JoshuaLaForge
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Commander
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Marchesa, the Black Rose
Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.)
Other creatures you control have dethrone.
Whenever a creature you control with a +1/+1 counter on it dies, return that card to the battlefield under your control at the beginning of the next end step.
Other creatures you control have dethrone.
Whenever a creature you control with a +1/+1 counter on it dies, return that card to the battlefield under your control at the beginning of the next end step.
Legendary Creature - Human Wizard

Commander
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Mob Rule
Choose one —
• Gain control of all creatures with power 4 or greater until end of turn. Untap those creatures. They gain haste until end of turn.
• Gain control of all creatures with power 3 or less until end of turn. Untap those creatures. They gain haste until end of turn.
• Gain control of all creatures with power 4 or greater until end of turn. Untap those creatures. They gain haste until end of turn.
• Gain control of all creatures with power 3 or less until end of turn. Untap those creatures. They gain haste until end of turn.
Sorcery

Board Wipes
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Black Market Connections
At the beginning of your first main phase, choose one or more —
• Sell Contraband — Create a Treasure token. You lose 1 life.
• Buy Information — Draw a card. You lose 2 life.
• Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It is every creature type.)
• Sell Contraband — Create a Treasure token. You lose 1 life.
• Buy Information — Draw a card. You lose 2 life.
• Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It is every creature type.)
Enchantment

Danny Pink
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
Creatures you control have "Whenever one or more counters are put on this creature for the first time each turn, draw a card."
Creatures you control have "Whenever one or more counters are put on this creature for the first time each turn, draw a card."
Legendary Creature - Human Soldier Advisor

Pollywog Prodigy
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
Whenever an opponent casts a noncreature spell with mana value less than this creature's power, draw a card.
Whenever an opponent casts a noncreature spell with mana value less than this creature's power, draw a card.
Creature - Wizard Frog

Toothy, Imaginary Friend
Partner with Pir, Imaginative Rascal (When this creature enters, target player may put Pir into their hand from their library, then shuffle.)
Whenever you draw a card, put a +1/+1 counter on Toothy.
When Toothy leaves the battlefield, draw a card for each +1/+1 counter on it.
Whenever you draw a card, put a +1/+1 counter on Toothy.
When Toothy leaves the battlefield, draw a card for each +1/+1 counter on it.
Legendary Creature - Illusion

Draw
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Flayer of the Hatebound
Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
Whenever this creature or another creature enters from your graveyard, that creature deals damage equal to its power to any target.
Whenever this creature or another creature enters from your graveyard, that creature deals damage equal to its power to any target.
Creature - Devil

Spark Double
You may have this creature enter as a copy of a creature or planeswalker you control, except it enters with an additional +1/+1 counter on it if it's a creature, it enters with an additional loyalty counter on it if it's a planeswalker, and it isn't legendary.
Creature - Illusion

The Ozolith
Whenever a creature you control leaves the battlefield, if it had counters on it, put those counters on The Ozolith.
At the beginning of combat on your turn, if The Ozolith has counters on it, you may move all counters from The Ozolith onto target creature.
At the beginning of combat on your turn, if The Ozolith has counters on it, you may move all counters from The Ozolith onto target creature.
Legendary Artifact

Flavor
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Land
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Ramp
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Yawgmoth, Thran Physician
Protection from Humans
Pay 1 life, Sacrifice another creature: Put a -1/-1 counter on up to one target creature and draw a card.
, Discard a card: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Pay 1 life, Sacrifice another creature: Put a -1/-1 counter on up to one target creature and draw a card.
, Discard a card: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Legendary Creature - Human Cleric

Sacrifice
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Delay
Counter target spell. If the spell is countered this way, exile it with three time counters on it instead of putting it into its owner's graveyard. If it doesn't have suspend, it gains suspend. (At the beginning of its owner's upkeep, they remove a time counter. When the last is removed, they may play it without paying its mana cost. If it's a creature, it has haste.)
Instant

