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The Witch Queen Takes Command

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As the hours grow long and fire dim, whispers invariably begin. It's the same story every night. A healthy dose of ale and all lips are loosened. Secrets start crawling forth from their lairs, eager at the chance to spread like a hungry virus among willing ears. Not that I'm complaining, mind you. A barkeep's apt to make his living in whatever manner he can. Imbibements earn a pretty coin, but it's secrets that pull in the real money.

A banking scheme. An illicit affair. Perhaps a landlord inflating prices past kingdom regulations. I care little of ethical implications. It's the power behind the information that makes it valuable to the underworld. A farmer pilfering seed from his neighbor is as worthless a scandal as the stolen kernels. Ah, but involve a nobleman or high-ranking figure? Then even the simplest visit to a brothel is enough to cover a month's expenses. Blackmail is a currency truly worth its weight in gold.

But as I came the learn the hard way, some things aren't even worth the price of gold.

Twas' an average night, no different at a glance than any other. Save perhaps the storm outside. To this day, I wonder if that blasted tempest weren't some sort of omen. As thunder rattled the shutters, the crowd within drank and went about their merry way. Typical fashion, first few hours of the evening are never eventful. Patrons require multiple pints to loosen their lips, and that can take time. Around midnight, sure enough, statures started wobbling. A certain sign gossip was at hand.

Miss Merryfont was spotted making eyes at her gardener.

Old Man Rumsworth had hit the bottle again.

The crone over the hill had invented a "Mysteria" potion to enhance vitality.

All mundane banter. Until a single name was spoken amidst the din.

"...Iggwilv..."

I heard it uttered once in jest. Then a few more times in mock question. Something about a tryst with a demon prince. I never got the full story, and to be truthful, I never wish to. For not moments after the table had invoked that name, so too had they summoned its wrath. At first, their jests and jeers blended with those of the evening. Laughter is music to a bartender's ears, so being the naive fool, I thought nothing of it. Until the shrieks and cackles began to overtake the chatter. One by one, adjacent tables were drowned out by the offending party, their jovial demeanor ascending to obnoxious, then concerning, and finally coming to a rest at terrifying. Each poor soul was beset by a form of hysteria the likes of which my tired eyes had never seen before. Or since.

Smiles twisted into gasping grins, as if the very act of joy was growing painful. Watered eyes gave way to tearful torrents. The chortles devolved into fevered convulsions, with each man falling to the floor. Twas' clear each and every one was in pain. And yet on they laughed, louder and louder, until surrounding customers began to slide their seats further back from the scene.

I had little desire to involve myself in such horror, be it disease or sorcery in nature. But people were beginning to shove their way toward the door, and with their departure, so too went profit. I had to step in. Rushing over to the first howling fool, I grasped the brawny devil by the shoulders and attempted to shake some sense back into him. Considering his size, it was as if a raccoon had attempted to uproot a tree. I delivered a sharp slap across his cheek, which hurt far more than I'd care to admit. Nothing. No change in intensity or volume. Again, another strike. And the laughter increased. Again and again, each useless attack shaping my disgust into anger. I may as well have been pouring oil onto a fire, so intensely did each blow fuel subsequent hooting. I closed my fist on the last assault, sending a tooth across the bar and into a horrified customer's drink. If that wouldn't do it, nothing would've.

And so nothing did.

For a second or two, the brute's hysterics ceased. Long enough for him to make eye contact. I'd only a moment to ponder what dwelled behind those bloodshot pools before the infection struck again, and in a violent spasm, the man twisted back into horrendous chortles.

From what I've heard, the entire table of unfortunates were hauled off to the sanitarium, where gods-know what fate befell them. I had to learn this information directly from the town guard. I'd not once let a future customer, thin as their ranks became after that stormy night, utter word about the event or its aftermath. I halted any and all gossip among my clientele, bellowing out orders for silence the moment whispers began. My profits shriveled, but my mind remained intact. That was more than I could say for those that spoke the name that'll never leave my brain.

I'll never say the words aloud, but the moniker will forever be seared into my mind:

Iggwilv.


