My New Favorite 5-Color Commander! | $100 Budget Marina Vendrell Room Combo Deck Tech | BRBMTG

Benjamin Levin • October 5, 2024

<span class="card-text-card-name">Marina Vendrell</span> | Illustrated by Magali Villeneuve
<span class="card-text-card-name">Inquisitive Glimmer</span> | Illustrated by Julie Dillon

Hey, nerds! Welcome to my first deck tech from Duskmourn: House of Horror featuring Marina Vendrell five-colors Rooms. If you're looking for an interesting five-color enchantress commander, then look no further. Marina not only provides incredible card advantage when she enters, but she's also a powerful combo commander, and yes, we will be leaning into her combo ability in this deck tech, so let's open the door and see what this Room-focused commander has inside.


Make Some Room!

First, let's talk about the Rooms. In total there are 28 Rooms between the main set and the Commander precons. Of the 28, there were four that didn't make the final cut for my personal list, those being Painter's Studio // Defaced Gallery, Experimental Lab // Staff Room, Polluted Cistern // Dim Oubliette, and Walk-In Closet // Forgotten Cellar. These felt like the four weakest Rooms in this particular build of Marina.

If you want to run fetches of any kind, Walk-In Closet would probably be worth including, I just didn't in my list. You could also probably cut some of the common and uncommon Rooms, but I still want a critical mass so we can win with Central Elevator // Promising Stairs. Right off the bat, we have an alternate win condition that should be easy to trigger in this deck.

While I'm not going to go over all of the Rooms I added, some of the key ones are Secret Arcade // Dusty Parlor, Smoky Lounge // Misty Salon, and Unholy Annex // Ritual Chamber. Secret Arcade makes everything but lands you control enchantments, which can force a draw by getting stuck in a loop with Gremlin Tamer if you aren't careful. Additionally, Smoky Lounge acts as a Sol Ring to unlock doors and Unholy Annex is card draw.

What's even better is that some Rooms are actually removal, such as Cramped Vents // Access Maze, Glassworks // Shattered Yard, and Restricted Office // Lecture Hall.


What's Behind the Door?

We need more than just Rooms to help us win the game, though. You'll probably want to include some of the new enchantment payoffs, like Scrabbling Skullcrab, Balemurk Leech, and the not-so-new Grim Guardian. The Skullcrab and Leech are also combo payoffs, which we'll get to later on.

But wait! There are some more eerie cards that I think are worth including, like Ghostly Dancers, Fear of Sleep Paralysis, and Entity Tracker. If you wanted to lean into the flavor, like I wanted to, you could include some more eerie cards, and of course, you can add some enchantress staples, such as Sythis, Harvest's Hand, Setessan Champion, and Mesa Enchantress to draw cards.

I wanted to ramp using enchantments instead of the usual land or artifact ramp, so I went with Sanctum Weaver, Faeburrow Elder, and Moldering Gym // Weight Room, just to name a few. Moldering Gym is land ramp on an enchantment, which we can repeatedly use with our commander's ability. I also included Fertile Ground, Wild Growth, and Trace of Abundance to round out the ramp package.


Picking Some Locks

Now, let's talk about the combo. For this combo to work, we need our commander, Intruder Alarm, a Room that makes a creature when we unlock it (Grand Entryway // Elegant Rotunda, Smoky Lounge // Misty Salon, Unholy Annex // Ritual Chamber, Spiked Corridor // Torture Pit, Dollmaker's Shop // Porcelain Gallery or my favorite Mirror Room // Fractured Realm), and an untapper (Kiora's Follower, Vizier of Tumbling Sands, or Kelpie Guide).

We'll tap our commander to unlock a Room, which makes a token. When that token enters, it will trigger Intruder Alarm and untap all of our creatures. Then we tap our commander to lock that Room, then use one of the untappers to untap our commander. Then we unlock that Room again, making a token and repeating this process. This gives us infinite eerie triggers, infinite enters triggers, and with Secret Arcade // Dusty Parlor or Grand Entryway // Elegant Rotunda in play, we also get infinite Constellation triggers. If we have Entity Tracker in play, we can draw our entire deck, letting us find Balemurk Leech,Grim Guardian, or Scrabbling Skullcrab to close out the game.


Cards To Consider

I excluded some cards from my list, but I wanted to mention in case you want to try them out! Some of the new Bloomburrow commanders, like Bello, Bard of the Brambles and Wildsear, Scouring Maw, could be fun in the list. Zur, Eternal Schemer can allow you to phase out all creatures forever with Out of Time by making it into a creature at instant speed, and obviously, Aminatou, Veil Piercer would probably be pretty great in the deck.

I didn't include any haste-enablers in my list, but you could add Thousand-Year Elixir, Fervor, or Tyvar, Jubilant Brawler to tap your creatures right away. Or you could add Lightning Greaves and just move them around a bunch. Also, if we have any of our mana dorks in play, we can also generate infinite mana.

If you're looking to spend a little bit more money, Argothian Enchantress, Starfield of Nyx, Overlord of the Hauntwoods could be powerful inclusions to the deck, but I don't think they're all that necessary.


View this decklist on Archidekt


Ben has been playing Magic since 2012 and started creating Magic the Gathering content in October of 2022 on YouTube under the name BathroomBrewsMTG (YouTube.com/@BRBMTG). Primarily focusing on budget EDH content. When he isn't thinking or talking about MTG, he is usually playing video games, spending time with his wife or playing with his two cats. You can find him on Twitter @BathroomMTG.