Thanks for the breakdown! I've been playing Marton Stromglad since the beginning, and I agree that its awesome. Its definitely a 'reader' card, which I really appreciate in my win-conditions. Captivating Crew seems bad, like real bad here. Its basically only good if a. you have Marchesa out b. you don't want to cast other things in your hand c. opponents have creatures that you care about and d. you have a sac outlet. Seems like too much.
Anyways, I love all your suggestions. I think I'm going to have a hybrid build between your list and Solrune's. I love playing creatures in EDH, and this deck will compliment my Maelstrom Wanderer deck nicely (the creatures have entirely opposite purposes). I like playing do-nothing cards likeDire Undercurrents and Whip of Erebos.
Also, the most important reason I'm excited to rebuild Marchesa is that you get to play tons of cards here that are pretty terrible in every other EDH deck. How many decks do you see running around with Alchemist's Apprentice and Sage of Fables?
Any opinion on Dire Fleet Ravager? Seems ok. Very proactive, hard to block, and can block well if necessary.
I know that its niche is to hit tokens, but I would honestly cut it for one of Cyclonic Rift, Expel from Orazca, Into the Roil, or Winds of Rebuke. The last one is a favorite of mine, as it can also hose top-deck tutors, and can be used as a win condition.
I don't see how that's a win condition... unless...
This is basically play D for win conditions. It also means you can use the slot for Laboratory Maniac for another proactive card/counter/removal. Its also better than copying Swan Song because you don't need haste or pass the turn.
Its not ideal, but its a way to win using cards that are good during your other plans while not playing cards that are 'only' win conditions.
I know that its niche is to hit tokens, but I would honestly cut it for one of Cyclonic Rift, Expel from Orazca, Into the Roil, or Winds of Rebuke. The last one is a favorite of mine, as it can also hose top-deck tutors, and can be used as a win condition.
I played Marchesa a ton a few years ago, but dismantled it for other decks. I've decided to pick it back up again, and I found my old, terribly outdated list. Is there anything that is a must-include from the past 3~ years?
Also, I would probably cut it down to around 20 wizards, and probably like 32 lands. Keep the curve low. This leaves more space for counters and other instant speed interaction or more mana rocks.
One card I would really recommend is Paradox Engine, a really sweet card to use with a bunch of your cards, especially Azami.
edit: Archaeomancer + Time Warp seems like a good way to win as well, thats really on-theme with the deck. What is more iterating than just taking more turns?
I play Possibility Storm in my Maelstrom Wanderer deck. Its one of the cards that lets me interact with multiple opponents without feeling too 'staxy' and still letting the game continue. It also hoses many styles of combo decks, which feels awesome. It also lets players cast their commanders, which is a big part of the commander format.
One of my favorite cards to play against is Chaos Warp. I always get a greedy glint in my eye, shuffle judiciously, rub my hands together, and offer the cut to the opponent that cast the spell. Maybe utter something like "Heart of the Cards, Guide ME!" or "How lucky do you feel today?" or something similar. Its also why I love playing that card.
Some sweet cards from the leaked cards. Spoiler tags below if you don't want to see them, although kudos if you've avoided them until now.
Karn's Temporal Sundering
4UU
(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.)
Target player takes an extra turn after this one. Return up to one target nonland permanent to its owner's hand. Exile Karn's Temporal Sundering.
This card looks sweet. Might be difficult to guarantee a legendary creature if you cascade into this, but its pretty sweet. If you cast from hand you have the bonus of putting Wanderer back into hand to recast for a mere 8 mana.
Broken Bond
1G
Sorcery
Destroy target artifact or enchantment. You may put a land card from your hand onto the battlefield.
Removal + ramp potential ramp at 2 mana. Not embarrassing to cascade into, and interaction is always appreciated in this deck. Nuking a sol ring and playing a land is sweet. The floor of the card is there aren't any targets when you cascade into it, which sucks, but I think its worthy of consideration. The main competition is probably Hull Breach, a card I used to play.
Not looking forward to playing against Dampening Sphere, while simultaneously looking forward to jamming it into tons of decks.
Anyways, I'm hoping that we get some awesome bomb 6-7 mana cards that Wanderer is known for. I was testing out Nezahal, Primal Tide which about on the same level as Consecrated Spihnx (doesn't really die). I'm a big fan of Ulvenwald Hydra as well, so a 6 or 7 mana big land guy would be sweet.
I would love to play with more partners. The existing ones are pretty sweet, but having more would be better. Something like The Gitrog Monster + Omnath, Locus of Rage just makes me salivate...
I'm sure there would be a few really broken combinations, but honestly, Thrasios, Triton Hero + Tymna the Weaver is already super good. Thrasios basically warped the entire format, so I would love to have more options.
Overall, the partner mechanic is super sweet and I would love to have it explored more. I mean, all the commander product gimmicks are pretty cool. Experience counters, planeswalker commanders, tempting offer, command zone matters, eminence etc.
