(Queen MarchesaQueen Marchesa and Kenrith, the Returned KingKenrith, the Returned King | Art by Kieran Yanner)
Take the Crown
When the Commander community first saw General TazriGeneral Tazri, we were, in a word, floored. Though she's a mono-colored card, the five colored mana symbols in her text box would open the doors to a non-restrictive five-color deck. Since that time, Wizards of the Coast has used this formula on a frankly astonishing number of legends: Ramos, Dragon EngineRamos, Dragon Engine, Najeela, the Blade-BlossomNajeela, the Blade-Blossom, Jodah, Archmage EternalJodah, Archmage Eternal, Sisay, Weatherlight CaptainSisay, Weatherlight Captain, Morophon, the BoundlessMorophon, the Boundless, and Golos, Tireless PilgrimGolos, Tireless Pilgrim all open the doors to five-color decks without being five-color cards themselves.
With the release of Throne of Eldraine, a new member of the five-color club has joined the round table. His name is Kenrith, the Returned KingKenrith, the Returned King, famously the first thing that Oko, Thief of CrownsOko, Thief of Crowns turned into a 3/3 Elk before beginning his reign of Elky terror.
Oko isn't the only thief of crowns, though. Knowledge of a new sovereign entering the fray has alerted our original crown-snatcher, Queen MarchesaQueen Marchesa (long may she reign).
Our favorite Mardu empress has amassed quite the following, namely by using the Monarch mechanic to reshape the politics of a typical multiplayer game. As it turns out, Kenrith is just as politically savvy, possessing a suite of activated abilities that can provide substantial benefit to himself or to an ally.
If you like royalty and politics, which of these commanders is right for you? It's a game of thrones on this week's Commander Showdown, so let's find out who deserves the crown!
Long May She Reign
We'll begin with the cunning, backstabbing, and effortlessly flawless Queen MarchesaQueen Marchesa. She introduces the Monarch mechanic to the game, which bequeaths to the possessor extra cards during their end step. To complement this, she can sit back with deathtouch to defend her throne, or produce dangerous Assassin tokens to help her reclaim the crown if it's ever stolen.
The Monarch ability encourages combat between players, especially those who hunger for its additional card advantage. This can certainly be refreshing to some tables where combat is a rarity rather than a regularity. Attacking might leave you open to three opponents, not just one, so rather than chip in for five or eight damage here and there, some players will ignore combat until they've reached a powerful enough board state to land a game-ending Craterhoof BehemothCraterhoof Behemoth or Overwhelming StampedeOverwhelming Stampede. Extra card draw helps break up that pattern and encourage more intermittent combat throughout the game.
However, the majority of Queen MarchesaQueen Marchesa decks appear to be built to help her retain her crown, rather than to give it away to encourage in-fighting amongst her enemies. Ghostly PrisonGhostly Prison appears in 60% of her decks, for instance, and her High Synergy cards include the likes of Windborn MuseWindborn Muse, Sphere of SafetySphere of Safety and even Kazuul, Tyrant of the CliffsKazuul, Tyrant of the Cliffs or Teysa, Envoy of GhostsTeysa, Envoy of Ghosts to insulate her from any threat of aggression.
So while some Marchesa players may invite others to steal her crown as way of prompting the table to attack each other and whittle down life totals, this doesn't seem to be her most common strategy. She seems more suited to hide behind her defenses, accruing advantages over time while she surveys her realm. So, if not through the Monarch mechanic specifically, how else does she use politics to her advantage?
In a word, removal. Marchesa's brand of politics isn't about giving gifts, but taking them away. Removal spells are one of her most important tools, threatening repercussions against anyone who attempts to do her harm. Better yet, these are her doorway to make deals. One Path to ExilePath to Exile against a mutual enemy can make said enemy vulnerable to attack by another party at the table. Threatening to ruin a necromancer's day with a Rakdos CharmRakdos Charm can turn that necromancer into a political puppet who'll do anything Marchesa asks in the hopes she'll spare their graveyard from exile.
