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Are you tired of your ultra-aggro playgroup and you want tax them to the bone? so Queen Marchesa is the commander that you want! Jokes aside, this Mardu commander can be really fun to play if you like control decks (a bit less for your opponents). Are you interested on how this deck works? below you can find a little primer on how play Marchesa.

Because Mardu is one of the more versatile color combination of the entire game! Red gives you access to potential threats, black allow you to draw, remove danger creatures and retrieve from the graveyard and white is great for keeping your opponents in stalemate. A combination of colors really nice for a control deck. If you are already familiar with Magic and you don't mind a three color deck, below you can see if this is the deck for you. You might like play this deck if:
  • You like have a toolbox deck for every eventuality
  • you like to work on your strategy slowly, safe behind your defenses
  • you want bring your opponents to fight each other for inertia
You may not like playing this deck if:
  • You prefer explosives and fast decks that try to win if few turns
  • you prefer the ramp, without the green this deck have no ramp, just mana rocks
  • you hate long games and have almost always the attenction of the table on you.
Like I said, Mardu is a really versatile colors combination, but how whe choose our commander? well, It depends on your playstyle, and the choices are so much. Unless you are new at Commander, surely you know Kaalia of the Vast , one of the strong Mardu (and ever) commanders; or the uncle Edgar Markov , that in a vampire tribal deck can be just lethal. However what we need is a commander that can help us over the time... and who better than Queen Marchesa can do it? With a relatively low cost of 4 mana, Markesa have nice abilities like Haste and, more important, Deathtouch, a really useful ability (especially if combined with First strike, and we have many ways to givi it to her). But what really make this commander interesting arrive now. When Marchesa enter in the battlefield, you became the monarch. What mean be the monarch? just that until you don't get damage, at the end of your turn you can draw a card ... so sweet, if you think that this deck is full of "pillows", a free card is always appreciated! Lastly, her last ability sais that, if at the begging of your turn you are no more the monarch, you may put for free a 1/1 black assassin token with deathtouch, this mean that dosn't matter if you are or not the monarch on your turn, you will always profit from her. Maybe she is not a so lethal commander like uncle Edgar, but having a constant influx of free tokens or extra card draw in a control deck is definitely the best choice!
here I will separate the cards of the deck in more categories, to help you understand how to manage them:

Monarch

  • Throne of the High City
  • Skyline Despot
  • Custodi Lich
  • Queen Marchesa
  • Protection

  • Teferi's Protection
  • Mother of Runes
  • Swiftfoot Boots
  • Lightning Greaves
  • Utility

  • Capital Punishment
  • Rakdos Charm
  • Luminarch Ascension
  • Sun Titan
  • Grand Abolisher
  • Blood Artist
  • Mathas, Fiend Seeker
  • Archetype of Courage
  • Ramp

  • Chromatic Lantern
  • Boros Signet
  • Fellwar Stone
  • Orzhov Signet
  • Rakdos Signet
  • Sol Ring
  • Thought Vessel
  • Land tutor

  • Land Tax
  • Solemn Simulacrum
  • Tutor

  • Demonic Tutor
  • Draw

  • Phyrexian Arena
  • Read the Bones
  • Solemn Simulacrum
  • Mathas, Fiend Seeker
  • Queen Marchesa
  • Planeswalker

  • Elspeth, Sun's Champion
  • Kaya, Ghost Assassin
  • Evasion

  • Rogue's Passage
  • Tokens

  • Assemble the Legion
  • Luminarch Ascension
  • Kazuul, Tyrant of the Cliffs
  • Teysa, Envoy of Ghosts
  • Queen Marchesa
  • Ophiomancer
  • Lands

  • Swamp
  • Fetid Heath
  • Sulfurous Springs
  • Marsh Flats
  • Temple of Malice
  • Caves of Koilos
  • Command Tower
  • Nomad Outpost
  • Temple of the False God
  • Maze of Ith
  • Rugged Prairie
  • Mountain
  • Naya Panorama
  • Godless Shrine
  • Sacred Foundry
  • Plains
  • Bloodstained Mire
  • Rogue's Passage
  • Battlefield Forge
  • Graven Cairns
  • Throne of the High City
  • Blood Crypt
  • Temple of Silence
  • Temple of Triumph
  • Pillowfort