An awesome deck would be something like Blood Pod. All you need to do to make it not a 'combo' deck is remove Kiki-Jiki, Mirror Breaker, and there you go. That deck really is something else. Also, playing Blood Moon and Contamination feels awesome in a 4c deck. Also Tymna the Weaver is one of the best designed commanders IMO. Perfect cost, encourages attacking, gains value, and trivially easy to stop.
Its one of the most fun decks I've had the pleasure of playing. You can google or look on tappedout for a list.
Naban, Dean of Iteration
1U
Legendary Creature — Human Wizard
2/1
If a Wizard entering the battlefield under your control causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Tiana, Ship's Caretaker
3RW
Legendary Creature — Angel Artificer
3/3
Flying, first strike
Whenever an Aura or Equipment you control is put into a graveyard from the battlefield, you may return that card to its owner's hand at the beginning of the next end step.
Firesong and Sunspeaker (Buy-a-Box Promotional Card)
4RW
Legendary Creature – Minotaur Cleric
4/6
Red instant and sorcery spells you control have lifelink.
Whenever a white instant or sorcery spell causes you to gain life, Firesong and Sunspeaker deals 3 damage to target creature or player.
Not one but TWO?!?
Seems sweet. Wish the second one didn't cost 6 mana, but I'm gonna build it either way. Sunforger, away!
Sliver Queen is probably the best 'generic' 5c commander, although General Tazri may have some utility here. Tazri can grab Seagate Loremaster (decent) and Harabaz Druid, which aren't embarrassing.
I'm not sure why you would want to go 5c for merfolk. As far as I can tell, there aren't any black merfolk worth running, except for maybe Inkfathom Witch. There are only 2 red merfolk that exist, and they really aren't worth playing in EDH. White merfolk cards are cute, with Summon the School the most interesting of the bunch. Noyan Dar, Roil Shaper is cute, but if you like him you should just build around him. I'm not sure its even worth it to run white.
This leaves support cards. What support were you planning on using for your majority blue and green merfolk? Red gives Purphoros, God of the Forge, additional combat steps, and big anthems like Aurelia, the Warleader. Black gives tutors, sac outlets, board wipes, removal, and maybe a card like Living Death. White gives you better access to equipment, removal, and more boardwipes.
I would consider going solid UG, unless you can come up with a good reason to stretch your manabase to 5 colors. Simic gives access to 3 sweet merfolk commanders, in Tishana, Voice of Thunder, Kumena, Tyrant of Orazca, and Prime Speaker Zegana. All three have a distinct theme, and only Kumena directly relies on actually playing merfolk.
Not really. The 'stax' doesn't really come down from Jhoira until turn 4-5 (being very optimistic here). If you play additional, non-suspended stax cards like Winter Orb and Blood Moon, then sure, its a Stax deck. By turn 4-5, most decks should have a decent board presence and resources available to stop any suspended card. If you are playing stax without Jhoira, then its probably not what most people consider the big 'suspend stompy' version they are used to seeing.
Honestly, a Blood Moon variant could be pretty good. Gotta get to brewing...
Anyways, I love all your suggestions. I think I'm going to have a hybrid build between your list and Solrune's. I love playing creatures in EDH, and this deck will compliment my Maelstrom Wanderer deck nicely (the creatures have entirely opposite purposes). I like playing do-nothing cards likeDire Undercurrents and Whip of Erebos.
Also, the most important reason I'm excited to rebuild Marchesa is that you get to play tons of cards here that are pretty terrible in every other EDH deck. How many decks do you see running around with Alchemist's Apprentice and Sage of Fables?
Any opinion on Dire Fleet Ravager? Seems ok. Very proactive, hard to block, and can block well if necessary.
This is basically only in CEDH decks. From what I've seen, it goes like this. You get some mana rocks/dorks, Isochron Scepter imprinting Dramatic Reversal, and a way to draw cards with mana (usually Thrasios, Triton Hero or Tasigur, the Golden Fang). You make a bunch of mana, and draw your deck. Cast Copy Artifact on Isochron Scepter and imprint Winds of Rebuke then cast that a bunch of times. Then you can pass the turn or cast Windfall.
This is basically play D for win conditions. It also means you can use the slot for Laboratory Maniac for another proactive card/counter/removal. Its also better than copying Swan Song because you don't need haste or pass the turn.
Its not ideal, but its a way to win using cards that are good during your other plans while not playing cards that are 'only' win conditions.
Also, any consideration for Hostage Taker, Riverwise Augur or Ravenous Chupacabra? One of my favorite new cards for some other decks is Hope of Ghirapur, which feels like it would fit in perfectly here. Combat Celebrant might be win-more, but it can certainly push alot of damage through. It might be better than Scourge of the Throne for this deck.
Also, I would probably cut it down to around 20 wizards, and probably like 32 lands. Keep the curve low. This leaves more space for counters and other instant speed interaction or more mana rocks.
