Marina Vendrell

Art by Magali Villeneuve

Commander deckBGRUW

Marina Vendrell

Harness Marina Vendrell to unlock high-impact Room doors and dig deep for enchantments, overwhelming opponents with enchantress card advantage, defensive pillows, and game-ending Room abilities.

$317.95for all 100 cards at today’s prices
Built Oct 15, 202656 views

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Some cards were dropped or normalized during validation because of legality, duplication, or color identity checks.

Deck anatomy

What this list actually runs on: how cheaply it casts things, and whether it has enough ramp, card draw and interaction to keep up at the table. Each block is one card — hover for its name.

Mana curve · 61 nonland cards

1
3
21
15
4
5
3
9
01234567+
RampCard drawInteractionThreats & synergy

The working parts

Ramp11
Card draw12
Interaction12
↳ board wipes2
Tutors7

Counted from Scryfall’s community card tags, not from the builder’s own labels. A card that does two jobs counts twice, so these add up to more than the deck. The hatched band is a common rule of thumb, not a law — combo decks run leaner, battlecruiser decks heavier.

Colored mana symbols

W 40U 16B 9R 6G 23
38lands · rule of thumb 35–38
3.61average mana value (nonland)
$317.95whole deck, today

The list

Commander

1
Marina Vendrell

Marina Vendrell

WUBRG

Legendary Creature — Human Warlock

Chosen commander for the requested strategy.

