Imposter Mech

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Rules Q&A

Imposter Mech

Artifact — Vehicle

You may have this enter the battlefield as a copy of a creature an opponent controls, except this is a Vehicle artifact with crew 3 and it loss all other card types.

Crew 3 (Tap any number of other creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)

scotchtapedsleeves on Marchezzy says "Goonies Never Die!"

6 months ago

Welcome to the Cult of Marchesa!

I definitely agree that this deck doesn't have enough sac outlets. When other players start to realize the gameplan, they'll be removing every outlet they see. It's important to keep well stocked!

Add:

  • Greater Gargadon is absolutely fantastic, opponents can't interact with it until it hits the field and by then you'll have drawn another outlet... hopefully.

  • Viscera Seer is a must, you need all the 1 drop outlets you can get.

  • Yawgmoth, Thran Physician is incredible. Free sac outlet that draws you cards AND is removal? Don't mind if I do.

  • Trophy Mage is an easy tutor for both Ashnod's and Phyrexian altar. I run Altar of Dementia instead of Phyrexian altar, so I run Trinket Mage instead of trophy. This also helps me get out my 2 drop mana rocks in a pinch.

Subtract:

  • Falkenrath Aristocrat has never hit for me, 4 mana for a flying outlet is fine, but she's never done well for me.

  • Scorn-Blade Berserker is fine, but think of the timing their effect will be applied on. If you're sacrificing it for Marchesa, it'll be coming back on that end step. If you want to take advantage of backup, you'd have to sac the backed-up creature during that end step. Ideally we want to avoid doing this as you won't have that creature for the whole next turn.

You mentioned that your partner was constantly being left with no blockers for opponent's combat. That's a difficult line to tread, generally Marchesa isn't enormously aggro although it might seem that way. Your goal is to abuse ETB and LTB triggers for maximum value, swinging with creatures only if you have a sac outlet to reset them for the next person's turn.

Add:

  • Kardur, Doomscourge can help with this massively as opponents won't be able to attack you for the next cycle. If he stays around until your next turn you can "flicker" him to goad everyone again!

  • Reef Worm is a pet card of mine, it can generate a huge amount of bodies if you have a Thran Vigil or Uncivil Unrest out. Fantastic sacrifice fodder even if it doesn't have a counter on it

  • Triskelion. You're playing Mikaeus, might as well finish up the combo

  • Imposter Mech is quickly becoming my favourite card. Once you have Marchesa out you generally don't want to attack with her, so you can use her to crew this every turn! Last game I cast it I copied an Avacyn, Angel of Hope to give you an idea of the bonkers stuff you can pull off with it

Subtract:

  • Gray Merchant of Asphodel Generally you don't want to be gaining life in this deck as you want to stay the dethrone target as long as possible. I've died a few times to my own hubris by not including lifegain, but the small amounts you'd be gaining with Gary in a Grixis deck don't make him worth it for me. Special exception to Kokusho, the Evening Star as 15 lifegain is backbreaking for your opponents.

That just about wraps up my thoughts, Marchesa can be pretty complex to play so feel free to reach out if you or your partner have any questions! Like I said, I don't generally play too aggro with my deck. Generally once opponents figure out what's going on you'll be getting a lot of removal thrown your way, but Marchesa is a super sticky commander, she won't leave if you don't want her too. Don't forget to sac in response to removal!

scotchtapedsleeves on Murders and Acquisitions (Marchesa Superiority)

8 months ago

Hey Ender, been a while! I'm still working hard on my Marchesa deck if you'd like to steal some ideas. As for my suggestions:

Hostage Taker is huge as it can steal artifacts.

Imperial Recruiter Can tutor for most cards in my deck, your creature's powers seem a bit higher.

Iron Apprentice is incredible

Thought Sponge is a fantastic draw engine. I find myself drawing 5+ cards each cycle if opponents don't deal with it

Thran Vigil Adds a +1/+1 counter to every creature that re-enters, protecting them immediately and allowing you to sac them.

Uncivil Unrest Does the same as above but for all creatures that enter, also a wincon

Reins of Power Is a favourite of mine against token players. Sac all your creatures to steal an opponents, then you have the option to sac them for a ton of mana with an Altar or get +1/+1 counters on them and sac them as soon as Marchesa reenters the battlefield in your end step.

Aetherworks Marvel has played fairly well

Scroll of Fate Lets you cheat out lands, enchantments and artifacts as Marchesa only checks the card type when it's on the battlefield

Last One Standing is hilarious, same with Saw in Half

Living Death is an incredible board wipe, especially if you sac all your stuff beforehand

I have over 100 cards in my maybeboard that I haven't gotten around to sorting out, but here are some standouts I'm looking to include.

Imposter Mech seems like it could be incredible. Once you get a +1/+1 counter on Marchesa you don't really want to attack with her, so you can use her to crew the mech each turn

Urborg Scavengers Is repeatable grave hate with some bonuses

Kardur, Doomscourge Is dirty

Fell Stinger is a reliable source of draw, can sacrifice itsself in a pinch

Body Launderer seems incredible. Card selection and recursion

scotchtapedsleeves on Murders and Acquisitions (Marchesa Superiority)

8 months ago

Hey Ender, been a while! I'm still working hard on my Marchesa deck if you'd like to steal some ideas. As for my suggestions:

Hostage Taker is huge as it can steal artifacts.