I know this because I'm a necromancer, and my friends who play Queen MarchesaQueen Marchesa frequently use this strategy against me. It's annoyingly effective.
Removal spells don't win you the game, though. They just prevent others from winning. How does Marchesa take all of this removal and make it lethal not just to the game pieces, but the players?
First of Her Name
View on ArchidektCommander (1)
- 1 Queen MarchesaQueen Marchesa
Enchantments (11)
- 1 Assemble the LegionAssemble the Legion
- 1 Aura of SilenceAura of Silence
- 1 Blind ObedienceBlind Obedience
- 1 Captive AudienceCaptive Audience
- 1 Ghostly PrisonGhostly Prison
- 1 Luminarch AscensionLuminarch Ascension
- 1 Phyrexian ArenaPhyrexian Arena
- 1 Smothering TitheSmothering Tithe
- 1 Sphere of SafetySphere of Safety
- 1 Stolen StrategyStolen Strategy
- 1 Vicious ShadowsVicious Shadows
Creatures (10)
- 1 Custodi LichCustodi Lich
- 1 Dockside ExtortionistDockside Extortionist
- 1 Gisela, Blade of GoldnightGisela, Blade of Goldnight
- 1 Kaervek the MercilessKaervek the Merciless
- 1 Kambal, Consul of AllocationKambal, Consul of Allocation
- 1 Protector of the CrownProtector of the Crown
- 1 Teysa, Envoy of GhostsTeysa, Envoy of Ghosts
- 1 Twilight ProphetTwilight Prophet
- 1 Windborn MuseWindborn Muse
- 1 Xantcha, Sleeper AgentXantcha, Sleeper Agent
Artifacts (16)
- 1 Arcane SignetArcane Signet
- 1 Bloodthirsty BladeBloodthirsty Blade
- 1 Boros SignetBoros Signet
- 1 Chromatic LanternChromatic Lantern
- 1 Crown of DoomCrown of Doom
- 1 Mirage MirrorMirage Mirror
- 1 Orzhov SignetOrzhov Signet
- 1 Rakdos SignetRakdos Signet
- 1 SkullclampSkullclamp
- 1 Sol RingSol Ring
- 1 Talisman of ConvictionTalisman of Conviction
- 1 Talisman of HierarchyTalisman of Hierarchy
- 1 Talisman of IndulgenceTalisman of Indulgence
- 1 Thaumatic CompassThaumatic Compass
- 1 The Immortal SunThe Immortal Sun
- 1 Thought VesselThought Vessel
Sorceries (8)
- 1 Austere CommandAustere Command
- 1 Blasphemous ActBlasphemous Act
- 1 Disrupt DecorumDisrupt Decorum
- 1 InsurrectionInsurrection
- 1 Merciless EvictionMerciless Eviction
- 1 Painful TruthsPainful Truths
- 1 Torment of HailfireTorment of Hailfire
- 1 VandalblastVandalblast
Instants (16)
- 1 Anguished UnmakingAnguished Unmaking
- 1 BacklashBacklash
- 1 Chaos WarpChaos Warp
- 1 Crackling DoomCrackling Doom
- 1 Deflecting PalmDeflecting Palm
- 1 DeliriumDelirium
- 1 DesparkDespark
- 1 Fury StormFury Storm
- 1 Generous GiftGenerous Gift
- 1 Kaya's GuileKaya's Guile
- 1 Path to ExilePath to Exile
- 1 Rakdos CharmRakdos Charm
- 1 ReverberateReverberate
- 1 Swords to PlowsharesSwords to Plowshares
- 1 Teferi's ProtectionTeferi's Protection
- 1 Wear // TearWear // Tear
Planeswalkers (1)
- 1 Elspeth, Sun's ChampionElspeth, Sun's Champion
Lands (37)
- 1 Arcane LighthouseArcane Lighthouse
- 1 Ash BarrensAsh Barrens
- 1 Battlefield ForgeBattlefield Forge
- 1 Blood CryptBlood Crypt
- 1 Bojuka BogBojuka Bog
- 1 Boros GarrisonBoros Garrison
- 1 Caves of KoilosCaves of Koilos
- 1 Command TowerCommand Tower
- 1 Evolving WildsEvolving Wilds
- 1 Exotic OrchardExotic Orchard
- 1 Godless ShrineGodless Shrine
- 1 Luxury SuiteLuxury Suite
- 1 Maze of IthMaze of Ith
- 3 MountainMountain
- 1 Nomad OutpostNomad Outpost
- 1 Orzhov BasilicaOrzhov Basilica
- 1 Path of AncestryPath of Ancestry
- 3 PlainsPlains
- 1 Rakdos CarnariumRakdos Carnarium
