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Commanding Five-Color Rooms with Marina Vendrell

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Hello happy Duskmourn fans! Today I wanted to bring you my latest Commander deck for kitchen table play! We'll be grabbing the rough to build around Five Color Marina Vendrell with her Room caring nature!

Marina Vendrell

Your five mana five-drop gives you a smaller 3/5 body with an ETB trigger to dig seven and draw all enchantments. The rest head to the bottom of your library! Then you can tap her with nothing else needed at sorcery speed to lock or unlock a Room. Room is a new enchantment subtype in this set, and there are 28:

Cramped Vents // Access Maze

When you cast them, you can choose which side you cast. That ETBs and you get the "unlock this door" ETB ability or the effect. Then as a sorcery you can spend the mana of the other half and unlock it. That cannot be responded to, but the activated trigger on the stack can be. If a Room is reanimated or flickered, you'll have to unlock each side. Also note that this set debuted with an ability called eerie that's basically a better constellation. It triggers when any enchantment arrives or when a room unlocks fully. Cult Healer will trigger and give itself lifelink. Rooms can trigger this twice, once on arrival and once when they are unlocked.

I suspect I'll be playing all feasible Rooms and the good eerie triggers and then some good enchantment good stuff in all five colors and maybe some good Shrines. Ready? I got you!

Mana, Ramp, Lands, Rocks

Leyline of the Guildpact
Greenhouse // Rickety Gazebo

Let's start with ways to get your lands to tap for any color of mana. The Leyline in all colors turns all lands into every basic type and then your stuff into all colors. It's very strong here with the ability to drop for free from your opening hand! The room costs three and your lands can tap for any color of mana. Then you can spend four to mill four and Regrowth two permanents so it's card advantage too.

Let's turn to two more three-drop Rooms! Walk-in Closet // Forgotten Cellar will let you drop lands from our graveyard, so it's like a Crucible of Worlds. If you spend five mana later, you can cast spells from your graveyard this turn like a Yawgmoth's Will. Nasty great replaying of engines/Rooms there. Moldering Gym // Weight Room ramps one land tapped, a bit smaller for the cost, but the six mana to unlock the other will manifest and make it a 5/5 sized manifested dork, so it's got value later.

Now let's turn to mana dorks! Sanctum Weaver taps for mana equal to your enchantment count and she's one. Faeburrow Elder costs three Selesnya mana for vigilance with size equal to your colors, and with Leyline that count easily be 5/5! Then she'll tap for that number of mana. Ditto Bloom Tender also here! Enduring Vitality costs three this time in mono-Green and then on a 3/3 body with vigilance too. This time all of your dorks will tap for one mana of any color, and that can be your eerie stuff or tokens. Then if this dies, it'll come back once. Love this mana dork section loads!

Smoky Lounge // Misty Salon
Keys to the House

Now let's turn to a Room I just grabbed in Red that costs three and ramps you two mana for just rooms. Then you can spend four Blue to make a dork with size equal to your Room count a big win con. The artifact costs one and can be tapped and sacked with one mana to Ley of the Land a basic to your hand, or three mana to unlock a room but at sorcery speed.

I need enchantment recursion, ideally to your hand. Hall of Heliod's Generosity taps for colorless and then with two mana to reload your best Room or other enchantment to the top of your library. Yavimaya, Cradle of Growth is here to ensure my mana making stuff happens no matter the lands I draw.

The World Tree
Fertile Ground

The ETB tapped land taps for Green is next. Once you are running at least six lands they can tap for any color like Greenhouse above. I don't have Gods in here. The Aura costs two for an enchant land to make any color of mana when tapped for mana. Ditto Sun's Reflection for two mana. That helps with enchantment totals and mana making too!

Synergies and Winning Conditions

Now let's turn to eerie triggers, Rooms, synergies and winning conditions! Every eerie trigger that made dorks is here as well as others like Sigil of the Empty Throne to make 4/4 flyers.

The best is the mono-White five-drop flying Ghostly Dancers. That ETB will lock/unlock a Room or recur an enchantment to your hand to recast it then eerie to make 3/1 flyers. Then we have every room that makes 1/1 dorks like the mono-Red Spiked Corridor // Torture Pit to make three Devils with 1/1 size that ping on death and then the other side to increase noncombat damage by 2. Nice going wide win cons and ways to keep alive!

Balemurk Leech
Funeral Room // Awakening Hall
Sphere of Safety

The mono-Black common costs two for a 2/2 Bear body and then has eerie to force each foe to lose a life. The Room costs a base three to drain a life when our stuff dies, and with our tokens that could be loads. You can also eight mana to recur to the battlefield all of your dorks! Nasty mass recursion there of eerie or enchantment dorks for more triggers! The uncommon five-drop mono-White will stop folks swinging your way as long unless they spend mana equal to your enchantment count to keep you a bit safe from mass attacks.

Now let's turn to non-Room and land recursion! Victor, Valgavoth's Seneschal is my thesis dork since he's amazing with Marina. He's got eerie that increases by each use - unlock those Rooms and make enchantment tokens. The first trigger is surveil 2 for deck manipulation, the next forces your foes to each discard a card and the third is a Dread Return dork recursion from any graveyard. Nasty here! I thought about All Suns' Dawn to return five any colors to your hand, including dorks, but I am running Replenish instead to mass recur all of your enchantments to the battlefield. Starfield of Nyx will recur one enchantment to the battlefield each upkeep. Then if you have at least five non-Aura they'll all be beaters with size equal to their cost. That's a win con out of nowhere and great recursion with the other two, and Rooms too or even the ETB of Ghostly Dancers above.

