Maybeboard


This deck is NOT based on the 2017 precon that Marchesa comes with as a backup commander!

This is a budget version of Marchesa, featuring hard-to-kill and recurring creatures that aim to control the board state of all players while slowly draining everybody's life before the final kill.

If you haven't played this kind of deck before, I advise to first read the rest of the primer so that you understand how it functions before reading any further, then come back and look at the budget cards.

I put this section up here prior to the primer so that you understand this deck can be cheaper AND even more efficient! My goal, for myself, was to build a functioning deck with what I already had and then slowly upgrade it as cheaply as I could, preferably through trade, and show others how to do the same!

................ On TCGPlayer.com, this deck maxes out at about $149 versus what most would consider a budget deck (under $100).

While this doesn't meet the traditional definition of what most would call a "budget" deck, it is comprised of cards I already owned. I have not gone and purchased or traded for cards (yet) that would be far more efficient and make this deck a powerhouse. In fact, I have many common and uncommon cards in here that are only good because we'll be able to use them over and over again and they're cheap (both in $ and in mana cost).

Here are the lands that can easily replaced to make the deck more budget friendly:

Drowned Catacomb $7, Steam Vents $19, Watery Grave $17, Dragonskull Summit $5

By replacing those non-basic lands with basic lands, we can save $48 and basically reach the $100 threshold.

Want to save more money? Easy! Below are the spells that would have the least impact on our strategy combined with the highest money cost:

Wurmcoil Engine $23, Dance of the Dead $9, Lim-Dul's Vault $8, Dreadbore $5

That saves us another $45. Combined with the lands, we can now bring this deck from a TCGplayer high price of $149 down to $56, and the low TCGplayer price of $137 down to $44.

Nooice!

Now, how do we upgrade? Scroll through the primer and find the upgrade section and we'll show you where to look!

Here are some cheap cards you might have or can easily trade for or buy on the cheap that could really upgrade our deck:

Fleshbag Marauder 25¢ - Forces sacrifices around the table.

Midnight Reaper 50¢ - Keeps us lower on health and gives us card advantage.

Ashes to Ashes 50¢ - Removes creatures, and lowers our life total to keep us under other players to help trigger Dethrone.

Grim Haruspex 40¢ - More card draw!

Ob Nixilis's Cruelty 20¢ - An excellent removal card for stubborn creatures.

Guildmages' Forum 50¢ - A land that can automatically allow some of our creatures to respawn via Marchesa.

Viscera Seer 35¢ - A sac engine that also helps speed up our deck and create efficient card draws.

Iron Apprentice 20¢ - A terrific little guy with his own counter that can transfer said counter others. Perfect!

Plaguecrafter 50¢ - Awesome ETB effects!

Watcher for Tomorrow 40¢ - Sac for card advantage

Siren Stormtamer 50¢ - Basically a self-recurring counterspell in this deck.

Gonti, Lord of Luxury 25¢ - Cast spells from opponent's library every ETB.

Solemn Simulacrum 70¢ - Land fetcher and card draw, excellent!

Fain, the Broker 80¢ - Creates counters, creates mana, creatures token creatures, self-untapping, what's not to love?

Sifter of Skulls $1 - Token creature and mana generator

Sage of Fables $2 - Gives several of our creatures a counter and can be used for card draw when our creatures have multiple counters.

Unspeakable Symbol $3 - Keeps us lower in life than our opponents and adds counters to any creature. Sweet!

Upvote and support this Budget Marchesa deck!

Keep in mind that this is a deck meant for MULTIPLAYER, preferably 4 (or even more if you're having a big night of friends over!). This deck works best with Dethrone triggers, thus the more players there are, the more opportunity that somebody has more life than you! Also, because of this, we change targets each turn and do not focus on one player, and we aren't doing very much damage to start with, so we're staying low-key and hoping not to be seen as Archenemy #1 at the table. This deck will not do very well 1v1 unless we're up against a deck with a light lifegain off-theme (but not a MAJOR lifegain theme!).

Play smart, stay low, act only to defend yourself in the early stages. We're playing the long game, and Marchesa is a brilliant commander on Sith Lord-like levels for this extended plan of dominance.

With recurring creatures with great ETB effects, we get to make opponents sacrifice their creatures (and thus ignoring hexproof, shroud and indestructible keywords) and discard cards, while we get to put more creatures into play and draw more cards, all the while recurring counterspells, destroying artifacts, and doing damage to opponents every time a creature dies.