Tasha, the Witch-Queen by Martina Fackova

Or perhaps this is a more apt name?

A mortal's journey from the alias Iggwilv to Tasha, the Witch-Queen, from human to nigh-divine archfey, is one etched across multiple pages of Forgotten Realms lore. Though these stories are new to me, at least outside of the classic 90's Baldur's Gate PC game, I've watched Hocus Pocus enough times to know that witches are not to be trifled with. Especially those with the sort of connections Tasha has. Raised by Baba Lysaga, the Night Witch, Tasha has been summoning demons since she was ten years old. As she grew in years, so too did her power. Tasha's Hideous Laughter, with its potential to annihilate opposing libraries, was one of her earlier works. Later on, after ascending to an archfey, she became one of the most powerful individuals in the D&D multiverse.

Tasha's Hideous Laughter

This was only her Level 1 stuff.

Within Commander Legends: The Battle of Baldur's Gate, Tasha, the Witch-Queen's skill at the dark arts translates into an utter invasion of your opponents' minds. She's clearly talented at reducing sanity to mush, but her abilities extend well beyond that. While our last entry saw Zevlor, Elturel Exile pilfer enemy permanents, Tasha prefers a more cerebral approach. Rather than wait for an opponent to cast threats with which to steal, she simply reaches into their brain and finds them, herself.

Not only will she enable you to cast enemy spells, but she'll also reward you with demonic lackeys along the way. An important resource, as these 3/3's serve as her primary form of protection. She's also an excellent card-advantage engine, scaling up loyalty while filling graveyards with future resources. Whereas Zevlor asked us to lean into spell-slinging, Tasha is just as happy to reward us for casting enemy creatures as she is Instants and Sorceries. Heck, any spell we control but don't own (i.e. - We stole it) will add to our army. Though our Commander is a witch, if our deck were a Class-type, it'd totally be Rogue. Theft is the tool that enables our arsenal to be as flexible as our opponents', letting us turn their own threats and removal against them.

Xanathar, Guild Kingpin by Kieran Yanner

"Someone mention criminal activity?"

Let's delve deeper into the spellbook and break down our Commander's nuances:

Covetous Urge
Diluvian Primordial
Memory Plunder

1. Tasha, the Witch Queen is plenty adept at casting choice spells from enemy graveyards, but so too is the rest of our deck. Our aim is to harness enemy weaponry while generating demonic blockers along the way. Spells like Memory Plunder, Mnemonic Betrayal, and Wrexial, the Risen Deep further transform opposing graveyards into spell banks. Or we can plunder opposing hands via Silent-Blade Oni, Extract Brain, and Covetous Urge. Even the top of their decks aren't safe, with cards like Xanathar, Guild Kingpin, Stolen Goods, and Thief of Sanity essentially drawing us cards from other libraries. No matter which thieving route we take, Tasha will reward us with demons for our troubles.

Silent-Blade Oni
Nashi, Moon Sage's Scion
Fallen Shinobi

2. With our general being a Planeswalker, an elevated creature count helps keep her alive from enemy attacks. 3/3 Demons are an excellent help, but a host of synergistic creatures are also on hand to hold the fort. The combination of large army and token stream allows us to have fun with the fittingly- sneaky Ninjitsu. Witches and Ninja must have an excellent working relationship, as stealthy assassins like Silent-Blade Oni, Nashi, Moon Sage's Scion, and Fallen Shinobi align perfectly with our gameplan. Sheer numbers aside, cards like Dauthi Voidwalker and Krydle of Baldur's Gate provide evasion to help push attackers through.

Teferi's Tutelage
Nemesis of Reason
Maddening Cacophony

3. In order to have access to the most options, it behooves us to keep enemy graveyards full. Dimir is just as happy to threaten enemy sanity as enemy lives, so milling is not only copious, but even comes in two flavors. Teferi's Tutelage, Court of Cunning, and Memory Erosion take the gradual approach, steadily whittling opposing decks with each turn cycle. Alternatively, we could take a bolder tactic with Nemesis of Reason, Glimpse the Unthinkable, and Maddening Cacophony, which melt a sizable chuck of an enemy's brain in one nasty shot. Either way, the ever-increasing morgue population provides additional options for Tasha, the Witch Queen to draw upon. We do pack some removal, but ideally, it's these full graveyards that'll provide the sweepers for Tasha to invoke.

