthrone Vampire (though admittedly somewhat more vulnerable). River Kelpie is too much to pay for a Grim Haruspex effect, Grimgrin is quite slow and it sucks having to wait turns and then pay so much for a sac outlet, and Zealous Conscripts is strong but I've often found I'd much rather cast Treachery or Act of Aggression (which is also instant speed removal). Time Warp is great but feels rather out of place and I like to be flashy and go for the big Temporal Trespass. Getting a value creature on board and having a 3 mana time walk is pretty nice when trying to recover from getting your field picked apart.
Mikaeus, the Unhallowed actually sucks because of the "non-Human" clause. Double recurring is sweet value but graft creatures also let you recur your creatures a ton while also protecting themselves AND marchesa.Also, I've found that you don't really need a combo finisher. Just getting your engine online is usually enough, and when it isn't, kill them all with Flayer of the Hatebound damage. Then again, I understand if your local meta makes a combo finish necessary.
Lastly, Abyssal Gatekeeper is nice for similar reasons to Nevermaker, since it can be instant-speed removal on board when needed. However, I just cut it from my build, because you just can't cast it until you have everything else in place because people love to 2 for 1 you by killing it which will kill anything else you've played, so I recommend against it.
I feel like this is the most well-built Marchesa deck I've seen so far and you have a good understanding of how best to use the commander, and that understanding will advance once you cast a Vigean Graftmage.
3 years ago
Let me start by saying that you have picked a great commander. I like Momir Vig, Simic Visionary. He is so much fun, as long as you don't mind shuffling alot. Here's my Simic deck Simic Toolbox for a reference.
Momir Vig, Simic Visionary let you build a toolbox deck that has many options and deal with a wide variety of threats. Let's use that.
I'm going to start with basic strategy, then move onto what to remove, and then what to consider putting in.
Due to the likelyhood of Kozilek, Butcher of Truth, Ulamog, the Infinite Gyre, Gaea's Blessing, or Elixir of Immortality being in an opponent's deck, the mill stategies tand to not work well in commander games. Especially multi-player games. Now, I'm not saying that you can't mill the opponents, just don't rely on that stategy too much.
Additionally, you should be in the 34 to 38 lands range. Only having 29 lands could really slow you down. Don't rely on mana creatures because opponents will target them to hinder you.
I would remove the following:
Blanchwood Armor, only sees forest, auras aren't that good in commander, and there are better options.
Curse of the Bloody Tome, only works on a sinlge opponent.
Khalni Heart Expedition, there are much moer efficient land seach methods.
Ring of Kalonia and Ring of Thune, there are better equipments and other artifacts to consider.
Gridlock, weak tap target permanent ability. Too much of a mana sink.
Gatecreeper Vine, Creatures with defender can't attack and in later parts of the game, just disappoint more often than help. The search for a gate only nets one card.
Skullwinder helps your opponents as much as it helps you.
Wood Elves only finds a forest. Borderland Ranger, Sylvan Ranger, or Farhaven Elf may be better options. And/Or add Breeding Pool.
Without haste, creatuers that have tap abilities are just targets until they lose summoning sickness. Let's minimize those.
Boreal Druid, Kiora's Follower, Llanowar Elves, Merfolk Mesmerist are all cards to consider cutting for lands or stronger creatures.
These are maybe remove or maybe keep, depends on where you want to focus:
Fertile Ground, more land would be better.
Ghostly Touch, better ways to untap a permanent
Paragon of Eternal Wilds, only sees green creatures.
Now for the toolbox creatures. Let's really expand on your +1 counters theme. In no particular order:
From my deck, look at Cytoplast Manipulator, Cytoplast Root-Kin, Cytospawn Shambler, Forgotten Ancient, Helium Squirter, Plaxcaster Frogling, Spike Feeder, Spike Weaver, Triskelion.
Additionally Armorcraft Judge, Baloth Pup, Oran-Rief Hydra, Ainok Guide, Avatar of the Resolute, Battlefront Krushok, Hooded Hydra, Experiment Kraj, Fertilid are all fun cards with abilities that capitalize on counters.
Mystic Snake gives you a repeatable counterspell when you have Roaring Primadox or a Crystal Shard on the field.
Murkfiend Liege, makes everything stronger and untaps your dudes each turn. Truly obnoxious with a Hair-Strung Koto in play.
Gilder Bairn can accelerate your creatures and planeswalkers. But to really abuse it you need a Holdout Settlement, Springleaf Drum or Hair-Strung Koto in play to tap it.
Sphinx of Magosi has been a favorite of mine in commander decks. Flyer, card draw, and keeps gettign bigger.
Omnibian is a good way to remove an opponents blocking creature by reducing it to a 3/3 after blockers are declared and before damage happens.
Simic Guildmage is good for the counters, but if you really want to run some auras then he gets better.
Other cards to consider:
Crystal Shard lets you block and then bounce a creature you control so that you can reuse the 'enters the battlefield' triggers.
Durable Handicraft give you an option to put a counter on any creatures as it enters the field.
Hardened Scales is a great card in this deck and is cheaper than Doubling Season.
Halimar Depths, Khalni Garden, Llanowar Reborn, Oran-Rief, the Vastwood, Temple of Mystery and Treetop Village have always been good to me.
Simic Growth Chamber lets you bounce the Halimar Depths, Khalni Garden or a tapped basic. Also retriggers the landfall cards.
Writing this up has made me want to get off my chair and go build my Simic commander deck. Thanks!I hope that these suggestions help you. As always, temper these suggestions with your collection and your budget. Feel free to take a look at my decks and let me know what you think.