Targeted Removal
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"Marchesa, the Black Rose (Bracket 2)"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nWith the power creep we've seen over the years, I have played less and less of Marchesa, because she became too powerful. That bummed me out because this is my favorite deck. Now with the bracket system, I have endeavored to reimagine her as a Bracket 2 deck; a strong one, to be sure, but still within the form and the spirit of the bracket system as described by Rachel Weeks:\n\nStrategy"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThis deck wins by assembling a machine that becomes increasingly harder to dismantle as the game goes on.\n\nThe creatures in the deck are either sacrifice outlets, ETB creatures that we're going to abuse with Marchesa's ability, or things that reinforce the +1/+1 counters.\n\nThe average game should see Marchesa's board state set up in turns 6-7 and becoming a serious problem for our opponents on turn 8, winning hopefully between turns 10-12.\n\nSacrifice"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nYou want to get a sacrifice outlet on the board as early as possible, and the more you have, the harder your creatures are to deal with.\n\nIt used to be that Yawgmoth, Thran Physician was the best one in the deck. He does everything we want. He sacrifices, draws cards, and helps us lose life in small increments to keep us off of the throne. Now we also have Warren Soultrader who replaces the card draw with treasure creation.\n\nRanked:\n1. Yawgmoth, Thran Physician\n2. Warren Soultrader\n3. Goblin Bombardment\n4. Everything else\n\nDraw"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThere is some serious fuckery here, and it's all bursty. The best are Danny Pink and Pollywog Prodigy. After that, if you can hold Mana up for them, flashing in Thought Sponge on someone else's turn after they've drawn 4 cards makes him come in as a 5/5. If you sac him, you draw 5 cards, and if Marchesa is on the board, he comes back at the end of that turn as a 5/5 again, and you can sac him again on the next person's turn for 5 cards, and he comes back again. Everything else is pretty straight forward but will require good timing\n\nPunishing"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nWe want to deal damage when our creatures leave the battlefield and when they enter the battlefield, because we're going to be doing that a lot. All of these are spendy, so don't feel bad about binning them until late game.\n\n1. Flayer of the Hatebound\n2. Terror of the Peaks\n3. Stalking Vengeance\n\nRemoval"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nWe don't need single-target creature removal, because we're stealing creatures to sacrifice them. If they're not a commander, we get to keep them as long as Marchesa saw them die with a counter on them, so we have board wipes and artifact hate. Our blind spot is enchantments. Feed the Swarm and Chaos Warp can deal with them, but that's about it. Consider countering them if they're going to be a problem.\n\nGolden Cards"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThought Sponge\n- Sacrifice it in the second main of every opponent's turn. Draw free cards.\n\nImperial Recruiter\n- At time of writing this, there are 20 valid targets for him in the deck. Abuse his ability to get whichever piece of the engine you're missing.\n\nGev, Scaled Scorch\n- Holy Moly this ability is busted in Marchesa. Sac your whole board every turn. So long as at least one opponent has lost life, everything comes back with counters\n\nIron Apprentice\n- Sac him first to put a counter on someone, then sac that target to recur both at the end of each turn.\n\nDanny Pink\n- Wild amounts of card draw. Creatures entering with counters triggers his ability, as well as Marchesa's Dethrone ability. The restriction on once each turn is easily sidestepped by killing and reanimating the creatures, as well as finding ways to trigger it on opponents' turns.\n\nWeaknesses"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nGraveyard hate really slows this deck down. It doesn't shut it off, though, since the counters from Dethrone and the creatures are still a problem. If you aren't allowed to recur your creatures, pivot into playing as aggro/control and try to focus down the player who has tied your shoes together so you can resume your dance of death.\n\nThoughts"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThis deck is hard to pilot because you have to make good calls on threat assessment when stealing creatures in every moment. Marchesa has no problem closing out the game with or without Mob Rule. Play low to the ground and fill up the battlefield.\n\n"},{"attributes":{"italic":true},"insert":"Bracket 2 Decks are focused and functional but contain sub-optimal cards and strategies comparable to an average modern precon. Wins are often telegraphed or incremental. NO Gamechangers. NO Mass Land Denial. NO Chaining Extra Turns. NO 2-Card Combos. FEW tutors."},{"insert":"\n"}]}





















































































