Combos Browse all Suggest
- Carrion Feeder + Mikaeus, the Unhallowed + Puppeteer Clique
- Blasting Station + Mikaeus, the Unhallowed + Puppeteer Clique
- Puppeteer Clique + Renata, Called to the Hunt + Viscera Seer
- Carrion Feeder + Puppeteer Clique + Renata, Called to the Hunt
- Blasting Station + Puppeteer Clique + Renata, Called to the Hunt
- Altar of Dementia + Puppeteer Clique + Renata, Called to the Hunt
- Phyrexian Altar + Puppeteer Clique + Renata, Called to the Hunt
- Ashnod's Altar + Puppeteer Clique + Renata, Called to the Hunt
- Juniper Order Ranger + Puppeteer Clique + Viscera Seer
- Carrion Feeder + Juniper Order Ranger + Puppeteer Clique
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Creature — Faerie Wizard
When Puppeteer Clique enters the battlefield, put target creature card from an opponent's graveyard onto the battlefield under your control. It gains haste. At the beginning of your next end step, exile it.
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
2 months 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.
9 months ago
Hey, thanks for the comment!
I just made some changes on the deck before reading your comment. I played yesterday and find the deck lacking action sometimes, and struggling a lot to close games or take advantage of some play I made.
In this new version, I thought about Syr Konrad indeed, aswell as Noxious Gearhulk and Puppeteer Clique. I might teste Konrad, just don't know what to take off for him without increasing too much on the mana value.
1 year ago
Demon of Dark Schemes reanimation and a boardwipe
Dread Return reanimation
Puppeteer Clique reanimation of an opponents threat (also works with persist combos if you choose to do that)
Mindslicer hate on blue players. Everyone discard their hand.
Mausoleum Secrets instant speed tutor
Victimize sac a creature return 2. Very good reanimation
For a few additional ideas take a look at My golgari deck it has a lifegain theme that won't translate but many off the cards beyond that might be good includes.
1 year ago
I mean, it seems strong. It should do rather well, the only worry I see is how it will do against
1) very strong aggro based decks like Isshin, Two Heavens as One, Jetmir, Nexus of Revels, and Godo, Bandit Warlord--> board wipes should help keep these under control to an extent, and fortunately board wipes work with your strategy.
2) Combo decks--> these can be trickier as turbo decks can go off quick and other combo decks can have infinite life strategies. (though I think your commander gets around that, I think the life loss he triggers is counted as commander damage, someone correct me if I am wrong)
3) games that go too late: I can see a deck like this running out of steam
Lurrus is a helpful piece to the list but it may be worth considering dropping the companion requirement after testing to relieve yourself of the restriction which gives you access to more cards that I think would honestly make the deck stronger. (combos like sac outlet + Karmic Guide + Reveillark for infinite sac loops, Mikaeus, the Unhallowed (especially with Putrid Goblin and Puppeteer Clique with a sac outlet for another loop), one of my favorite things to do back in the days of zombie pod was Geralf's Messenger + Restoration Angel)
1 year ago
It may seem janky, but many of the sagas work well in Muldrotha
2 of the above are recurring board wipes
Perpetual Timepiece for protection and more mill
Jeweled Lotus Is helpful for casting/recasting Muldrotha
Some other combos you could consider:
Mikaeus, the Unhallowed and Melira, Sylvok Outcast combo well with persist creatures like River Kelpie, Woodfall Primus, Glen Elendra Archmage, Putrid Goblin, and Puppeteer Clique as infinite sac targets.
Melira also works with Devoted Druid for infinite mana
1 year ago
Looks pretty good for a first time deck! Something to keep in mind as you get feedback - EDH decks can be very personal, and playing at all sorts of power levels and competition is valid. Take this feedback with a grain of salt, the important thing is to play with the cards you like for the experience you enjoy. MTG (especially EDH) is a complicated game and there isn't any one strictly correct way to make an EDH deck, or one approach to the game.
tl;dr you do you!