Ramp

10
Sol Ring

Sol Ring

1

Artifact

Essential mana acceleration staple

Arcane Signet

Arcane Signet

2

Artifact

Fixes all five colors efficiently

Fellwar Stone

Fellwar Stone

2

Artifact

Reliable multicolored mana rock

Chromatic Lantern

Chromatic Lantern

3

Artifact

Fixes all lands in a five-color deck

Farseek

Farseek

1G

Sorcery

Searches for typed dual lands to fix mana

Nature's Lore

Nature's Lore

1G

Sorcery

Tutors forest shocklands into play untapped

Three Visits

Three Visits

1G

Sorcery

Early ramp and color fixing

Sanctum Weaver

Sanctum Weaver

1G

Enchantment Creature — Dryad

Taps for immense mana in an enchantment-heavy deck

Fertile Ground

Fertile Ground

1G

Enchantment — Aura

Enchantment ramp that triggers enchantress synergies

Trace of Abundance

Trace of Abundance

RWG

Enchantment — Aura

Enchantment ramp that protects the enchanted land

Card Draw

10
Sythis, Harvest's Hand

Sythis, Harvest's Hand

GW

Legendary Enchantment Creature — Nymph

Draws cards and gains life off every enchantment cast

Enchantress's Presence

Enchantress's Presence

2G

Enchantment

Resilient enchantment that draws on enchantment casts

Eidolon of Blossoms

Eidolon of Blossoms

2GG

Enchantment Creature — Spirit

Enchantment creature cantripping on all enchantment ETBs

Argothian Enchantress

Argothian Enchantress

1G

Creature — Human Druid

Shroud makes this a protected draw engine

Mesa Enchantress

Mesa Enchantress

1WW

Creature — Human Druid

Consistent card draw for casting enchantments

Satyr Enchanter

Satyr Enchanter

1GW

Creature — Satyr Druid

Draws whenever an enchantment spell is cast

Setessan Champion

Setessan Champion

2G

Creature — Human Warrior

Grows in size while drawing cards on enchantment ETBs

Entity Tracker

Entity Tracker

2U

Creature — Human Scout

Eerie ability draws cards when Rooms or enchantments enter or unlock

Unholy Annex // Ritual Chamber

Unholy Annex // Ritual Chamber

2B // 3BB

Enchantment — Room // Enchantment — Room

Provides extra card advantage each turn and creates a demon threat

Roaring Furnace // Steaming Sauna

Roaring Furnace // Steaming Sauna

1R // 3UU

Enchantment — Room // Enchantment — Room

Removal on one side, continuous card draw on the other

Removal

9
Swords to Plowshares

Swords to Plowshares

W

Instant

Efficient single-target exile removal

Path to Exile

Path to Exile

W

Instant

Cheap instant-speed creature exile

Assassin's Trophy

Assassin's Trophy

BG

Instant

Versatile answer to any permanent

Grasp of Fate

Grasp of Fate

1WW

Enchantment

Enchantment that exiles a nonland permanent from each opponent

Seal of Cleansing

Seal of Cleansing

1W

Enchantment

On-board enchantment removal that deters opposing plays

Extinguish All Hope

Extinguish All Hope

4BB

Sorcery

One-sided board wipe sparing enchantment creatures

Farewell

Farewell

4WW

Sorcery

Flexible modal sweeper for problem card types

Glassworks // Shattered Yard

Glassworks // Shattered Yard

2R // 4R

Enchantment — Room // Enchantment — Room

Room that burns a creature and repeatedly drains opponents

Meat Locker // Drowned Diner

Meat Locker // Drowned Diner

2U // 3UU

Enchantment — Room // Enchantment — Room

Freezes a threatening creature while offering card selection

Threats/Wincons

17
Central Elevator // Promising Stairs

Central Elevator // Promising Stairs

3U // 2U

Enchantment — Room // Enchantment — Room

Tutors Rooms and acts as an alternate win condition

Dollmaker's Shop // Porcelain Gallery

Dollmaker's Shop // Porcelain Gallery

1W // 4WW

Enchantment — Room // Enchantment — Room

Spits out tokens early and overruns the board later

Hallowed Haunting

Hallowed Haunting

2WW

Enchantment

Creates massive flying vigilant spirits as enchantments are cast

Sigil of the Empty Throne

Sigil of the Empty Throne

3WW

Enchantment

Creates 4/4 flying Angels whenever enchantments are cast

Archon of Sun's Grace

Archon of Sun's Grace

2WW

Creature — Archon

Generates flying lifelink Pegasi from enchantment ETBs

Destiny Spinner

Destiny Spinner

1G

Enchantment Creature — Human

Protects enchantments from counterspells and turns lands into beaters

Tuvasa the Sunlit

Tuvasa the Sunlit

GWU

Legendary Creature — Merfolk Shaman

Grows huge from enchantments and draws cards

Calix, Guided by Fate

Calix, Guided by Fate

1GW

Legendary Enchantment Creature — Human Druid

Distributes +1/+1 counters and copies powerful enchantments

Starfield of Nyx

Starfield of Nyx

4W

Enchantment

Recurs enchantments and turns them into an attacking army

Ghostly Dancers

Ghostly Dancers

3WW

Creature — Spirit

Creates flying spirits and unlocks doors whenever Rooms or enchantments enter

Victor, Valgavoth's Seneschal

Victor, Valgavoth's Seneschal

1WB

Legendary Creature — Human Warlock

Triggers discard, creature recursion, and card selection via eerie

Charred Foyer // Warped Space

Charred Foyer // Warped Space

3R // 4RR

Enchantment — Room // Enchantment — Room

Provides impulsive card draw and discounts subsequent spells