Imperial Recruiter Can tutor for most cards in my deck, your creature's powers seem a bit higher.

Iron Apprentice is incredible

Thought Sponge is a fantastic draw engine. I find myself drawing 5+ cards each cycle if opponents don't deal with it

Thran Vigil Adds a +1/+1 counter to every creature that re-enters, protecting them immediately and allowing you to sac them.

Uncivil Unrest Does the same as above but for all creatures that enter, also a wincon

Reins of Power Is a favourite of mine against token players. Sac all your creatures to steal an opponents, then you have the option to sac them for a ton of mana with an Altar or get +1/+1 counters on them and sac them as soon as Marchesa reenters the battlefield in your end step.

Aetherworks Marvel has played fairly well

Scroll of Fate Lets you cheat out lands, enchantments and artifacts as Marchesa only checks the card type when it's on the battlefield

Last One Standing is hilarious, same with Saw in Half

Living Death is an incredible board wipe, especially if you sac all your stuff beforehand

I have over 100 cards in my maybeboard that I haven't gotten around to sorting out, but here are some standouts I'm looking to include.

Imposter Mech seems like it could be incredible. Once you get a +1/+1 counter on Marchesa you don't really want to attack with her, so you can use her to crew the mech each turn

Urborg Scavengers Is repeatable grave hate with some bonuses

Kardur, Doomscourge Is dirty

Fell Stinger is a reliable source of draw, can sacrifice itsself in a pinch

Body Launderer seems incredible. Card selection and recursion

Anyway, that concludes my rant. Hope all is good with you!

seshiro_of_the_orochi on Need ideas for mishra

10 months ago

Looks like Imposter Mech would be a ton of fun in Mishra. If I remember the cloning rules correctly, each copy you make of it becomes an actual Mech and explicitly not the card it copied, so you could pretty much clone the best permanent any opponent has each turn.

Gidgetimer on Imposter mech

1 year ago

Imposter Mech is treated as being the card it copied at all times with the exceptions noted in the copy ability. It will trigger all ETB effects that whatever it is copying has and has all other abilities of them as well. There is nothing inherently about vehicles or specifically about Imposter Mech that removes abilities when not crewed.

proterran98 on Imposter mech

1 year ago

I play Imposter Mech. I copy The Scarab God. Can imposter mech use the gods ability without being crewed? Does imposter mech also copy ETB effects when it enters the battlefield even if it’s not crewed.

multimedia on Urza's Engines of Armageddon

1 year ago

Hey, +1 for the deck name! I really like the concept of using Vehicles to crew each other to help to pay for Urza's artifact creature affinity. One creature who can crew a single Vehicle can create a chain that essentially bypasses having to pay for Urza's Commander tax.

You have 10 playable Vehicles here, that's not many if you want a Vehicle strategy. Consider more Vehicles and interactions with Vehicles?

Anchor to Reality is a Vehicle Tinker.

Imposter Mech and Weatherlight are more Vehicles with good effects. Weatherlight can repeatedly look at the top five cards of your library and put any one artifact or legendary card into your hand. The better creatures here who have Vehicle interactions are legendary and Artifact lands are historic. Imposter can become any creature an opponent controls, but it's still an artifact/Vehicle. That's really good with Master Transmuter, who can change what creature Imposer becomes.

Another reason to add more Vehicles is Greasefang, Okiba Boss, Esper, Vehicles and Greasefang go together nicely. Tezzeret, Betrayer of Flesh is an underrated Planeswalker with Vehicles and Greasefang, in fact all of his abilities are good here especially -6 emblem with crew. A Vehicle crew chain can draw a ton of cards if you have his emblem.

Crew is an activated ability thus if it's the first artifact activated ability you use on a player's turn it's 2 less to crew. His +1 is Thirst for Knowledge, draw and discard before combat for Greasefang. -2 effect doesn't end until that Vehicle leaves the battlefield which can really turn any noncreature artifact you control into a 4/4 Vehicle.

Research Thief and Bident of Thassa are consistent repeatable draw effects because of Constructs as well as with Vehicles who will most likely have just as easy time then a Construct at doing combat damage to a player. Losheel, Clockwork Scholar is nice with Constructs for combat damage + repeatable draw.

Only seven ramp sources is low amount, consider more ramp? Ornithopter of Paradise without help is not a crewer, but it's good ramp for Urza which is just as important. Liquimetal Torque, if it's not making mana it can make Urza an artifact giving him menace to have an easier time attacking and doing Commander damage. Sculpting Steel can be a mana rock or any other artifact on the battlefield. It's another Metamorph effect which is excellent in multiplayer Commander. Aerial Surveyor is a Vehicle for ramp, but it can only get basic Plains which is still fine.

Cranial Plating is powerful with artifacts and it can be used with 0 power artifacts to make them crewers or attackers.

Good luck with your deck.

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