One card I would really recommend is Paradox Engine, a really sweet card to use with a bunch of your cards, especially Azami.
edit: Archaeomancer + Time Warp seems like a good way to win as well, thats really on-theme with the deck. What is more iterating than just taking more turns?
Its also awesome with a Void Winnower, or Planar Chaos in play, but thats neither here nor there.
One of my favorite cards to play against is Chaos Warp. I always get a greedy glint in my eye, shuffle judiciously, rub my hands together, and offer the cut to the opponent that cast the spell. Maybe utter something like "Heart of the Cards, Guide ME!" or "How lucky do you feel today?" or something similar. Its also why I love playing that card.
Maybe I just like red?
edit: I also really love playing against cards that are really only good in one deck. Flame Rift in Neheb, the Eternal or Notorious Throng in Edric, Spymaster of Trest or Sage of Fables in Marchesa, the Black Rose.
4UU
(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.)
Target player takes an extra turn after this one. Return up to one target nonland permanent to its owner's hand. Exile Karn's Temporal Sundering.
This card looks sweet. Might be difficult to guarantee a legendary creature if you cascade into this, but its pretty sweet. If you cast from hand you have the bonus of putting Wanderer back into hand to recast for a mere 8 mana.
Broken Bond
1G
Sorcery
Destroy target artifact or enchantment. You may put a land card from your hand onto the battlefield.
Removal + ramp potential ramp at 2 mana. Not embarrassing to cascade into, and interaction is always appreciated in this deck. Nuking a sol ring and playing a land is sweet. The floor of the card is there aren't any targets when you cascade into it, which sucks, but I think its worthy of consideration. The main competition is probably Hull Breach, a card I used to play.
Not looking forward to playing against Dampening Sphere, while simultaneously looking forward to jamming it into tons of decks.
Anyways, I'm hoping that we get some awesome bomb 6-7 mana cards that Wanderer is known for. I was testing out Nezahal, Primal Tide which about on the same level as Consecrated Spihnx (doesn't really die). I'm a big fan of Ulvenwald Hydra as well, so a 6 or 7 mana big land guy would be sweet.
What are you guys hoping for in this set?
Purphoros, God of the Forge, Reaper King, Prime Speaker Zegana (LOL!), and Tishana, Voice of Thunder are pretty sweet.
I'm sure there would be a few really broken combinations, but honestly, Thrasios, Triton Hero + Tymna the Weaver is already super good. Thrasios basically warped the entire format, so I would love to have more options.
Now I'm thinking of Xenagos, God of Revels + Kozilek, Butcher of Truth...
Overall, the partner mechanic is super sweet and I would love to have it explored more. I mean, all the commander product gimmicks are pretty cool. Experience counters, planeswalker commanders, tempting offer, command zone matters, eminence etc.
Its one of the most fun decks I've had the pleasure of playing. You can google or look on tappedout for a list.
1U
Legendary Creature — Human Wizard
2/1
If a Wizard entering the battlefield under your control causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Seems super sweet. Treasure Mage grabs both Rings of Brighthearth and Basalt Monolith, for what its worth. Or Crystal Shard + Cloudstone Curio if you don't like combos. I really like this guy, and might be the first mono blue deck I build.
Holy crap.
Tiana, Ship's Caretaker
3RW
Legendary Creature — Angel Artificer
3/3
Flying, first strike
Whenever an Aura or Equipment you control is put into a graveyard from the battlefield, you may return that card to its owner's hand at the beginning of the next end step.
Firesong and Sunspeaker (Buy-a-Box Promotional Card)
4RW
Legendary Creature – Minotaur Cleric
4/6
Red instant and sorcery spells you control have lifelink.
Whenever a white instant or sorcery spell causes you to gain life, Firesong and Sunspeaker deals 3 damage to target creature or player.
Not one but TWO?!?
Seems sweet. Wish the second one didn't cost 6 mana, but I'm gonna build it either way. Sunforger, away!
I'm not sure why you would want to go 5c for merfolk. As far as I can tell, there aren't any black merfolk worth running, except for maybe Inkfathom Witch. There are only 2 red merfolk that exist, and they really aren't worth playing in EDH. White merfolk cards are cute, with Summon the School the most interesting of the bunch. Noyan Dar, Roil Shaper is cute, but if you like him you should just build around him. I'm not sure its even worth it to run white.
This leaves support cards. What support were you planning on using for your majority blue and green merfolk? Red gives Purphoros, God of the Forge, additional combat steps, and big anthems like Aurelia, the Warleader. Black gives tutors, sac outlets, board wipes, removal, and maybe a card like Living Death. White gives you better access to equipment, removal, and more boardwipes.
I would consider going solid UG, unless you can come up with a good reason to stretch your manabase to 5 colors. Simic gives access to 3 sweet merfolk commanders, in Tishana, Voice of Thunder, Kumena, Tyrant of Orazca, and Prime Speaker Zegana. All three have a distinct theme, and only Kumena directly relies on actually playing merfolk.
Honestly, a Blood Moon variant could be pretty good. Gotta get to brewing...