- 1 Reliquary TowerReliquary Tower
- 1 Rogue's PassageRogue's Passage
- 1 Sacred FoundrySacred Foundry
- 1 Scavenger GroundsScavenger Grounds
- 1 Silent ClearingSilent Clearing
- 1 Sulfurous SpringsSulfurous Springs
- 1 Sunbaked CanyonSunbaked Canyon
- 3 SwampSwamp
- 1 Temple of MaliceTemple of Malice
- 1 Temple of SilenceTemple of Silence
- 1 Temple of TriumphTemple of Triumph
- 1 Terramorphic ExpanseTerramorphic Expanse
Mardu has access to some excellent haymakers, and Marchesa can use them to seize power at just the right moment. Gisela, Blade of GoldnightGisela, Blade of Goldnight, for instance, will simultaneously protect her and turn even the tiniest army into a giant threat. Most of the time, however, Marchesa's victory is won gradually. The Monarch mechanic provides the most rewards over a long game, so it makes sense to lean into win conditions that operate at that same wavelength. Assemble the LegionAssemble the Legion goes from irksome to problematic in a short time span. Twilight ProphetTwilight Prophet can provide card advantage and drain the table to death. I've even been defeated by a Marchesa repeatedly using the Extort ability on her Blind ObedienceBlind Obedience.
Note also the nature of Marchesa's removal in the list above. I don't just mean the single-target removal spells like Anguished UnmakingAnguished Unmaking. I mean the hyper-specific options, the ones that devastate a deck's entire strategy. Things like Kaya's GuileKaya's Guile, which can ruin both a Voltron and a graveyard deck. Things like The Immortal SunThe Immortal Sun, which can hose Superfriends strategies. Things like VandalblastVandalblast, which turns artifact decks into scrap metal. Even Kambal, Consul of AllocationKambal, Consul of Allocation is effectively 'removal' against a Storm-happy Spellslinger deck. By exploiting the small weaknesses of other, powerful strategies, Marchesa forces opponents to play fair, either holding them hostage for political capital, or else forcing them to play on a battlefield she is better equipped to navigate.
Marchesa has many other tricks up her sleeve, but we must turn our attention now to our other noble leader.
I Was Turned Into a 3/3 Elk
Kenrith, the Returned KingKenrith, the Returned King and the many other sovereigns of the plane of Eldraine introduced us to a new creature type: Noble. As a result, many previous rulers have now been updated to include this creature type. For instance, Stromkirk NobleStromkirk Noble is now, fittingly, a Vampire Noble. This is noteworthy because Queen MarchesaQueen Marchesa, who stole her crown from Brago, King EternalBrago, King Eternal, has not been updated to be a Noble. She snatched the crown, but that does not make you royalty. Kenrith, by contrast, is royalty incarnate.
Kenrith presents a difficult conundrum. As mentioned at the top of the article, Kenrith sits among a huge number of five-color commanders with his similar formula. As a result, finding his own unique niche among his five-color contemporaries is tricky. He's certainly the quintessential Vedalken OrreryVedalken Orrery commander, able to hold his mana until the last possible second so that he may react to any situation. But even then, what do his abilities offer that the extremely popular Golos, Tireless PilgrimGolos, Tireless Pilgrim does not?