  • No Mercy
  • Ghostly Prison
  • Koskun Falls
  • Sphere of Safety
  • Michiko Konda, Truth Seeker
  • Archangel of Tithes
  • Windborn Muse
  • Teysa, Envoy of Ghosts
  • Crawlspace
  • Norn's Annex
  • Baird, Steward of Argive
  • Hate/stax

  • Authority of the Consuls
  • Blind Obedience
  • Aura of Silence
  • Kambal, Consul of Allocation
  • Thalia, Heretic Cathar
  • Grand Abolisher
  • Teysa, Envoy of Ghosts
  • Aven Mindcensor
  • Removal

  • Utter End
  • Anguished Unmaking
  • Mortify
  • Wear / Tear
  • Rakdos Charm
  • Crackling Doom
  • Vandalblast
  • Swords to Plowshares
  • Path to Exile
  • No Mercy
  • Custodi Lich
  • Royal Assassin
  • Skyline Despot
  • Archfiend of Depravity
  • Board wipes

  • Austere Command
  • Toxic Deluge
  • Wrath of God
  • Merciless Eviction
  • Retrieve

  • Phyrexian Reclamation
  • The strategy for this deck is simpler than it may seem:
  • On the first part of the game, your purpose would be axcelerate your mana more that you can, to cast your commander at least on turn three, so you can take advantage from here as soon as possible; begin with a Sol Ring or a Fellwar Stone would be great. Another way to get mana fastly is Land Tax . If you need protection for your commander or for some key creatures, you may play a couple of di Swiftfoot Boots and Lightning Greaves , if instead you want begin draw from now, a Phyrexian Arena is what you are searching.
  • The strategy now depend on what we have on our hands, if you prefer a more obstructionist approach, Thalia, Heretic Cathar or a Aven Mindcensor will annoy several players, while Authority of the Consuls and Blind Obedience slows down the rest of the table considerably. If instead you have in mind a more difensive strategy (not immediately attract the ire of the table can be a good thing) you may count on your pillowforts, like Ghostly Prison , Windborn Muse or Sphere of Safety , that will make you a difficult target for a long time. If you however need to remove some annoying cards, the deck have removals for any kind of problem: Path to Exile for an annoying creature, Wear / Tear for a enchantent or an artifact, or a nice Utter End for everything you have in mind to destroy.
  • At this point if everything went the right way, out opponents our particularly irritated adversaries can not help but kill each other, unable to attack us, waiting the right moment to get revenge on us...and we will find ourselves ready. No Mercy will punish anyone who plans to attack us, while Archfiend of Depravity will hurt aggro decks. From here we can take it easy and prepare our strategy to close the game. After letting a couple of opponents kill each other, it will be easier for us to win the game, Assemble the Legion provides us slowly and inexorably a numerical advantage not to be ignored, Luminarch Ascension can be a wincon from itself, while Skyline Despot can give us some flying big guys. The choice of how end the game is your, the fun will be assured.
  • I really hope to be helpful to you, for any further questions or advice, please let me know, it is always welcome!

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    Date added 5 years
    Last updated 5 years
    Legality

    This deck is Commander / EDH legal.

    Rarity (main - side)

    8 - 0 Mythic Rares

    50 - 0 Rares

    21 - 0 Uncommons

    6 - 0 Commons

    Cards 100
    Avg. CMC 3.27
    Tokens Angel 4/4 W, Assassin 1/1 B w/ Haste, Dragon 5/5 R, Emblem Elspeth, Sun's Champion, Ogre 3/3 R, Snake 1/1 B, Soldier 1/1 RW, Soldier 1/1 W, Spirit 1/1 WB, Monarch Emblem
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