Let's take a look at how the deck works, how to upgrade it, how to budget it, and some tips and tricks!

Marchesa, the Black Rose has and gives all of our creatures "Dethrone", which adds a +1/+1 counter to any of our creatures the moment they are declared as attackers.

Additionally, any creature with a +1 counter on it that dies comes back at the end of the turn, whether said counter was gained via dethrone or not (meaning counters granted by Undying, Unleashed, or any other way).

This means that Marchesa is truly the centerpiece of our deck and we must protect her. Once she's off the board, our creatures will not come back from the graveyard.

Marchesa's minions are the sacrificial lambs of our deck. Some live only to serve, to die and die again, only to be reborn for the purpose of dying for The Black Rose once again. Others, serve a slightly higher purpose ...
These creatures generally only have Undying or Unleash keywords, or are at the very least good blockers, which allows them to enter the battlefield with a +1/+1 counter already on them. They are self-sufficient, if nothing else.

Butcher Ghoul, Rakdos Drake, Stormbound Geist

It is important to note that Undying is better for us than Unleash, as unleashed creatures aren't allowed to block. Undying also allows us to sacrifice creatures without a counter on them yet when Marchesa is in the Command Zone, so they serve an important role!

Our deck will be stronger when we eventually get rid of all Privates and make them Sergeants, so long as they ALSO have an Undying effect.

Note: Creatures with "Persist" are also good in our deck, as they can return without a +1 counter, and come back naturally with a -1 counter on them, which Marchesa can remove with her +1 and they come back yet again. Persist is also better than Unleash, imho.

Some of our army aren't necessarily part of our overall machine, but help us reach our goal nonetheless, and these are our specialists:

Drillworks Mole: This lil guy can make his own counter, but what he's really for is plopping a counter down on our commander so she can recur immediately.

Magus of the Abyss - Magus helps us via recurring sacrifices of our enemies. We're already built to handle it and benefit, but our opponents are most likely not! Combined with our other spells that force sacrifices, and direct removal spells, they're going to find it hard keep much on the board! ;)

Mahadi, Emporium Master - At the end of every turn we get treasure tokens (mana) for every creature that died! Nooice!

Raphael, Fiendish Savior - As long as one creature died on our turn, we get a token flying creature that we can sacrifice or use as a blocker that does 1 damage to anything when it dies. Sweet!

Simic Manipulator - If we cast basically any creature or get a token after Simic comes into play, he evolves and gets a counter, which is great! He gets more counters, too! Cash these in to take control of opponent's creature forever ... or multiple creatures! Find a great target to help us win, or sacrifice it, or blink it with Conjurer's Closet! Even better, if we can attack with it or get a counter on it some other way, Marchesa will keep bringing it back under our control. Frickin' Nooice!

Zealous Conscripts - She can drop and immediately attack with a newly-stolen friend from our tablemates. Much like with Simic above, we then Sac the new creature for keeps, or we can blink it with Closet.

Our NCOs are creaturess that provide us a bonus when sent to slaughter.

Card Draw/Search/Recursion: Archaeomancer, Baleful Strix, Liliana's Shade, Oculus, Driver of the Dead, Disciple of Bolas, Corpse Augur

Removal/Interaction: Abyssal Gatekeeper, Nekrataal, Vindictive Lich

Causing Discards: Black Cat, Vindictive Lich

Damage: Geralf's Messenger, Vindictive Lich

Life Gain: Disciple of Bolas

LTs are the creatures that do all the sacrificing and get our engine of goodness working.

Multiple Free Sacrifices: Blood Bairn, Bloodflow Connoisseur, Devouring Swarm, Falkenrath Torturer, Goblin Bombardment

Multiple Sacrifices with mana cost: Fell Shepherd

Be sure to only activate sacrifices (in the majority of cases) when our Commander is on the board or if it's an Undying keyword creature without a counter on it.

NOTE: Conjurer's Closet acts as a poor-man's sacrifice in our deck, blinking our creatures away and back on to the board to take advantage of their ETB effect. This is handy for when we don't have a Sac outlet on the board, or when Marchesa in the GY or Command Zone and cannot currently cycle a sacrifice back into play. It's also handy because, well, we're a little low on sacrifice engines in this deck so we're doing what we can.

Our creatures that create and direct the damage generated by our sacrifices are our Captains!