There are two immediate answers. The first is politics. Kenrith can target other players with his abilities, extending an olive branch to help temporary allies dismantle mutual threats. This strikes me as a precarious path, however, and giving enemies back their dead creatures or buffing them up leaves others ahead on advantage in a way that may be difficult to twist back in your own favor. It's effective, but risky.
The second answer is, of course, infinite combos. Whenever a commander has an activated ability, such as Ghave, Guru of SporesGhave, Guru of Spores or Thrasios, Triton HeroThrasios, Triton Hero, the potential to go infinite always comes to mind. A Mana ReflectionMana Reflection and a PalinchronPalinchron give him all the mana he'll need to crush his enemies. He can play any creature, buff it to infinity, and give it trample and haste to wipe out an enemy kingdom. Kenrith doesn't even need to rely upon Laboratory ManiacLaboratory Maniac, since he can just force each opponent to draw their entire library.
However, I don't like either of these options very much. Politics is interesting, but that can always be a byproduct of Kenrith's strategy rather than his main focus. The combos also don't interest me as much. What I do like about both of these ideas, though, is that they make excellent use of Kenrith's greatest asset, and the thing that sets him apart from his other five-color competitors: his versatility.
I Got Better
View on ArchidektCommander (1)
- 1 Kenrith, the Returned KingKenrith, the Returned King
Creatures (11)
- 1 Biomancer's FamiliarBiomancer's Familiar
- 1 Crested SunmareCrested Sunmare
- 1 Dockside ExtortionistDockside Extortionist
- 1 Glen Elendra ArchmageGlen Elendra Archmage
- 1 Horobi, Death's WailHorobi, Death's Wail
- 1 Resplendent AngelResplendent Angel
- 1 Seedborn MuseSeedborn Muse
- 1 Vorinclex, Voice of HungerVorinclex, Voice of Hunger
- 1 WillbreakerWillbreaker
- 1 Woodfall PrimusWoodfall Primus
- 1 Zacama, Primal CalamityZacama, Primal Calamity
Artifacts (12)
- 1 Arcane SignetArcane Signet
- 1 Chromatic LanternChromatic Lantern
- 1 Coalition RelicCoalition Relic
- 1 Door to NothingnessDoor to Nothingness
- 1 Fellwar StoneFellwar Stone
- 1 Gilded LotusGilded Lotus
- 1 HeartstoneHeartstone
- 1 Illusionist's BracersIllusionist's Bracers
- 1 Prismatic GeoscopePrismatic Geoscope
- 1 Sol RingSol Ring
- 1 Thought VesselThought Vessel
- 1 Vedalken OrreryVedalken Orrery
Enchantments (16)
- 1 Angelic AccordAngelic Accord
- 1 AwakeningAwakening
- 1 CowardiceCowardice
- 1 Dawn's ReflectionDawn's Reflection
- 1 Dismiss into DreamDismiss into Dream
- 1 Leyline of AnticipationLeyline of Anticipation
- 1 Mana ReflectionMana Reflection
- 1 Market FestivalMarket Festival
- 1 Mirari's WakeMirari's Wake
- 1 Mystic RemoraMystic Remora
- 1 Rhystic StudyRhystic Study
- 1 Smothering TitheSmothering Tithe
- 1 Tainted RemedyTainted Remedy
- 1 Training GroundsTraining Grounds
- 1 Wilderness ReclamationWilderness Reclamation
- 1 Zendikar ResurgentZendikar Resurgent
Instants (10)
- 1 Beast WithinBeast Within
- 1 Chaos WarpChaos Warp
- 1 Cyclonic RiftCyclonic Rift
- 1 Generous GiftGenerous Gift
- 1 NegateNegate
- 1 Path to ExilePath to Exile
- 1 RewindRewind
- 1 Stubborn DenialStubborn Denial
- 1 Swords to PlowsharesSwords to Plowshares
- 1 UnwindUnwind