Okay so IMO:
-You've got about 14x ramp (mana increasing) cards and 36x lands, which IMO is a lot of ramp, although to be fair you do have some big creatures to play. Your mileage may vary with how consistent your lands are in your opening hand and whether you get enough ramp to offset the slightly higher chances of being mana starved (also influenced by the mulligan policy of whoever you play with). I prefer 38 lands, and around 8-10x ramp so if it were me I would drop a few ramp cards for extra lands, but that's a personal preference. I don't have experience with running that ratio of ramp vs lands, so if that works for you then more power to you
-The mana pie inner ring shows your mana base of your lands is 50% black and 50% green, but the outer ring shows you have proportionally more green cards, so it's best to re-balance your Swamps and Forests to match.
-You have a good amount of interaction in my opinion (cards that let you destroy opponent's cards or otherwise mess with them), although you could afford to drop 1-2 board wipes (cards that destroy all creatures/etc on the battlefield) if you want to include other cards IMO
-You have a decent amount of card draw but could benefit from adding a few more cards that let you draw more than once. I'd recommend some of these as cheap options that give repeated draw:
-Your game plan seams to be mostly an aristocrat strategy (sacrificing your own creatures for value), also big creatures and power/toughness pumping. You have a good amount of creature/token generation and cards that let you sacrifice things, but you could add a few more effects that benefit you when your creatures die along the lines of Blood Artist. Some cheap ones include
-To fit in those above 2 categories, there are some cards that although powerful don't synergize as much with the common mechanics of your deck as a whole (generating tokens, sacrificing creatures, pumping your army). If you'd like more deck synergy, consider cutting these cards
- Living Death in my opinion you don't have enough cards that fill up your graveyard to justify an expensive mass reanimate (returning creatures from GY to battlefield)
- Burakos, Party Leader: Even with Maskwood Nexus and a board full of tokens to make all creature types, the max party size is still 4, so even in a perfect situation you won't be getting a lot of value out of this card
- These three are all powerful and dont clash with your strategy, but also don't synergize a lot:
- Elder Brain
- Puppeteer Clique
Again though, take all this as my own opinion and not a dictation. This deck is your own and there's nothing wrong with playing cards you like instead of trying to optimize every card slot. Overall this is much better constructed than the piles of random stuff I started playing EDH with!
1 year ago
Torgaar, Famine Incarnate Dusk Mangler Gruul Ragebeast Hornet Queen Meteor Golem Overseer of the Damned Regal Force Rune-Scarred Demon Terror of Mount Velus Titan of Industry Verdant Sun's Avatar Baleful Beholder Bane of Progress Blight-Breath Catoblepas Blitz Leech Brutalizer Exarch Cleanup Crew Dakmor Lancer Dark Hatchling Duplicant Earthshaker Giant Goremand Grave Titan Great Oak Guardian Greenwarden of Murasa Kodama of the East Tree Kogla, the Titan Ape Massacre Wurm Noxious Gearhulk Patron of the Vein Ravager Wurm Regal Behemoth Soul of the Harvest Sower of Discord Thief of Blood Ulvenwald Hydra Whiptongue Hydra Bloodtithe Collector Blossom Prancer Cavalier of Thorns Conclave Naturalists Custodi Lich Demanding Dragon Emrakul's Hatcher Fury Giant Ambush Beetle Gilt-Leaf Winnower Gray Merchant of Asphodel God-Eternal Rhonas Gruesome Scourger Ingot Chewer Indrik Stomphowler Invader Parasite Keldon Firebombers Massacre Girl Mindclaw Shaman Morkrut Banshee Nessian Game Warden Obsidian Charmaw Pharika's Mender Phyrexian Delver Predatory Nightstalker Priest of the Blood Rite Puppeteer Clique Qasali Slingers Regisaur Alpha Serpent Assassin Shadowborn Demon Shriekmaw Silverglade Elemental Stuffy Doll Stingerfling Spider Whiptail Moloch Wei Assassins Wild Celebrants Agent of Erebos Ancestral Statue Balustrade Spy Bloodboil Sorcerer Bramble Sovereign Cackling Fiend Carrion Imp Chain Devil Coal Stoker Dagger Caster Disciple of Bolas Dread Presence Flametongue Kavu Foundation Breaker Grief Intellect Devourer Kozilek's Predator Llanowar Empath Masked Admirers Mausoleum Turnkey Misfortune Teller Myconid Spore Tender Nekrataal Nantuko Cultivator Ondu Giant Oxidda Scrapmelter Quirion Trailblazer Rampant Rejuvenator Ravenous Chupacabra Sawblade Slinger Slippery Bogbonder Solemn Simulacrum Summoner's Egg Sylvan Messenger Traxos, Scourge of Kroog Umori, the Collector Voice of Many
