Queen Marchesa

With the new Conspiracy set around the corner, there is one thing that cought my eye: The Monarch mechanic. There are several cards that introduce this new layer to multiplayer games. Once someone becomes The Monarch they draw an extra card during their end step. There are also promises of cards that become better when you’re The Monarch.

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Extra cards are always a good thing, but it’s the catch that makes it really interesting: When someone deals combat damage to The Monarch, they become The Monarch themselves, stealing the title. So, when someone holds the title, they also have a bit of a target on their heads.

I think it’s usually worth it to be The Monarch for the extra card alone, but you’ll need to back up your titel with a proper defense. Some players might be hesitant to take up the mantle and becoming a target, and leave you alone, and let you gradually grind to an advantage.

It’s also handy that there is a new legendary creature that helps introducing this element in games of Commander:

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Queen Marchesa will help you watch your opponents killing each other or just get an advantage over time. She’s Mardu colored () which is a combination you won’t see that often in Commander outside for Kaalia of the Vast decks, and she plays quite differently from her. Marchesa is seemingly innocuous and even killing her doesn’t stop the power struggle. Her deathtouch further disincentivizes people from attacking you. And she replaces herself almost immediatly.

The question is, what kind of deck is best with her? Or the most fun. A deck around the voting mechanic (which also comes back) seems fun. Having a few difficult to block creatures seems handy for taking back the crown. And she’s in Extort colours as well.

One nifty trick with being The Monarch is using Solitary Confinement. The extra carddraw helps keeping the confinement up, and you can’t loose the crown with confinement in play.

In the end it’s a subtle combination of pillowfort, chaos and grouphug. I look forward making a deck with her.

Posted under Commander / EDH

Jeskai Bounce & Burn

I’ve been playing Magic Duels for a while now. For a long time I’ve played a black/white vampire deck with Sorin, Grim Nemesis as the curvetopper. Then finally I unlocked Fevered Visions and decided to make a deck with that.

When Eldrich Moon came, it introduced the Emerge creatures. And those happened to be insane with Kozilek’s Return. To Emerge well, you’ll need some good 3 drops that have good ETB/dies effects. Reflector Mage offer great value and you won’t miss them much after they bounce things.

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Exultant Cultist also offers some cycling and card advantage. I may swap it out for some Pilgrim’s Eye‘s once I unlock them. I don’t know if the random card from the cultist is better than a land, but the deck is 3-colour and mana hungry.

Most of the time I run into problems if I’m stuck on 2 mana. I may have to find ways to solve that. Also, an early rush makes keeping control of the situation and stabilizing difficult.

Here is the deck:

~ Jeskai Bounce & Burn ~

Planeswalkers (3)


Chandra, Flamecaller
Jace, Unraveler of Secrets
Nahiri, the Harbinger

Creatures (12)


Exultant Cultist
Jace, Vryn’s Prodigy
Reflector Mage
Thing in the Ice
Vexing Scuttler
Wretched Gryff

Instants (14)


Brutal Expulsion
Compelling Deterrence
Disperse
Geistblast
Fall of the Titans
Kozilek’s Return

Sorceries (5)


Collective Defiance
Crush of Tentacles
Exquisite Firecraft

Lands (24)


Evolving Wilds
Glacial Fortress
Island
Mountain
Needle Spire
Plains
Sulfur Falls

Enchantments (2)


Fevered Visions

The way I win is usually by taking control of the game by bouncing and burning opposing threats. Then one of my undercosted Eldrazi, Fevered Visions or Chandra wins me the game. I only need to do about 10 damage to get them into lethal range, by combining Geistblast with Exquisite Firecraft. That’s 2, then 8 damage right there, and often it’s completely uncounterable.

As far as Emerge goes, Vexing Scuttler is often a-ma-zing. I can recycle milled or used burn with it. The Emergers also chain nicely into each other.

Collective Defiance is also a fantastic card. So many options. Burn stuff, or just get through mana-flood by recycling my hand, or get rid of something particularly nasty I just bounced. Sometimes I can even mill someone out if the game takes long enough.

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The main improvement would probably be the inclusion of Radiant Flames once I unlock those. I’m usually happy to have a Brutal Expulsion, but it seems that the flames will do better to mass-remove an early onslaught. Unsubstantiate also probably will be better than, say, Disperse in some situations, like when I have mana open and want to stop a planeswalker or an ETB effect. I may even tweak the numbers here and there and get better suited for a draw-go kind of playstyle.

Anyways, the deck is a blast to play and like any reactive deck sometimes a big puzzle on which line of play is correct. It also features some cards that are better in two-headed-giant.

Posted under Magic Duels