Sorceries (12)
- 1 Blasphemous ActBlasphemous Act
- 1 CultivateCultivate
- 1 FarseekFarseek
- 1 Finale of DevastationFinale of Devastation
- 1 Finale of GloryFinale of Glory
- 1 Finale of RevelationFinale of Revelation
- 1 Kodama's ReachKodama's Reach
- 1 Merciless EvictionMerciless Eviction
- 1 Nature's LoreNature's Lore
- 1 Skyshroud ClaimSkyshroud Claim
- 1 Tempt with DiscoveryTempt with Discovery
- 1 Toxic DelugeToxic Deluge
Lands (38)
- 1 Arcane SanctumArcane Sanctum
- 1 Blood CryptBlood Crypt
- 1 Bloodstained MireBloodstained Mire
- 1 Breeding PoolBreeding Pool
- 1 City of BrassCity of Brass
- 1 Command TowerCommand Tower
- 1 Crumbling NecropolisCrumbling Necropolis
- 1 Exotic OrchardExotic Orchard
- 1 Flooded StrandFlooded Strand
- 1 Forbidden OrchardForbidden Orchard
- 1 ForestForest
- 1 Frontier BivouacFrontier Bivouac
- 1 Godless ShrineGodless Shrine
- 1 Hallowed FountainHallowed Fountain
- 1 IslandIsland
- 1 Jungle ShrineJungle Shrine
- 1 Krosan VergeKrosan Verge
- 1 Mana ConfluenceMana Confluence
- 1 MountainMountain
- 1 Mystic MonasteryMystic Monastery
- 1 Opulent PalaceOpulent Palace
- 1 Overgrown TombOvergrown Tomb
- 1 Path of AncestryPath of Ancestry
- 1 PlainsPlains
- 1 Polluted DeltaPolluted Delta
- 1 Reflecting PoolReflecting Pool
- 1 Reliquary TowerReliquary Tower
- 1 Sacred FoundrySacred Foundry
- 1 Sandsteppe CitadelSandsteppe Citadel
- 1 Savage LandsSavage Lands
- 1 Seaside CitadelSeaside Citadel
- 1 Steam VentsSteam Vents
- 1 Stomping GroundStomping Ground
- 1 SwampSwamp
- 1 Temple GardenTemple Garden
- 1 Watery GraveWatery Grave
- 1 Windswept HeathWindswept Heath
- 1 Wooded FoothillsWooded Foothills
Kenrith is a mana sink, which demands his deck be full to brimming with mana advantage, from Fellwar StoneFellwar Stone to Mirari's WakeMirari's Wake. Though at first glance, some of Kenrith's abilities may appear a bit 'meh' compared to others, our goal is to find a use for all the parts of the buffalo. We know that drawing a card is always useful, but how can we make use of gaining life or putting a few +1/+1 counters on creatures at such a slow rate?
Gaining life looks like Kenrith's weakest ability, but I think it might actually be one of his strongest. Five life triggers Angelic AccordAngelic Accord, Resplendent AngelResplendent Angel, and Crested SunmareCrested Sunmare. Over the course of a few turns, these can turn into a really great army. However, if that wasn't enough, a card like Tainted RemedyTainted Remedy turns gain into pain.
Putting +1/+1 counters onto creatures doesn't seem like much, but this too opens up some wacky doors. Dismiss Into DreamDismiss Into Dream is a wildly fun card that dramatically shuts down Voltron strategies, and also turns Kenrith's green ability into a repeatable Doom BladeDoom Blade. Horobi, Death's WailHorobi, Death's Wail joins in on the fun too!
How do we pay for all this? A combination of Seedborn MuseSeedborn Muse, Training GroundsTraining Grounds, and every mana-doubler we can find will keep Kenrith's coffers well-stocked. In fact, we can throw in a few other big-mana spells like Finale of GloryFinale of Glory or Finale of DevastationFinale of Devastation to use up all that fabulous mana. Remember, if you do manage to make a bazillion tokens, Kenrith can give them haste right away!