1 year ago
Hey, cool list. I think there are a couple of different ways of building Henzie and I feel like you have a couple of different ideas going on here. Here are my thoughts on the different themes you can focus on that synergize with Henzie's abilities:
Cost reduction (making big impactful creature cost as little as possible to cast multiple in a turn every turn) Goreclaw, Terror of Qal Sisma, Nylea, Keen-Eyed, Cloud Key, The Immortal Sun, Marauding Raptor, Heartless Summoning, Krosan Drover, Goblin Anarchomancer, Semblance Anvil
"Blink" (lots of undying, persist, and plenty of "Feign Death" effects to maximize etb/dies triggers and keep the creatures after blitz) Cauldron of Souls, Conjurer's Closet, Kaya's Ghostform, Supernatural Stamina, Blood for Bones, Undying Malice, Minion's Return, Demonic Gifts, Abnormal Endurance, Unholy Indenture, Return to Action, Fake Your Own Death, Flayer of the Hatebound, Mikaeus, the Unhallowed, Puppeteer Clique, Woodfall Primus, Murderous Redcap, Faceless Butcher
Value Town (maximize card advantage, keep the cards flowing, recursion, keep non-creature count low) Guardian Project, The Great Henge, Greater Good, Lifeblood Hydra, Demonlord Belzenlok, Gorex, the Tombshell, Deadwood Treefolk, Acolyte of Affliction, Evolutionary Leap
I think doing a combination of these three things is solid, but I'd recommend focusing on one and trying to keep the game plan somewhat focused. My brew leans towards Value Town.
Things in your current list that I'm a little skeptical of:
Sundial of the Infinite I think since Henzie is only giving us a small mana discount, this would just be used as a weird "your creatures have haste". I think you often want to take advantage of the "when this dies, draw" rather than 1+ mana cost reduction.
Deathreap Ritual This doesn't trigger if your creatures are dying in your end step to blitz, creatures need to die before the end step for the Ritual trigger to go on the stack. Even if that wasn't the case, I feel like it's better in decks where you're the one making sure it's triggering on each of your opponents turns. What Henzie is doing doesn't really help with doing that. I feel like Moldervine Reclamation would be similar in concept, but more synergistic once the deck is going (but I also don't think it's worth an inclusion).
Living Death How are you filling your yard? Henzie doesn't get cards into your yard very quickly. I think the is a card that fits better in decks that are doing plenty of looting and self milling. It's very likely the other graveyard players will benefit more than you when you cast this.
Most of your creatures that are less than 4 cmc don't seem like they do enough with Henzie to take a slot. I think you'd be better off if your CMC<4 mana stuff was non-creatures that ramp and/or setup for your game plan. I can understand the sac outlet ones if you're really taking advantage of the instant speed aspect, but most of the time you're having to sac end of turn anyway, so I think it'd be better to take advantage of the better payoff of the non-creature sac outlets (like Evo Leap, Vampiric Rites, the various Altars, Greater Good, etc.) As far as mana dorks, I feel like 2 mana ramp spells will help more in the long run. I don't think Henzie is powerful enough of a turn 2 play to risk losing mana sources to pings and/or wraths.
All that being said, it's great seeing other peoples takes on Henzie. I've certainly gained a bunch from reading your comment on my decklist and thinking critically about yours. I'll try and keep my list updated as I play it more. It's been a blast so far. If I didn't already have a black based "blink" deck I think I'd probably lean Henzie towards that strat. :)