pie chart

Marisi, Control Combat

Commander / EDH* RGW (Naya)

iced_gg


Maybeboard


I have posted my current work in progress for Marisi, Breaker of the Coil. These are all of the cards currently available to me in these colors and once I decide to choose a route for the deck, I will pick up more singles to flesh it out over time. I'm returning to MTG after a 10+ year hiatus and this is my first Commander build, its been fun so far but also quite daunting. Any suggestions or help would be greatly appreciated :)

After about 15 games with my playgroup I decided to take the deck to a more combat focused approach. My meta is very combo heavy. The decks I'm mostly playing against are Muldrotha (multiple mill, lab man set ups, mikaeus the unhallowed + walking ballista), K'rrick Son of Yawgmoth, Kess, Dissident Mage, Animar, Soul of Elements, Narset, Enlightened Master etc. I noticed that taking my time token gifting and goading those tokens just allowed my opponents too much time to set up their combo pieces. I'm not trying to build a ridiculously competitive deck, just a deck that can compete. The strategy after the pivot looks something like this (ideally):

Turns -

1-4 Early game hatebears and mana ramp. Cards like Thalia, Heretic Cathar, Blind Obedience and Aven Mindcensor do so much work in the early game to really slow everyone down while keeping me on par or slightly ahead. I will often use Eladamri's Call to grab Aven Mindcensor, even if he only survives one turn cycle.

Ramp I'm looking for at this point consists of Smothering Tithe, The Great Henge and Gaea's Cradle, not exclusively but ideally. A card like Nylea's Intervention can be used to tutor for Gaea's cradle and/or Wasteland depending on what you pay for X but, those are my go to lands for Nylea. Great Henge will usually be played after Marisi due to Marisi reducing the cost by 4. Great Henge does a ton of work leading into the mid game due to ramp, life gain, card draw and +1 counters. By time I play Marisi (usually t3/4), I want to have enough mana to start putting power/damage + goad onto the board.

4-7 Mid game is mostly a strategy of punching through damage + protection of your own board state. Keeping players goaded and enemy creatures tapped, and cracking back with more power is the decks bread and butter. Cracking back with serious damage as early as possible is very important. You want opposing players feeling constant pressure throughout the game. The ultimate goal is to have all three opposing players being attacked each turn by you and everyone else. Leading them into unfavorable trades, damage and other tough decisions. At this point in the game, I'm looking to take out at least one player (usually the most threatening combo player). Cards like Gisela, Blade of Goldnight, Aurelia, the Warleader, Beastmaster Ascension, Ghired, Conclave Exile, Gahiji, Honored One, and Rhythm of the Wild all aid tremendously in this strategy.

We will need protection. This deck brings out all of the board wipes, trust me. People do not like all of their stuff coming in tapped and being forced to attack. Heroic Intervention, Boros Charm and Selfless Spirit for giving your board state or creatures indestructible. Also, Shalai, Voice of Plenty for mass Hexproof and Giver of Runes/Mother of Runes for color/colorless protection. Red Elemental Blast is EXCLUSIVELY for Cyclonic Rift. That card comes out overloaded so often I swear people have four copies in each deck lol. Maybe I'll add a Pyroblast as well, we'll see.

7-X Mid to late game/winning the game. Hopefully at this point, you've taken out at least one player and its down to 2 or a 1v1. 1v1 and goad don't play nicely together unless your life total is high enough and you can force your 1v1 opponent to attack you through goad, take the damage to face and finish them in your next combat step. That's not always a favorable play so we will need other wincons.

Obviously, Craterhoof Behemoth for a classic close out the game finisher. Also, Insurrection. That card in a 1v1 is incredibly strong, take all of their creatures and swing back with all of yours plus theirs. Other cards I might include for wincons are Titanic Ultimatum and Savage Beating. I haven't slotted in too many "win cons" due to the fact that I rarely ever need them to close out the game. I almost always have enough damage and combat steps already on the board to win. Aurelia, the Warleader and Gisela, Blade of Goldnight are also fantastic for putting down serious damage.

So, that is a basic overview of how I like playing the deck. There are plenty of other nuances involved because well, its MTG and things rarely go exactly as planned. This has been the most consistent strategy for me thus far and has allowed me to win a lot of games against seasoned players with powerful decks. The next write up will go into more of the utility cards and auxiliary strategies. Any suggestions on the write up formatting, the deck, whatever, will be greatly appreciated! Have a great day!

Suggestions

Updates Add

Comments

Attention! Complete Comment Tutorial! This annoying message will go away once you do!

Hi! Please consider becoming a supporter of TappedOut for $3/mo. Thanks!


Important! Formatting tipsComment Tutorialmarkdown syntax

Please login to comment

97% Casual

Competitive

Date added 4 years
Last updated 4 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

11 - 0 Mythic Rares

48 - 0 Rares

20 - 0 Uncommons

10 - 0 Commons

Cards 100
Avg. CMC 3.19
Tokens Beast 3/3 G, Elephant 3/3 G, Emblem Elspeth, Knight-Errant, Gold, Rhino 4/4 G, Soldier 1/1 W, Thopter 1/1 C, Treasure
Votes
Ignored suggestions
Shared with
Views