Maybeboard


A Commander decks that seeks to gain values through a Marchesa sack-reanimate cycle repeating ETB or death triggers. Kill off opponents through direct, repeatable damage, attacking with creatures that are exceptionally difficult to kill, or getting an infinite sacrifice engine going. Note: This page is a work in progress, so much of the description is incomplete, please bear with me as I work on it.

Deck Overview

This is where a description of what the deck is trying to do will go.
Combat damage, grinding out excessive card/board advantage, infinite combo/mill.

Infinite Combos

There are ways to infinitely sacrifice one of the two creatures with Persist, Glen Elendra Archmage and Puppeteer Clique, by either giving them Undying with Mikaeus, the Unhallowed or giving them a +1/+1 Counter on entry with Sage of Fables or Metallic Mimic. Given the right sacrifice outlet, such as Altar of Dementia or Goblin Bombardment, this combo will end the game on the spot. Even without winning the game on the spot, many other cards will generate a lot of value by having a card die or enter the battlefield repeatedly. Altar of Dementia + Glen Elendra Archmage + Mikaeus, the Unhallowed

Trinket Mage

Trinket Mage can find a wide selection of cards. Generally, the card of choice will either be a Sol Ring to ramp you, or a Skullclamp to start drawing a sizeable amount of cards. While I am not currently playing a Wayfarer's Bauble, that is another potential target. If the mage as already entered the battlefield a few times and the other targets are gone, or if you need to find lands of a specific color, I have also included the single-color artifact lands: Seat of the Synod, Great Furnace, and Vault of Whispers

Imperial Recruiter

Most creatures in this deck are small and can be fetched. I'll write about which I specifically look for later.

Trophy Mage

Looks for either Phyrexian Altar or Ashnod's Altar, which are both very strong sacrifice outlets. There are not any 3-drop mana rocks to find since Marchesa, as a 4-drop, synergizes better with turn 2 ramp.

Dimir House Guard

The 4-drop slot is filled with several strong effects that can be game changing in a variety of situations. One of the most common searche targets is Grave Pact, which can completely shut down creature-based and voltron strategies if not dealt with immediately. Glen Elendra Archmage is both a way to interact with the opponents or go for the combo win. Profaner of the Dead is a one-sided boardwipe. I don't play Damnation so this is the only 4-drop boardwipe effect in the deck. Thought Sponge is an insane draw engine if you have Marchesa and a sac outlet out. Hostage Taker can deal with a troublesome artifact or creature. Spark Double can be very strong if you have a another creature on the field with an oppressive etb or death trigger. Yawgmoth, Thran Physician is great if you want a sac outlet and have the extra three many to spare over playing the House Guard itself.

The other searchable targets are: Archaeomancer, Disciple of Bolas, Immersturm Predator, Smothering Abomination, and Solemn Simulacrum.

Dimir House Guard is also a sac outlet which can be just the effect you need at the time. This deck struggles to function without a repeatable sac outset and you should always strive to have at least one of the field.

There are several cards that may seem quite strong in the deck, but are missing from the 100.

Some of these are for monetary reasons. For me, Commander is a casual format and so I am not looking to include any ridiculously expensive cards just for a slight boost in power. So Alpha/Beta dual lands and the fastest mana rocks like Mana Crypt and the Commander-legal moxen are not considered. The deck as-is is not budget by any means, but these are cards I have acquired over many years through trades, drafts, and a couple purchases.

While I do play a couple creature steal effects, I generally try to stay light on them for two reasons. The first is that some opponents really don't like having their creatures stolen and since I play Commander for fun mainly I want my opponents to have a good time, too. Secondly, these kinds of effects require a things to be going pretty well for us in order to be valuable. Steal effects are strongest when we have Marchesa, the Black Rose, a way to get counters, and a sacrifice outlet, this is not always the case. Steal effects can also be a removal spell if only a sacrifice outlet is available.

Although Wayfarer's Bauble is a very strong ramp artifact for just about any deck, but I have chosen to focus on the talismans and signets instead. Bauble is at its best when played on turn one, but because I don't play many of the untapped dual lands I generally take the opportunity to play a tapped land on turn one so I won't fall off-curve on a later turn. Additionally, the 2-drop mana rocks such as the talismans and signets work very well with Marchesa since they ramp you to 4 mana on turn 3.

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Date added 2 years
Last updated 2 years
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

8 - 0 Mythic Rares

46 - 0 Rares

24 - 0 Uncommons

15 - 0 Commons

Cards 100
Avg. CMC 3.11
Tokens Eldrazi Spawn 0/1 C, Morph 2/2 C, Wurm 3/3 C w/ Deathtouch, Wurm 3/3 C w/ Lifelink
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