Damage to 1 target: Blood Artist, Falkenrath Noble, Outpost Siege

At the top of our Army's Pyramid are a handful of creatures, our Generals, that will help us in the mid-to-late game phases and help us speed up the process of winning:

Fell Shepherd - Not only can he sacrifice creatures for us, but he also drops -2/-2 on our enemies' creatures (or our own if we're desperate enough), so he can help clear the way for our attackers. Convenient, since he also likes to attack and he's a beast at 8/6. Once he does combat damage, any creatures that died that turn (esp the ones HE sacrificed!) come right back into play!

Ghastly Death Tyrant - This tyrant really only serves one purpose, but it's an important one. He's here to destroy enchantments. Because there some enchantments out there that can royally ruin our entire plan simply by existing, we need to ensure we have a way to eliminate them if we can't Counterspell them first. While 6 mana is a lot, when the time comes you will NOT be sorry to see ole Ghastly get to work. Enchantments like Rest in Peace, probably the most common that we'll see, is what we hate.

Grimgrin, Corpse-Born - Starting at 5/5, he's a hefty boy. But he's also a sacrifice generator. The big bonus is that he can destroy a creature when he attacks. You get a +1/+1 counter for doing each of those two things, and if Marchesa is out, he gets a third, so by the time he's raging towards your opponent, he's already an 8/8. One more turn and he'll be an 11/11. Bonus, you can sacrifice a creature in between turns so that he can block!

Reef Worm - This worm is the Napoleon of Generals ... short, but the ego gets bigger and bigger! In a 4-player game, we can actually pull out a 9/9 Kraken by the our next turn. Bonus is that the original worm keeps coming back with Marchesa, too, so in the right environment we can start pumping out 9/9 Krakens like a Mishra's Factory!

Wurmcoil Engine - While it doesn't end packing a punch like a 9/9 from Reef Worm, it does have the potential to pump out several token creatures with Deathtouch and Lifelink for blocking. That said, be careful of the Lifelink, lest you ruin a chance to trigger Dethrone. If need be, use your Lifelinked token to block, then sacrifice before damage is exchanged.

Puppeteer Clique - On ETB he can snatch a creature from our opponent's graveyard, which Marchesa claims as her own to join our army. His Persist keyword ability helps recur him with or without our commander's help, and we can abuse him via sacrifices. He's a great piece in our deck, because we love forcing our enemies to sacrifice their creatures and then using them to our own ends!

We enjoy stealing our opponent's creatures and then making them ours. Simic Manipulator does it well, but we can go a little bit further. I mean, why remove creatures when you can just take them??!?

Dance of the Dead - Take anybody's creature from a graveyard! Bonus, it comes with a +1/+1 counter already on it, even if our enemy tries to destroy the creature or the enchantment, we can sacrifice in response and get to keep the creature! Never sacrifice first ... only do it in response to removal!

Grave Betrayal - Any creature that dies is ours. ALL YOUR CREATURE ARE BELONG TO US! And, again, it already has a counter on it so we can continue to recur it with Marchesa!

Mass Mutiny - In multiplayer, we can steal up to three creatures, which is great in the late-game, especially against battlecruiser-type decks. They get haste, so we can attack right away. Then our queen of all queens steals them permanently with a sacrifice before end-of-turn!

Aside from using creatures for card draw and card recursion via Archaeomancer, Baleful Strix, Liliana's Shade, Oculus, Driver of the Dead, Disciple of Bolas, we also have dedicated spells for it, too:

Ever-Watching Threshold, Lim-Dul's Vault, and Recall.

Though we don't want to have to rely on Dethrone all the time to get counters, it's something we will be doing often enough that we need to monitor the health of all players at all times because we need to attack the highest health player to activate Dethrone.

To do this, we may have to manage our health. We may actually want to let players successfully attack us at times to drop our health. We can also use Lim-Dul's Vault to purposefully lower our health (you can just keep going through 5 cards at a time forever, lol) if you are the highest player at the table. You can have Outpost Siege target yourself (just make sure to sacrifice Blood Artist and such before doing so, if he's on the board). You get the idea.

In fact, having the highest health in a multiplayer game (while usually a good thing), can be one of our largest weaknesses. Play smart! If dropping Disciple of Bolas is going to put you too far ahead to attack and get counters via dethrone, then don't do it. If a card creates an action that needs to responded to in the form of "Pay X life or Y happens", you should strongly consider taking the health penalty (such as paying the 2 life for Steam Vents to untap, even if you don't need the mana from it).

