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Of all my EDH/Commander decks, this is the one that I have had the longest, is worth the most, and I feel the most comfortable with.

The deck is focused on a token strategy, utilizing Marath himself(Marath, Will of the Wild) and other token creators such as Hangarback Walker, Tempt with Vengeance, and Avenger of Zendikar to accelerate the token production even further. However, Marath oftentimes needs no help, as he gets bigger and bigger each time you play him, and your opponents removing him only makes you happier.

Ways to flood the board with even more tokens and make Marath even bigger include: Forgotten Ancient, Anointed Procession, Cathars' Crusade, Hardened Scales, Primal Vigor, Parallel Lives, and Doubling Season.

As in any commander deck, removal is quite necessary, and in Naya, we can thankfully deal with Enchantments and Artifacts quite well; however counterspells are nonexistent (We don't talk about Mana Tithe, and Reverberate is fun, so I might get one. Anyway, removal includes Wrath of God and Martial Coup; if you're very behind on board, this can get you the momentum needed to get back in the game, and of course the incredible Artifact/Enchantment removal card in Aura Shards - each of your tokens being a free Naturalize with this on board can be incredible.

Now, since Marath rewards killing him over and over, we need a lot of mana to sink into him repeatedly. This, of course, brings about mana dorks, like Birds of Paradise; Mana rocks like Chromatic Lantern, Commander's Sphere, Ashnod's Altar, and of course, Sol Ring, because, well, Sol Ring; There are also mana doublers, and other utility, like Mirari's Wake, Mana Reflection, Mana Echoes, Growing Rites of Itlimoc  , and Garruk Wildspeaker; And of course the all-important ramp spells, like Skyshroud Claim, Cultivate, Kodama's Reach, and the amazing Burgeoning.

Speaking of tutors, we only run a few, specifically Chord of Calling, Sterling Grove, and Eladamri's Call - and usually the target is one of a few win-con creatures in the deck.

Besides just turning creatures sideways at your opponents, there are a few cards that either can kill quickly, or go infinite with Marath. Thankfully, they did errata Marath, Will of the Wild so that his ability cannot be zero, but there are still so many combos. Infinite Combos:

Now after that lengthy description of combos, most people would assume that is enough win conditions. Those people are wrong. We have anthem effects, haste enablers, and token-based win cons:

-Anthem: Mirror Entity, Craterhoof Behemoth, and Beastmaster Ascension

-'Let's not be hasty... actually, let's': Ogre Battledriver and Urabrask the Hidden

-Token-based damage Purphoros, God of the Forge, and Impact Tremors always an all-star in a token based strategy with red.

Also, don't forget the few cards that can save your ass - Boros Charm and Teferi's Protection, and of course a Heroic Intervention wouldn't be out of place in this deck either.

Overall, Marath is an incredibly fun deck that, with the correct deck knowledge and practice, can be incredibly fast and can win games very quickly. I would love comments, questions, suggestions, and of course, upvotes are always cool if you like the deck and/or the concept.

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Casual

98% Competitive

Date added 7 years
Last updated 6 years
Exclude colors UB
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

12 - 1 Mythic Rares

52 - 2 Rares

19 - 1 Uncommons

7 - 2 Commons

Cards 100
Avg. CMC 3.33
Tokens Angel 4/4 W, Angel 4/4 W w/ Vigilance, Beast 3/3 G, Copy Clone, Elemental 1/1 R w/ Haste, Elemental X/X G, Plant 0/1 G, Satyr 2/2 GR, Thopter 1/1 C, Warrior 1/1 W
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