Rise of the Dark Realms
Shadow Kin
Consuming Aberration

4. While we're busy filling up graveyards, we might as well take advantage of all the newly-buried resources. Creatures like Consuming Aberration and Sewer Nemesis get progressively gigantic in combat. Shadow Kin and Dimir Doppelganger gleefully mimic fallen foes. Or we could opt to recur enemy threats via Draugr Necromancer, who'll trigger Tasha while he's at it. If our ever-escalating wave of value isn't enough to end things, a late-game Rise of the Dark Realms is bound to resurrect an absolute horde of corpses to close things out.

In summary, we'll want to start things off in typical Commander fashion: ramp and get a mana base underneath us first. We should start deploying troops before Tasha, the Witch Queen becomes available, helping ensure she'll survive that first pivotal turn cycle after arriving. Bear in mind, because she can only recur spells with Page counters on them, Tasha is unable to activate her second ability the turn she enters play. You won't be able to draw upon enemy removal as initial protection once you first cast her. She'll need a turn to exile spells. Thus, make sure you've enough support to keep Tasha alive before inviting her to the party. Once you untap, you'll have ample resources with which to simultaneously protect her and start stealing munitions from your enemies. This one-two punch gets steadily more powerful the longer Tasha lives, meaning each turn she prevails gets you one step closer to winning.

In the words of the immortal Winifred Sanderson: "I'll put a spell on you. And now you're mine."

Yes, I'm aware that's a song lyric a witch from the 1600's couldn't possibly have known but, whatever, it was a fun scene.

Intellect Devourer by Brian Valeza

Maybe she found a familiar that eats pop-culture memories?

The Wicked Witch with the Best | Commander | Matthew Lotti


Nightveil Specter
Wrexial, the Risen Deep
Thief of Sanity

Enter the Coven: Let's begin this nefarious tale with our army. Whether they hail from witch's cottage or thieves guild, all are driven by nefarious intent. Though many are accustomed to attacking for value, they'll also serve as protection for our commander. That said, if the coast is clear, these saboteurs will reward you with illicit goods. For example, Nightveil Specter, Thief of Sanity, Silent-Blade Oni, Fallen Shinobi, Nashi, Moon Sage's Scion, Dazzling Sphinx, and Wrexial, the Risen Deep require bloodletting in order to give you access to enemy spells. Luckily, all have some form of evasion or trickery to help sneak them past enemy defenses.

Other hooligans don't even worry about connecting with an opponent's throat. Brainstealer Dragon, Chancellor of the Spires, Diluvian Primordial, Gonti, Lord of Luxury, Hostage Taker, Intellect Devourer, Mindleecher, Opposition Agent, and Xanathar, Guild Kingpin immediately begin the heist into your opponents' vaults just by entering or remaining in play for a turn. Others like Dauthi Voidwalker, Wandering Archaic, and Draugr Necromancer get more powerful the longer they stay in play, much like our commander. This trio of creatures will punish opponents for playing spells and sending creatures into combat.

Manic Scribe
Consuming Aberration
Sewer Nemesis

The next batch of cutthroats prefers to shred sanity over stealing resources. Granted, because said sanity-shredding takes the form of milling, these creatures provide both Tasha, the Witch Queen and a few of the aforementioned troops more ammunition to work with. Nemesis of Reason, Shadow Kin, Consuming Aberration, Manic Scribe, Sewer Nemesis, and Krydle of Baldur's Gate all chip away at opposing libraries, with the latter even providing additional evasion to your saboteur-style creatures. Finally, Disciple of Deceit brings up the rear with tutor-style utility. With our gameplan taking time to build up steam, her ability to recycle unneeded cards into more relevant resources is not to be overlooked.