Again, we've got a lot of creatures that help us remove threats on the board, but this is a control deck. Sometimes we need to respond immediately, either via a counterspell or a removal spell.

Archaeomancer helps us play all of these cards repeatedly, so sometimes Archaeomancer is actually more important to protect than Marchesa since she can always come back and is readily available. Adding a Diabolic Tutor would be a smart play to go search for this wizard, and using Recall to get him back if he dies would also be a good call. Protect him so you can get the most out of these cards!

Here's our suite of counter and removal:

Annul - This here to counter Rest in Peace if you're playing against white. Seriously, if against white, hold this card to stop THAT spell exactly. Even if a Tormod's Crypt-like artifact is played, save Annul for RIP! We can get rid of artifacts via destruction and simply not send anything to the graveyard until we do. There are other cards to worry about, too, that Annul is specifically in here to counter, such as Leyline of the Void, Planar Void, Wheel of Sun and Moon, Night Soil, etc. You get the idea. Annul is our best chance to avoid being shut down completely.

Circular Logic - Normally we'll just pay the full price for this spell. It's here, though, because it gives us the ability to only pay 1 mana for it in an emergency. Otherwise, we can keep recurring it until that emergency arrives.

Counterspell - One of the most powerful cards ever made. 'Nuff said.

Essence Scatter - Save this for creatures that will be hard to get rid of once you understand your opponent's plan.

Dispel - Use it wisely. It's worth holding on to to stop infinite combos.

Rakdos Charm - If your opponent is playing a token deck and you expect them to play a massive amount of tokens for a final blow, esp infinite tokens, save this card. Cast at the right time, you can use their tokens against them to not only survive, but knock them out in the process. Also handy against other graveyard manipulation decks and stopping artifacts that are parts of combos.

Reality Shift - This is for hard-to-kill creatures. Just exile really bad ones! A 2/2 is nothing compared to what you'd be up against otherwise.

Sudden Spoiling - Another card to stop "unstoppable" creatures. Take away their hexproof and indestructability and what's left? A grounded Ornithopter ripe for the kill. Go get 'er!

Tragic Slip - Nearly no creature can survive a -13/-13 condition. Use it wisely.

Barter in Blood - Everybody sacs 2 creatures. For us? Good! For them? Baaaaaad!

Dreadbore - Planeswalker hate. We hate them because they avoid sacrifices, and because Dethrone doesn't trigger when attacking planeswalkers (only actual players). This spell is gold.

Note: It's important that we keep recurring counterspells from the graveyard (via Archaeomancer and Recall)), in order to protect and keep Marchesa alive, or to stop somebody from removing our graveyard when it has important stuff in it that we don't think we can't win without (esp late-game). Take advantage of Jeleva, Nephalia's Scourge to cast GY retrieval spells from your opponent's exiled cards to use on our own spells!

Note 2: If Marchesa is in the command zone and therefore you cannot bring Archaeomancer automatically back from the graveyard, your opponents may strike while the iron is hot. If they try to Swords to Plowshares, you can simply sacrifice your Archaeomancer in response and send it to the graveyard before it is exiled. If you are not confident in getting it back (or don't have a sacrifice outlet any more), and since it's def a creature you want active on the board, you will want to counterspell the STP. Now, if you've been recurring a counterspell constantly with Archaeomancer already, your opponents are already expecting it to be countered ... which means they probably have another removal spell ready to come in behind the counterspell. But if you've drawn a second counter, let's say Dispel, do not use Dispel first, so as not to give up the game that you have a second counter ready. If you did use Dispel first, then they know you still have the other counter ready and they'll hold their removal until they have yet another one and try again later. Don't give them that advantage to hold over your head. Use Counterspell on the first, then when they pull out another removal card, THEN you use Dispel.

Morale of the story is: keep track of what you've brought back with Archaeomancer, because that's all public information. Keep using those, save the other cards you've drawn a secret for as long as you can.

Mana rocks are important to us. Unfortunately, our mana rocks aren't all that great. In reality, I have some better rocks but they're in other decks. I need more multiples of better ones to spread around, but this also helps us keep the budget price down for those of you that can't afford shinier rocks. You can certainly do better, I'm sure.

As it is, here's a list of what we're using which is the MINIMUM that I'd use (please do better than me, you'll love it):

Charcoal Diamond, Commander's Sphere, Darksteel Ingot, Fellwar Stone, Fire Diamond, Honored Heirloom, Mind Stone, Sky Diamond, Sol Ring

Upgrades can be had at literally every category mentioned above, but it may be hard to figure out what is better as well as what to REMOVE to fit the new cards in.