Grand Entryway // Elegant Rotunda

Grand Entryway // Elegant Rotunda

1W // 2W

Enchantment — Room // Enchantment — Room

Produces early board presence and scrys into key cards

Fear of Sleep Paralysis

Fear of Sleep Paralysis

5U

Enchantment Creature — Nightmare

Enchantment creature that taps down threats and prevents untapping

Zur the Enchanter

Zur the Enchanter

1WUB

Legendary Creature — Human Wizard

Attacks to tutor key Rooms and defensive enchantments directly into play

Zur, Eternal Schemer

Zur, Eternal Schemer

WUB

Legendary Creature — Human Wizard

Gives enchantment creatures deathtouch, lifelink, and hexproof

Sphere of Safety

Sphere of Safety

4W

Enchantment

Renders attacking you impossible with high enchantment counts

Utility

15
Walk-In Closet // Forgotten Cellar

Walk-In Closet // Forgotten Cellar

2G // 3GG

Enchantment — Room // Enchantment — Room

Allows playing lands from graveyard and recursion of cards

Sterling Grove

Sterling Grove

GW

Enchantment

Gives enchantments shroud and tutors any enchantment when needed

Greater Auramancy

Greater Auramancy

1W

Enchantment

Grants shroud to all enchantments and enchanted creatures

Weaver of Harmony

Weaver of Harmony

1G

Enchantment Creature — Snake Druid

Buffs enchantment creatures and duplicates Room door triggers

Brilliant Restoration

Brilliant Restoration

3WWWW

Sorcery

Returns all enchantments from the graveyard to recover from board wipes

Resurgent Belief

Resurgent Belief

Sorcery

Inexpensive enchantment mass reanimation via suspend

Ghostly Prison

Ghostly Prison

2W

Enchantment

Taxes opposing attackers to keep you safe while setting up Rooms

Propaganda

Propaganda

2U

Enchantment

Deters wide combat attacks directed at your life total

Heroic Intervention

Heroic Intervention

1G

Instant

Protects your entire board from destructive sweepers

Teferi's Protection

Teferi's Protection

2W

Instant

Ultimate emergency phase-out protection for your board state

Counterspell

Counterspell

UU

Instant

Unconditional two-mana answer to devastating opposing spells

Dovin's Veto

Dovin's Veto

WU

Instant

Uncounterable protection against enemy board wipes and win conditions

Swiftfoot Boots

Swiftfoot Boots

2

Artifact — Equipment

Gives Marina Vendrell hexproof and haste to activate her tap ability right away

Lightning Greaves

Lightning Greaves

2

Artifact — Equipment

Free equip haste and shroud to protect Marina Vendrell

Thousand-Year Elixir

Thousand-Year Elixir

3

Artifact

Lets Marina Vendrell lock/unlock doors the turn she enters and untaps her

Lands

38
Reliquary Tower

Reliquary Tower

Land

No maximum hand size.

War Room

War Room

Land

Card draw from the mana base.

Rogue's Passage

Rogue's Passage

Land

Makes a creature unblockable.

Temple of the False God

Temple of the False God

Land

Extra mana in the late game.

Command Tower

Command Tower

Land

Produces any color in your identity.

Exotic Orchard

Exotic Orchard

Land

Flexible multicolor fixing.

Path of Ancestry

Path of Ancestry

Land

Color fixing with scry on creature casts.

Myriad Landscape

Myriad Landscape

Land

Ramp from the mana base.

City of Brass

City of Brass

Land

Untapped five-color fixing.

Mana Confluence

Mana Confluence

Land

Untapped five-color fixing.

Reflecting Pool

Reflecting Pool

Land

Copies colors your other lands produce.

Bojuka Bog

Bojuka Bog

Land

Free graveyard hate on ETB.

Castle Locthwain

Castle Locthwain

Land

Mono-color utility land.

Castle Garenbrig

Castle Garenbrig

Land

Mono-color utility land.

Castle Embereth

Castle Embereth

Land

Mono-color utility land.

Mystic Sanctuary

Mystic Sanctuary

Land — Island

Recurs an instant or sorcery.

Castle Vantress

Castle Vantress

Land

Mono-color utility land.

Castle Ardenvale

Castle Ardenvale

Land

Mono-color utility land.

Adarkar Wastes

Adarkar Wastes

Land

Nonbasic dual land for color fixing.

Glacial Fortress

Glacial Fortress

Land

Nonbasic dual land for color fixing.

Temple of Enlightenment

Temple of Enlightenment

Land

Dual land with scry.

Prairie Stream

Prairie Stream

Land — Plains Island

Nonbasic dual land for color fixing.

Port Town

Port Town

Land

Nonbasic dual land for color fixing.

Azorius Chancery

Azorius Chancery

Land

Bounce land — taps for two colors.

Caves of Koilos

Caves of Koilos

Land

Nonbasic dual land for color fixing.

Isolated Chapel

Isolated Chapel

Land

Nonbasic dual land for color fixing.

Temple of Silence

Temple of Silence

Land

Dual land with scry.

Tainted Field

Tainted Field

Land

Dual land (needs a Swamp).

Plains

Plains 4x

Basic Land — Plains

Basic land allocated from mana pip counts.

Island

Island 2x

Basic Land — Island

Basic land allocated from mana pip counts.

Swamp

Swamp

Basic Land — Swamp

Basic land allocated from mana pip counts.

Mountain

Mountain

Basic Land — Mountain

Basic land allocated from mana pip counts.

Forest

Forest 2x

Basic Land — Forest

Basic land allocated from mana pip counts.