Extract Brain
Stolen Goods
Xander's Pact

Wicked Witchcraft: Tasha's centuries-long career has seen her spellbook grow thicker than a Multiverse-phonebook. Taking the psychic approach to cracking an opponent's cerebrum sees us employ the dark likes of Extract Brain and Covetous Urge to go directly after their hand. Or we could further punish players for simply playing the game a la Mind's Dilation, Cunning Rhetoric, Rod of Absorption, Spelljack, Gale's Redirection, Mnemonic Betrayal, and Memory Plunder. With Tasha, the Witch Queen being more than capable of recurring removal, we can also get maximum value out of Dead Man's Chest. If we'd rather the direct approach, Xander's Pact, King Narfi's Betrayal, Rogue Class, Chaos Wand, Predators' Hour, Siphon Insight, and Stolen Goods go straight for the library. No matter the angle of attack, our "hand" is bound to be overflowing with cards. Many just don't belong to us.

Fractured Sanity
Court of Cunning
Psychic Corrosion

Just as with our army, the other side of spellcraft sets aim on opposing gray matter. Milling revs up via Fractured Sanity, Glimpse the Unthinkable, and Maddening Cacophony, or hums along steadily through Court of Cunning, Psychic Corrosion, Memory Erosion, and Teferi's Tutelage. The more we can stockpile enemy graveyards, the more spells we'll have to draw upon via Tasha and cards like Mnemonic Betrayal, Memory Plunder, etc. Plus, we'll be super-sizing creatures like Sewer Nemesis and Consuming Aberration. Exiling choice spells from enemy graveyards also mitigates any unintentional assistance we might be providing other graveyard-centric decks at the table. An enemy Muldrotha, the Grave Tide can't recur permanents if we exile them first. We're technically a graveyard deck, ourselves, it's just that we're most interested in their graveyard. In that light, if an opponent is happy to fill up their own 'yard as part of their central game plan, all the better for us.

Agadeem's Awakening // Agadeem, the Undercrypt
Toxic Deluge

Supporting Spells: With all this effort spent tossing corpse after corpse into the graveyard, it's only fitting to have some mass-recursion to take full advantage. It's not our main strategy, but if all those cold bodies are ripe for necromancy, who are we to let a good zombie-army go to waste? A late game Rise of the Dark Realms could easily see our creature-count leap past twenty. Our own higher creature-count also means Agadeem's Awakening // Agadeem, the Undercrypt is bound to have ample targets as the game drags on. It's modal nature makes it and the underrated Hagra Mauling // Hagra Broodpit into flexible tools. That said, despite our Dimir-nature, we rely little on our own removal. A lone Toxic Deluge is included as a just-in-case, but ideally, we're hoping to harness enemy removal as our main form of answer. Spot removals and sweepers are such a key component of the format that you can reliably count on nearly every deck packing at least some destructive-firepower to draw upon.

Fellwar Stone
Moonsilver Key
Thought Vessel

Mana Support and Rocks: Though the majority of our ramp comes from the expected sources (Sol Ring, Arcane Signet, etc.), the inclusion of Fellwar Stone (and Moonsilver Key to potentially find it) is important for certain enemy spells. For while most like Mnemonic Betrayal, Hostage Taker, and Xanathar, Guild Kingpin allow us to bypass color restrictions, others like Mindleecher or any color-based activations present on stolen permanents, will need colors outside of Blue and Black. Also note that theft-spells that denote "you may play this card", rather than just cast it (Ex. - Nightveil Specter vs. Thief of Sanity) will let you play enemy lands. With our options also split between our own hand and our opponents', in addition to the inherent card advantage Tasha, the Witch Queen provides, Thought Vessel can go a long way toward ensuring we need not have to discard to seven at our turn's end.

Nephalia Drownyard
Mystic Sanctuary
Exotic Orchard

Moving onto real estate, other than the usual Blue/Black territories (Watery Grave, Polluted Delta, Sunken Ruins, etc.), we bring in Exotic Orchard to provide a second Fellwar Stone-effect. Mystic Sanctuary enables reuse of a helpful spell, and Nephalia Drownyard allows us to utilize excess mana to continue filling enemy graveyards. Finally, utility-land Blast Zone provides another mana sink to keep on hand for board control.