If you're looking for a new creature, look for Undying creatures with ETB abilities or on-death triggers or any other special effects. The more things a creature can do when sacrificed or sitting on our board or attacking, the more effective our deck is going to be. Obviously, replace creatures that do fewer good things.

Look for additional sacrificing sources, especially ones that don't require mana to activate, and keep an eye out for ones that GIVE mana! A perfect example would be Ashnod's Altar. Once you have a way to acquire mana via sacrifice, you can include X spells to do bigger things, like Profane Command to end someone's night, or power a card such as Skullclamp.

Increasing the efficiency of your lands and mana rocks will always help any deck. Find lands that don't tap upon ETB, and mana rocks that cost less mana to play or give more mana when used.

Found a good card with synergy for our goals but still don't know what to replace? Look at cards that cost 6 or 7 mana, or ones that aren't directly part of the Sacrifice/Recurrence/ETB-OD machine. Here's a starter list for the things that have the least synergy in the deck that can be replaced most easily:

Vampire Nighthawk, Dance of the Dead, Grave Betrayal, Wurmcoil Engine, Ever-Watching Threshold, Mass Mutiny, Simic Manipulator, Ghastly Death Tyrant

Now that we've identified the things we want and things that aren't efficient, let's look at specific cards to go and get!

Here are some cheap cards you might have or can easily trade for or buy on the cheap that could really upgrade our deck:

Fleshbag Marauder 25¢ - Forces sacrifices around the table.

Midnight Reaper 50¢ - Keeps us lower on health and gives us card advantage.

Ashes to Ashes 50¢ - Removes creatures, and lowers our life total to keep us under other players to help trigger Dethrone.

Grim Haruspex 40¢ - More card draw!

Ob Nixilis's Cruelty 20¢ - An excellent removal card for stubborn creatures.

Guildmages' Forum 50¢ - A land that can automatically allow some of our creatures to respawn via Marchesa.

Viscera Seer 35¢ - A sac engine that also helps speed up our deck and create efficient card draws.

Iron Apprentice 20¢ - A terrific little guy with his own counter that can transfer said counter others. Perfect!

Plaguecrafter 50¢ - Awesome ETB effects!

Watcher for Tomorrow 40¢ - Sac for card advantage

Siren Stormtamer 50¢ - Basically a self-recurring counterspell in this deck.

Gonti, Lord of Luxury 25¢ - Cast spells from opponent's library every ETB.

Solemn Simulacrum 70¢ - Land fetcher and card draw, excellent!

Fain, the Broker 80¢ - Creates counters, creates mana, creatures token creatures, self-untapping, what's not to love?

Sifter of Skulls $1 - Token creature and mana generator

Sage of Fables $2 - Gives several of our creatures a counter and can be used for card draw when our creatures have multiple counters.

Workhorse $2 - Workhorse could really be a, uh, "workhorse" for us in this deck! It may be costly at 6 mana, but once in play we can keep recurring it and at that point it's like getting a free colorless Black Lotus every turn.

Unspeakable Symbol $3 - Keeps us lower in life than our opponents and adds counters to any creature. If you're low on money but can spend a few bucks, this is the place to do it!

Want to invest a higher amount of money to see increased dividends in the deck? Here are my suggestions to powerlevel this deck up:

Unspeakable Symbol $3 - Pound for pound, this is the most bang for the buck card we can get our hands on, giving us counters on creatures for stuff we already want to accomplish!

Cytoplast Manipulator $5 - Comes in with a counter, gives counters to others, steals creatures that we can sac and claim forever! Rawr.

Glen Elendra Archmage $8 - A recurring counterspell really makes people think twice about casting any spell towards your board, especially when you likely have additional counters in your hand!

Spark Double $10 - Copy Marchesa as a backup against target removal and/or to double our Dethrone affect. Or, copy a Blood artist for double damage, or anything else, really. Change it to something else by sacrificing and bringing it back!

Ashnod's Altar $13 - A free sacrifice machine that gives us mana.

Skullclamp $11 - Can create some serious card draw if we have the mana to equip it to several creatures each turn, but works best with a sac source such as Ashnod's Altar above.

Grave Pact $30 - We sacrifice and force everybody else to do so, too! Keep everybody's board empty and non-threatening!

