Anayalation!

Commander / EDH Magiclover318

SCORE: 7 | 72 COMMENTS | 5331 VIEWS | IN 2 FOLDERS


dejota says... #1

Your color's identify is red, in other words, you can't use spells with another collor( includes hybrid cards): you can't use Arrows of Justice with your Krenko as commander'-'

December 10, 2013 3:59 p.m.

Magiclover318 says... #2

Oh dang :/ I was hoping I could haha I was afraid of that. Thanks! Again this is my first commander deck so I appreciate all the help!

December 10, 2013 8:52 p.m.

jthomps5 says... #3

Might I suggest Bonfire of the Damned ? Other than that I like this :) Maybe something akin to Burn at the Stake , maybe a little Barrage of Expendables and Fling hehe.

December 12, 2013 11:57 p.m.

Magiclover318 says... #4

Okay yeah I love Bonfire of the Damned and Burn at the Stake :D I forgot about those, Barrage of Expendables would work well, Fling not so much because mostly I am having 1/1 tokens from Krenko out

December 13, 2013 10:23 a.m.

jthomps5 says... #5

Fling works as a finisher if you use an enchanted creature, something with Bravado on it perhaps. by the way you also forgot Strionic Resonator !!

December 13, 2013 11:18 p.m.

Magiclover318 says... #6

Haha no I didn't

December 14, 2013 1:56 a.m.

jthomps5 says... #7

Why not Strionic Resonator ?

December 17, 2013 9:48 p.m.

Magiclover318 says... #8

I just don't have many triggered abilities. I could do Purphoros, God of the Forge and Krenko, Mob Boss with it but idk

December 17, 2013 10:05 p.m.

jthomps5 says... #9

Look at your creatures and you'll find that most of them have triggered abilities lolAlso you always get Krenko, Mob Boss out so copying his trigger will be powerful.

December 17, 2013 10:07 p.m.

Magiclover318 says... #10

I already did... I went through them

December 17, 2013 10:57 p.m.

To get going, you should determine which part(s) of Marath's abilities you'd like to utilize in your deck. For example, my deck focuses on the +1/+1 counters produced by Marath, but also has synergies with his damage output and one or two uses of his token generation. Once you figure out where you want to take the deck, determine which cards fit this direction and which should be cut.

Also, you could look for recurring themes and make changes in accordance with them. Currently your deck has primarily beasts for creatures, so you could do something with that. However, don't make this a primary goal of your deck; I haven't seen many successful tribal EDH decks.

Epochalpytik has a plethora of resources (most of which he has compiled himself) on his profile page which will greatly help in your EDH career. As he noted, one change in your commander deck may spark a chain reaction and result in an entirely new (and in most cases, better) deck.

A suggestion I may have is to make sure you have sufficient ramp. The Naya colors tend to produce decks whose average mana cost is relatively high, and you don't want to be sitting there for the first few turns of the game. Check out Epoch's List of EDH Ramp Cards for ideas.

January 20, 2014 11:49 a.m.

Magiclover318 says... #12

From my few games of edh I have played, the first few turns are very slow, it doesn't really take off till turn 5 or so. I think I have sufficient ramp in this deck, I want use abuse his +1/+1 counters also. I have been looking through some cards and will look at the link you provided :) thanks!

January 20, 2014 11:54 a.m.

Magiclover318 says... #13

I think I am going to be using his counters for burning players and pumping my creatures. I may use his counters for making chump blockers but I can't see any other need besides that for his 3rd ability

January 20, 2014 2:15 p.m.

Gidgetimer says... #14

You know your playgroup better than any of us so it may be super slow, but I agree with ducttapedeckbox that more ramp would make your deck stronger. My Naya deck is however Mayael the Anima so I may be putting too much emphases on getting lots of mana.

If you are wanting to use Marath, Will of the Wild 's ability to do direct damage I would suggest adding cards like Furnace of Rath , Gisela, Blade of Goldnight , or Gratuitous Violence . There are also things that only double the damage for a single turn but they are far less useful. You also need to remember that the "Commander Damage Rule" only applies to combat damage dealt by the General, not damage due to abilities.

January 28, 2014 12:05 p.m.

Magiclover318 says... #15

Oh okay. I was playing a game with my brother and used Maraths abilities to do 21 damage or whatever it is to win the game. But that is good to know :) I appreciate that.

I love the cards you suggested. Once I get my taxes back, I am looking to expand this deck, I was thinking of using Ajani Vengeant and possibly Garruk, Caller of Beasts .

I mainly use Marath, Will of the Wild ability to make creatures huge, not generally token generation.

January 28, 2014 12:09 p.m.

Gidgetimer says... #16

As printed his token ability is broken but unfortunately they gave him errata that I didn't see until after I bought my Naya Pre-con. Right now the token ability is a little weak but Doubling Season and the like would make both the counters and the tokens go insane.

January 28, 2014 12:25 p.m.

Magiclover318 says... #17

I agree, I have those on my acquire board, and will be obtaining them asap, unfortunately this is just more for casual play and I am working on my modern MBD at the moment because I have a tournament in may I want to attend, and I am trying to obtain more Griselbrand and Phyrexian Obliterator haha. Both are very expensive for me.

January 28, 2014 12:54 p.m.

MagicalHacker says... #18

Hey there.

In my deck Creatures Gone Wild, I capitalize on three things: making tokens with Marath, putting +1/+1 counters on Marath, and cards that will give a power boost to the attacking tokens. With focusing on those three things, you get the win conditions of crazy infinite combos or scary huge armies of tokens.

Things that put +1/+1 counters on Marath:

Advocate of the Beast , Archangel of Thune , Borborygmos , Celestial Ancient , Fangren Firstborn , Forcemage Advocate , Immaculate Magistrate , Ivy Lane Denizen , Juniper Order Ranger , Mikaeus, the Lunarch , Renegade Krasis , Sigil Captain , Vigor , Bow of Nylea , Cathars' Crusade , Cycle of Life , Daily Regimen , Food Chain , Gleam of Battle , Ley Line , Mayael's Aria , Oath of the Ancient Wood , Ajani, Caller of the Pride , