LOTS OF CHANGES BEING MADE CURRENTLY. PLEASE EXCUSE THE MESS!
Marath is a Naya toolbox/token powerhouse that has never failed to deliver. In my current local meta, he has a win rate over 75%. This deck is a very aggressive deck, playing bomb after bomb to compensate for its lack of counter control. Marath literally has every tool you need to win. Big spells, big creatures, tutors, infinite mana/token generation, and serious board control...and boy is this deck fast. Swinging on turn 3 with Marath is not uncommon. Winning on turn 4 with an infinite combo is rare, but very doable. Marath can (and usually does) take an early lead and keeps it for the duration. If for some reason the deck doesn't fire because of either mana screw/flood or doesn't draw gas, he can still win out of nowhere with an infinite combo to either burn out the table or overrun with tokens.
THE BEATS:
Marath, Will of the Wild - A most aggressively costed commander, Marath is absolute value! Not to mention he gets bigger every time we cast him! I can't say enough about this token generating, spot removing, 'Walker doming, creature bolstering, combo enabling Elemental! The ultimate toolbox creature!
Avenger of Zendikar - One of the biggest and most widely known stars of our show, the Avenger can swing tables in our favor single handed. As a huge Tooth and Nail target, it combos with other creatures to bring the pain!
Craterhoof Behemoth - If you don't know what this card is, you haven't been playing green! This massive beast wins games every time he drops. If it doesn't, our table has hater vision locked on us. An obviously huge Tooth and Nail target.
Dragonlord Dromoka - The green and white Elder Dragon from Tarkir is a huge boon to our Naya token build. She basically tells blue players to bugger off!
Gisela, Blade of Goldnight - I'm in love with this gorgeous lady! A gigantic threat, her presence will garner our opponents' attention and really apply pressure to the table! She can also turn our most dire situations into surprisingly manageable ones.
Omnath, Locus of Rage - Omnath returns from Zendikar fully enraged and ready to hand out the pain! This seven drop Elemental effectively TRIPLES Marath's own damage potential! That doesn't include the 5/5 tokens he drops with every land that enters play! This dude is a serious board threat!
Woodfall Primus - An effectively multifaceted creature, Primus is one of my all time favorite Treefolk. Doubling as noncreature removal, this 6/6 trampler really puts in some work! Its Persist trigger can also be reset with Marath, giving him extra miles for our mana! In my opinion, a staple to every green deck!
REMOVAL:
Austere Command - Tailored removal at its finest! Leaves Marath and his followers unscathed while our opponents' yards fill to the brim!
Aura Shards - Almost at will repeatable removal for all those pesky artifacts and enchantments that are bothering us. A MUST HAVE IN EVERY MARATH BUILD!
Council's Judgment - An amazing 3 cost sorcery, this exile effect can hysterically become a 2-3 for one! Very strong political card!
Path to Exile, Swords to Plowshares - Cheap and effective instant creature spot removal. If you don't have these, you're doing it wrong.
Return to Dust - Two for one removal that exiles its targets. Be ready for those annoying Darksteel Forges and easily recurrable artifacts and enchantments!
Volcanic Offering - A five mana 4 for 1...AT INSTANT SPEED!!!!! This card is a windmill slam every time we cast it! Political to boot!
Wrath of God - Board sweepers are generally referred to by "wraths" for a reason. This is the card that gave them that name.
RAMP:
Cryptolith Rite - possibly more support than ramp, this 2 costed enchantment turns every creature we control into a Birds of Paradise!
Lotus Cobra - Having an abundance of mana is always fun. Having the right colored mana is key to quickly eliminating our foes. This two drop Snake gives us both!
Nature's Lore, Skyshroud Claim - Fetches duals, ramps, and thins out our deck!
Oracle of Mul Daya - This four drop 2/2 is arguably the strongest land ramp in all of Magic. If luck is in your favor, it pseudo-draws you 2 extra cards per turn by playing lands straight off the top of your library. Fetches and Crucible of Worlds make this Shaman INCREDIBLY strong!
Sol Ring - Sauron forged this in the fires of Mount Doom. This is truly The One Ring. No...really.
ARTIFACTS:
Ashnod's Altar, Phyrexian Altar - Choice sacrifice outlets that add value to all our creatures! Both are also infinite combo enablers!
Basilisk Collar - Opponents have blockers? Getting attacked by a nuisance creature? No problem! This low costed equipment turns Marath into a machine gun sniper! Quietus Spike may take this slot some day.
Crucible of Worlds - With the recent additions of Titania, Protector of Argoth, Omnath, Locus of Rage, Scapeshift, and other strong Landfall triggering creatures, the Crucible really adds depth in the utility department.
Illusionist's Bracers - Doubles all of Marath, Will of the Wild's activated abilities! Double tokens! Double damage! Double counters! Target Marath's counter ability to bolster him up! Super effective!
Skullclamp - With Marath on board, 2 mana nets us two cards! Cycle those tokens for absolute value!
ENCHANTMENTS:
Beastmaster Ascension - Wait until our board has 7 creatures available to attack to cast this amazing opponent smasher!
Cathars' Crusade - Mostly used as a combo enabler, this 5-drop enchantment can really push some offense into our red zone!
Doubling Season - An absolute must have for every Marath deck! Asymmetrical token and counter doubling power!