Dictate of Erebos $14 - Pssst! The Grave Pact effect above can be had here for half the price!

Necropotence $40 - Already known as a powerful card (one of the first truly broken cards in magic) for it's card drawing capabilities, it pulls double duty by keeping under the high life total radar. A nice thing here is that even though we're skipping our draw phase, we don't have to rely on Necropotence to get new cards, because our deck is has many spells and creatures that give us extra card draw opportunities that are not stopped by Necropotence, and at a certain point we can also survive off of graveyard manipulation and recurrence alone.

Mikaeus, the Unhallowed $40 - Gives all of our creatures Undying and makes them stronger. This would be an awesome card in our deck!

Yawgmoth, Thran Physician $44 - It's a sacrificing engine, it keeps our life in check, it drops -1 counters on opponent's creatures, makes our creatures stronger, and it gives us card-drawing power. This is a powerhouse card!

Each of the combos below can easily be placed in the deck, and all the cards will still functionally and complimentary with the rest of the deck as normal, but when all cards are in play at the same time, MAGIC HAPPENS!
Infinite damage and infinite card draw

With all cards in play...

1) Use Ashnod's Altar sacrifice ability on Flayer of the Hatebound, gain 2 mana

2) Flayer of the Hatebound returns from GY with Undying, gets +1/+1 counter, and his ability on ETB deals 5 damage to any target

3) Use 2 mana for Sage of Fables' ability and remove the +1/+1 counter from Flayer of the Hatebound, and draw a card

4) Flayer of the Hatebound is able to activate Undying once again if he dies

5) Repeat from 1 until opponent is dead from damage

Note: Flayer of the Hatebound cannot not have any + or - counters on him when first initiating this combo or it won't work, so you may have to use Sage of Fables first before initiating!

Note 2: If you want do add Laboratory Maniac to the deck, you can also win via the same exact combo, or by drawing all your cards with Maniac in play!

Note 3: Adding Laboratory Maniac is NOT actually recommended for this deck because it is has no other purpose but this combo.

Note 4: This is the worst of the infinite combos available as it requires you to draw a card each time, and you may run out of cards before you defeat all your enemies. It is impossible to kill 3 people in a multiplayer game that are at or near full health ... unless you also add Blood Artist to the combo and have Blood Artist target a different player!

Infinite damage and infinite life

With all cards in play...

1) Use Free Sacrifice ability on Puppeteer Clique

2) Blood Artist deals 1 damage to target player, you gain 1 life

3) Puppeteer returns from Graveyard due to Persist AND Undying from Mikaeus, the Unhallowed

4) The +1/+1 counter from Undying and -1/-1 from Persist cancel each other out, leaving Puppeteer with no counters, allowing Puppeteer to return from Undying or Persist once again if he dies again

5) Repeat from 1

Note: Puppeteer Clique cannot not have any + or - counters on him when first initiating this combo or it won't work

Infinite damage

With all cards in play...

1) Use Goblin Bombardment sacrifice ability on Glen Elendra Archmage for 1 damage

2) Glen Elendra Archmage returns from Graveyard due to Persist AND Undying from Mikaeus, the Unhallowed

3) The +1/+1 counter from Undying and -1/-1 from Persist cancel each other out, leaving Glen Elendra Archmage with no counters, allowing Glen Elendra Archmage to return from Undying or Persist once again if she dies again

4) Repeat from 1

Note: Glen Elendra Archmage cannot not have any -1/-1 counters on her when first initiating this combo or it won't work!

Note 2: Adding Glen ElendraArchmage to your deck is a great play for it's counterspell abilities, too!

Upvote and support this Budget Marchesa deck!

Please comment and let me know what you think, give advice to others on your experience with Marchesa, the Black Rose, ask questions, or just to say "hello!" =)

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97% Casual

Competitive

Revision 5 See all

(1 year ago)

+1 Allure of the Unknown maybe
Top Ranked
Date added 1 year
Last updated 1 year
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

3 - 0 Mythic Rares

25 - 0 Rares

25 - 0 Uncommons

33 - 0 Commons

Cards 100
Avg. CMC 3.09
Tokens Devil 1/1 R, Fish 3/3 U, Kraken 9/9 U, Manifest 2/2 C, Treasure, Whale 6/6 U, Wurm 3/3 C w/ Deathtouch, Wurm 3/3 C w/ Lifelink
Folders My Personal Decks
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