Siphon Insight by Livia Prima

'Buffet table' has a much darker connotation when it comes to vampires.

Budget Options: When you stop and think about it, the Necronomicon was actually a budget-friendly publication. In lieu of costly paper and ink costs, the authors opted for flesh and blood, which given their ghastly reputation, was likely in ample supply. Tasha, the Witch Queen may not have penned the Evil Dead-infamous tome, but she did compose the Demonicon of Iggwilv. Her research wasn't bound in viscera, but it certainly would've been on-brand. In that regard, here are some substitutes for players who'd rather not break the bank on cardboard. All cards over $20 will be noted and recommended for swap-outs. If anything seems interesting, regardless of price tag, give them a roll in the main! Creativity is a oft-forgotten cornerstone of Commander. One of the aspects that makes it special. Mix and match card choices to your vivisected-heart's content!

Elder Brain
Mindleech Mass
Arvinox, the Mind Flail

Creatures: N/A

Opposition Agent comes close to breaking budget at roughly $17, but everyone else is well below. That said, plenty of alternative options exist for creatures. Cards like Mindleech Mass, Arvinox, the Mind Flail, and Elder Brain were in the original deck, only cut because we already had some mana-heavy creatures aboard. They nonetheless fit perfectly into our strategy and could easily tag in for heavies like Brainstealer Dragon, Diluvian Primordial, or Chancellor of the Spires. Other great choices include Kheru Spellsnatcher and Kheru Mind-Eater.

Mirko Vosk, Mind Drinker
Ruin Crab
Phenax, God of Deception

If you're more in the market for milling, cards like Mirko Vosk, Mind Drinker, Phenax, God of Deception, Hedron Crab, and Ruin Crab all provide a steady stream of annihilated libraries in their wake.

Blood on the Snow
Psychic Intrusion
Inexorable Tide

Supporting Spells: Toxic Deluge: $20.00

With only a single sweeper spell coming in over budget, options abound. If we'd prefer to replace it with another sweeper, our excess of snow-covered basics adds to the value of Blood on the Snow. If instead we'd rather dig deeper into synergy, spell-stealing cards like Psychic Intrusion, Hedonist's Trove are also available. For added milling, look to cards like Traumatize, Sanity Grinding, and Cut Your Losses, for which you should have plenty of demon tokens for that Casualty cost. Finally, with our commander being a Planeswalker, Proliferate options like Contentious Plan, Thrumming Bird, and Inexorable Tide could also be helpful additions.

Duskmantle, House of Shadow
Choked Estuary
Darkwater Catacombs

Mana Options: Ancient Tomb: $70.00, Polluted Delta: $44.00, Sunken Ruins: $20.00

As usual, our mana base is the most expensive component of the deck. Direct mana-making replacements are in ample supply: Choked Estuary, Darkwater Catacombs, Clearwater Pathway // Murkwater Pathway, Dreadship Reef, River of Tears, Creeping Tar Pit, etc. If you'd rather more in the realm of utility, Duskmantle, House of Shadow can come in for additional incremental milling, Port of Karfell works to resurrect dead creatures, and Hostile Hostel // Creeping Inn provides another source of damage. Just ensure you've enough tokens to both feed it and protect Tasha.

Mnemoic Betrayal by Clint Cearley

The coolest album-art ever has never appeared on an actual album cover.

If you've come this far, and your sanity is still intact, I'm sure you've earned Tasha, the Witch Queen's respect. She may be a millennia-old archfey who views players as little more than Chess pawns, but if you've hung around her this long and can still string together cohesive sentences, she must find you amusing. At the very least. The same can't be said for your opponents, who by this dire point are likely reduced to cackling fiends, laughing as their own doom descends upon them. Grim a picture as it may paint, you can at least take consolation in this: At least she's on your side.

Thanks for reading, and may your spellbook be ever-full of options.

-Matt-

@Intrepid_Tautog

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