Evolutionary Leap - A new addition from Magic Origins! This two drop enchantment seems like a strictly worse Survival of the Fittest, but Marath can seriously abuse this card even more! Leap increases the potential of every single token that hits the board, exchanging it for a guaranteed creature for 1 mana! Not to mention any creatures already going into the bin will just be recycled into more gas, giving control players headaches left and right! As of right now, I'm pretty sure Skullclamp is the only other card in the deck with more card advantage per mana. A must have for our Marath decks!
Mana Echoes - This 4-drop enchantment does only one thing. Combo. Very rarely will it do anything else. This is a game winner almost every time it sticks to the board!
TUTORS AND SUPPORT SPELLS:
Chord of Calling - The Convoke ability really makes this a super affordable creature tutor! Instant speed to boot!
Crop Rotation - This one green mana instant is technically card DISadvantage, but fetching our Gaea's Cradle is worth it.
Eladamri's Call - Two cost instant speed tutor that places it directly into our hand! Strictly better than Worldly Tutor, as it gives us an extra card on our draw!
Hunter's Prowess - A damage dealing, card drawing sorcery that puts serious pressure on our foes! Acts as pseudo removal if they decide to block!
Idyllic Tutor - Fetch a key piece to a combo like Mana Echoes or spot removal like Aura Shards. Purphoros, God of the Forge and Xenagos, God of Revels make this tutor very rich indeed!
Natural Order - Super powerful creature tutor for Marath! Sacrifice a measly elemental token and go get Avenger of Zendikar or even better Craterhoof Behemoth!
Tooth and Nail - Arguably the best card in the list, this is our game winner! Go fetch Avenger of Zendikar
+
Ogre Battledriver
for serious damage! Throw in Craterhoof Behemoth and watch your opposition crumble!
SUPPORT ROLES:
Avacyn's Pilgrim - This one drop Monk gives us Marath on turn 2. Great sacrifice fodder for Natural Order or Evolutionary Leap mid to late game.
Eternal Witness - Another must run green staple. Getting back things from our yard is always good, especially against the control match up. If you don't have this little Shaman in every green deck you own, you're doing it wrong.
Ivy Lane Denizen - This is the card that gets the most questions from others. "Why is this in here? Isn't Primal Vigor just better?" To be honest, I don't know if its strictly better or worse. My reasoning for adding this card over Primal Vigor is two-fold. First is its card type. This list runs 4 different cards that have +1/+1 counter effects; two of which are enchantments (Doubling Season, Cathars' Crusade), one artifact (Illusionist's Bracers), and one creature (Ivy Lane Denizen). Having that kind of diversity stabilizes that strategy and increases the power of each of my tutors. The second reason is I'm not too fond of Primal Vigor's symmetry. I've had so much success with this guy that I just can't cut him. My suggestion is to try it out and see for yourself if it fits within your playstyle.
Kitchen Finks - With a counter enabler like Ivy Lane Denizen and a sac outlet like Goblin Bombardment on board, this crazy Ouphe from Shadowmoor instantly wins games. High utility with other sacrifice enablers too.
Ogre Battledriver - Combo-ing with all of our powerhouse creatures and tokens, this +2/+0 haste gifting Ogre is my first choice for haste making utility!
Purphoros, God of the Forge - The preferred God among Marath's progeny, Purphoros combos with all of our token generating friends to table out damage fast! If we're lucky to have enough red devotion, the 6/5 body is tremendous! Also, his super types really supe up our various tutors for super effective searching!
Regal Force - Even as a late bloomer among 8-drops, our "froggy" friend delivers! With Marath's ability to consistently keep green tokens on board, refilling our hand has never been easier inside the Naya shard! Plus the 5/5 body is nothing to sneeze at!
Scavenging Ooze - Falling into the two drop slot, "The Scooze" is straight utility. Targeted graveyard hate at its finest.
Sarkhan Vol - Our favorite dragon worshiping Planeswalker from Shards! Sarkhan gives us the haste we need, plus added goodness of threaten effects and token generation! Perfect fit for our deck!
Urabrask the Hidden - My overall second choice for haste making utility. The red Praetor becomes my first choice for haste facing the token match up, hands down. Get him out early!
Xenagos, God of Revels - Doubling any single creature's red zone presence, the God of Revels really packs a punch! Getting enough devotion to actually swing with him is another question, but that's not why he's here!
LAND:
Dryad Arbor - This unassuming man (woman?) land can be tricky. Being a creature and a land, it can facilitate interesting interactions with cards like Martyr's Bond, Titania, Protector of Argoth, and Landfall triggers. It can also become a set back in the face of a Wrath. Pay attention at all times!
Gaea's Cradle - Very strong land for our deck, the Cradle has much sauce. Very expensive too. Xenagos, the Reveler can be an option for you if you don't own one, though its much weaker.
Kessig Wolf Run - +X/+0 and trample to any creature is a huge boost to our red zone!
Oran-Rief, the Vastwood - 1/1 tokens are good. 2/2 tokens are better!
Raging Ravine - Multitasking as a dual land and a man land, the Ravine gains counters with every activation and swing! Excellent against the control match up!
Windbrisk Heights - The white Hideaway land is a perfect choice for the token strategy! Activating this ability is cake when we always have tokens lying around waiting to turn sideways!
This deck is by far my favorite EDH deck to date. Let me know if you have any thoughts. Hope you enjoy!
MORE EDITS TO COME!