And of course, the politics still exist as a happy secondary option. You can make deals to give an enemy's army haste to help it attack a mutual enemy. You can give life to an ally to keep them alive to assist you against a greater threat. But politics alone can't be his only strategy. He excels at giving things to others, but a masterful Kenrith can flip the switch to turn those gifts into weapons.
A Game of Thrones
Queen MarchesaQueen Marchesa uses politics in exactly the way you'd expect a Mardu commander to use them. Rather than offering boons to allies, she threatens her enemies to do her bidding, or else. She is methodical, and waits for just the right moment to strike. In her own words, "Those who seize power must have the means to hold it." This is one of the most dangerous types of opponent - one who has an answer to everything you might do.
Kenrith, the Returned KingKenrith, the Returned King's brand of politics is precisely the opposite. He must proactively be the one to offer deals in exchange for services. This may make him some friends, but every friend he makes in this manner will also likely create an enemy. Thus, Kenrith must lean into the strengths of his own versatile abilities, not only in the contracts and alliances they may allow him to create, but by turning them into double-edged swords.
As rulers, their reign is vastly different. Marchesa's kingdom is walled off, plotting slow, torturous deaths, a viper's nest that will strike back when approached. Kenrith's is flourishing and generous... until such time you have earned his wrath.
Cards to Consider
Before we leave for today, here are a few extra cards to consider for each of these regal forces.
Marchesa
- Kaervek the MercilessKaervek the Merciless: Marchesa games occasionally go long. Dedicated win conditions are a necessity, and Kaervek dishes out damage like no one's business. Best of all, he's one of the most political tools Rakdos has ever seen.
- Stolen StrategyStolen Strategy: As I said, Marchesa plays a long game. This is one of red's best methods of card advantage over that length of time.
- Kaya's GuileKaya's Guile: More people need to play this. As a necromancer myself, I can attest that this card alone has been the sole progenitor of my demise.
- Fury StormFury Storm: And, by extension, ReverberateReverberate. When someone else casts Blue Sun's ZenithBlue Sun's Zenith, join in! When someone else casts Torment of HailfireTorment of Hailfire, quadruple the fun! PS: yours resolves first!
- Captive AudienceCaptive Audience: It hurts so good.
Kenrith
- WillbreakerWillbreaker: Put a +1/+1 counter on target creature and gain control of it. Kenrith likes this very very much.
- Prismatic GeoscopePrismatic Geoscope: Takes some work, but folks often underrate how much mana this can provide. I particularly appreciate its ability to provide any type of mana in any combination.
- Zacama, Primal CalamityZacama, Primal Calamity: More awesome abilities, and a huge refund to boot! Even if you don't want to play this big Dino in your Kenrith deck, at least peruse its EDHREC page for card ideas that synergize with a commander with lots of activated abilities.
- Glen Elendra ArchmageGlen Elendra Archmage: Counter spells, put a +1/+1 counter on the Archmage to remove the Persist -1/-1 counter, repeat. Feels good!
- AwakeningAwakening: This is no Seedborn MuseSeedborn Muse, but it's an extremely crazy backup.
Checkmate
Queen MarchesaQueen Marchesa and Kenrith, the Returned KingKenrith, the Returned King offer some awesome lessons about political maneuvering, and how to turn versatile effects into potent weapons. Their styles really come down to the type of political play you most prefer to employ. One is the carrot, the other is the stick. Do you threaten enemies with danger, or offer them benefits for their assistance? Does your strategy unfold over many turns, like Marchesa, or is it a result of a flourishing kingdom, like Kenrith? And most importantly, if Kenrith was able to undo Kenrith's TransformationKenrith's Transformation, will Marchesa also manage to escape her fate if she is turned into a 3/3 Elk?
Which of these members of the royal elite most appeals to you? Better yet, which pair would you like to see on the next Commander Showdown?
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'Til next time!
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