Central Elevator // Promising Stairs
Destiny Spinner

Let's turn to Rooms and enchantment dorks! The Room is a Room Tutor for four mana and then a Room alternate win con, literally, in your upkeep if you have eight rooms unlocked on your side of the battlefield. The dork costs two for a larger 2/3 that makes your dorks and enchantments uncounterable! That's your eerie stuff and other synergies. Then you can mana sink four mana here to make a land a win con equal to your enchantment amount. Note? No tapping and can do it on arrival!

Mirror Room // Fractured Realms for three mana can make a token copy of an enchantment and then seven mana to copy your triggered abilities, which eerie and unlocks are. Ticket Booth // Tunnel of Hate costs three base for a manifested dread free dork. Then six mana will give one attacker double strike that turn to smash all fast and such.

Ondu Spiritdancer
Secret Arcade // Dusty Parlor
Dollmaker's Shop // Porcelain Gallery

The dork costs five for a smaller 3/3 and an ETB trigger for enchantments you control to make a free copy, but just once a turn. It's broken with eerie and very much so with Victor. The first Room costs five front end to make all of your nonland enchantments for things like your wins cons, and then the later three cost will lets your casting of those grow your team permanently in size with +1/+1 counters of it's mana value, red zone win con. The second Room costs two base and makes a 1/1 artifact Toy when you swing at a foe with a non-Toy, but is worded just once per combat. Its back side is six mana to make your dorks with size equal to their count which can kill fast with tokens going tall and wide in one go. Love his section!

Answers

Now let's turn to answers, and since we have tons of permanents, I tossed in things like Heroic Intervention to save the team. Then we have the instant Teferi's Protection in White that phases out your stuff to shut down interaction, mass removal, and more! The flashing six-drop enchantment Leyline Binding will answer any nonland permanent until it's gone. It's great for Commanders since they'll need Command Tax if they wanna get it back now. I tossed in one emergency counter as well in Fear of Impostors!

Glassworks // Shattered Yard
Seal of Doom
Infernal Phantom

Now let's turn to targeted removal. The room costs three and shoots an opposing dork for four damage. It's five cost half will shoot each foe for a damage. The three-drop splashable Black can be sacrificed for no mana for a free Doom Blade. This can keep people from swinging your way with them. The eerie red four-drop 2/3 has eerie to pump it's front by two and when it dies you can shoot any target like a dork or planeswalker or player for its power in damage.

Want a better answer to a Commander? How about turning him into a Forest with Song of the Dryads? It'll also do that with any permanent to remove what it was. Then two emergency mass removals are next. Restricted Office // Lecture Hall costs four for a mass removal of all stuff with 3 power or more, not your manifested dread stuff. Then seven mana will give your other stuff hexproof to keep you safe from targeted removal until this is answered. Extinguish All Hope costs six for a Wrath that won't kill your enchantment dorks, so only your eerie stuff will usually bite it or tokens too. Love this trio loads!

Card Draw

Entity Tracker
Bottomless Pool // Locker Room
Enduring Curiosity

Now let's finish with card draw! The second best eerie card made is the card drawing flashing three-drop 2/3. You want to unlock and drop tons of stuff with it out. The room costs one to Unsummon, and five to draw when one dorks smashes face. We've got loads of tokens to make that happen, note its worded to work once per combat. See also the Cat above that costs four for a flashing 4/3 to do the same and has a built-in death once too.

There are Rooms that will draw you cards repeatably on one section. Unholy Annex // Ritual Chamber draws one for two life unless you have spent five mana to make a game winning 6/6 flying Demon. Charred Foyer // Warped Space will give you extra cards to cast. The other door Roaring Furnace // Streaming Sauna will let you cast one exiled thing for free each turn! The Izzet one has a five cost on the Blue side to have no max hand and draw one EOT. The Red one for two mana will shoot a player equal to your hand size.

Now let's turn from permanent Room to temporary Room unlock card draw. The Black common Derelict Attic // Widow's Walk costs three to draw two and lose two life, and then also you can give a solo attacker a power boost and deathtouch. Painter's Studio // Defaced Gallery costs three to exile two this time and then one can be cast for free with the Room above. Two more mana will give your attackers +1 power each one for a winning con. Meat Locker // Drowned Diner is all about that second room for five mana to draw three and discard one for recursion.

Overlord of the Floodpits

This five-drop on curve-ish 5/3 flying has an ETB and attack trigger to draw two and discard one. It's our Mulldrifter since it's an enchantment dork. You can also drop it for three mana for four turns too, but a harder to cast three mana here. It's awesome when recurred by our enchantment and creature recursion here!

Ready for my decklist?

5-Color Rooms with Marina Vendrell | Commander | Abe Sargent

Card Display

What else would you want to add? Chromatic Orrery? Timeless Lotus? Smothering Tithe? The Night of the Doctor or Austere Command? Staples like Cyclonic Rift or Demonic Tutor?

What about more Aura rampers? 63 lands with a modal spell land there. I am running two Islands for our counter and card draws that cost two Blue each. Get it and love it! I think you'll like my take on Rooms! Please note that I pulled two basics for Keys to the House and Smoky Lounge // Misty Salon which are ramp to increase those numbers.

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