Sift Through Sands - Damia and Queza

Psychic Possession | Art by Mark Tedin
Take a Look at These Hands
Welcome back to Sift Through Sands, everybody! Hope that Streets of New Capenna is treating everyone well; it keeps blowing my mind with all the neat stuff in it. If this is your first time, in this article series, we focus on two different deck builds, looking at how they're played and what makes them successful. After we examine both decklists, we'll highlight the card package in both that makes them successful, and how those cards can play well together across the board.
Our Picks
With that out of the way, let's look at our legendaries for today's article: Damia, Sage of Stone
Both our nonhuman ladies here are pretty straightforward. Damia offers us significant card advantage to bolster us late-game. Her color identity gives us access to a lot of great synergy with her draw ability. With black, blue, and green, Damia can look into draw, discard, and reanimation synergy, depending on how she's built. Queza, a new face in town, resembles Niv-Mizzet, the Firemind
Both Damia and Queza are fairly costed, and their relative simplicity gives them both the wiggle room for a variety of builds. They're both less exciting than other Sultai and Esper Obscura commanders, but they're versatile enough to be powerful, underrated choices. Let's take a look at our Damia list first.
Hamburger Hands
View on ArchidektCommander (1)
Artifact (10)
Creature (27)
- 1 Aeon Chronicler
- 1 Body of Knowledge
- 1 Cold-Eyed Selkie
- 1 Disciple of Bolas
- 1 Dreamscape Artist
- 1 Fungal Shambler
- 1 Greenseeker
- 1 Jarad, Golgari Lich Lord
- 1 Jolrael, Mwonvuli Recluse
- 1 Jushi Apprentice
- 1 Kagemaro, First to Suffer
- 1 Kydele, Chosen of Kruphix
- 1 Lu Xun, Scholar General
- 1 Masumaro, First to Live
- 1 Multani, Maro-Sorcerer
- 1 Ohran Viper
- 1 Overbeing of Myth
- 1 Psychosis Crawler
- 1 Realm Seekers
- 1 Sage of Ancient Lore
- 1 Seizan, Perverter of Truth
- 1 Shadowmage Infiltrator
- 1 Soramaro, First to Dream
- 1 Sturmgeist
- 1 Syr Elenora, the Discerning
- 1 Tishana, Voice of Thunder
- 1 Tomebound Lich
Enchantment (5)
Instant (9)
Sorcery (10)
Planeswalker (2)
Land (36)
- 1 Bojuka Bog
- 1 Choked Estuary
- 1 Command Tower
- 1 Darkwater Catacombs
- 1 Dimir Aqueduct
- 1 Evolving Wilds
- 6 Forest
- 1 Golgari Rot Farm
- 1 Ice Tunnel
- 7 Island
- 1 Necroblossom Snarl
- 1 Opulent Palace
- 1 Reliquary Tower
- 1 Rimewood Falls
- 1 Sea Gate, Reborn
- 1 Simic Growth Chamber
- 1 Sunken Hollow
- 5 Swamp
- 1 Terramorphic Expanse
- 1 Vineglimmer Snarl
- 1 Woodland Chasm
Playing Damia
This Damia deck has a theme: Maro
Early game, in addition to ramping with Signets and spells, we want to get some of our low-mana-value creatures that draw off combat damage, using Cold-Eyed Selkie
Most of our Maro creatures are five mana, and they each have important applications in the deck. Sturmgeist
Ending the game can come in a variety of ways, but in particular, using Greater Good
Damia is carried by cards that reward us for having many cards in hand, for drawing them, and ones that generate significant advantage on their own. Our planeswalkers, Mordenkainen
Antagonizing with the Agonizer
Queza, Augur of Agonies
Not-Mizzet
View on ArchidektCommander (1)
Artifact (10)
Creature (25)
- 1 Ajani's Pridemate
- 1 Azor, the Lawbringer
- 1 Body of Knowledge
- 1 Cliffhaven Vampire
- 1 Dream Trawler
- 1 Drogskol Reaver
- 1 Flumph
- 1 Forgotten Creation
- 1 Isperia, Supreme Judge
- 1 Jace's Archivist
- 1 Kagemaro, First to Suffer
- 1 Kami of the Crescent Moon
- 1 Laboratory Maniac
- 1 Marauding Blight-Priest
- 1 Nezahal, Primal Tide
- 1 Notion Thief
- 1 Oneirophage
- 1 Psychosis Crawler
- 1 Raffine, Scheming Seer
- 1 Shabraz, the Skyshark
- 1 Shadowmage Infiltrator
- 1 Sturmgeist
- 1 Tomebound Lich
- 1 Vito, Thorn of the Dusk Rose
- 1 Witch of the Moors
Instant (10)
Sorcery (8)
Land (35)
- 1 Arcane Sanctum
- 1 Barren Moor
- 1 Bojuka Bog
- 1 Choked Estuary
- 1 Command Tower
- 1 Darkwater Catacombs
- 1 Dismal Backwater
- 1 Exotic Orchard
- 1 Gates of Istfell
- 6 Island
- 1 Lonely Sandbar
- 1 Mikokoro, Center of the Sea
- 1 Myriad Landscape
- 1 Obscura Storefront
- 4 Plains
- 1 Port Town
- 1 Reliquary Tower
- 1 Scoured Barrens
- 1 Secluded Steppe
- 1 Shineshadow Snarl
- 1 Skycloud Expanse
- 5 Swamp
- 1 Tranquil Cove
Playing Queza
She's not the most exciting Obscura commander, but Queza scratches the colorshift itch that so many Commander players (myself included) really enjoy, and she lets us play some weird cards to boot. The deck is based around card draw, but Queza's ability lets us lean into some lifegain and drain triggers as well, letting us turn one draw into multiple life lost and gained around the table.
In the early game, we want to get out some of our low-cost cards that become bigger threats later on. Kami of the Crescent Moon
Our draw spells all are flexible here, with low-cost spells helping us dig in the early game, or serving as easy life loss with Queza. Some of our static draw pieces, like Teferi's Puzzle Box
Drawing lots of cards will get us to our extra lifegain triggers, with Cliffhaven Vampire
Package Delivered
Both of these decks were a blast to build, and I was extremely pleased with both how they turned out, and how janky they became, with Damia becoming a Kamigawa tribute deck and Queza getting to run unique cards like Lich's Mastery
As these decks care about having a large hand and drawing the cards to get us there, the above cards all work well to let this happen. While Teferi's Ageless Insight
Recent commanders, like Tameshi, Reality Architect
Do you use any of the cards here? Are you a fan of Maro creatures, or have you built around Lich's Mastery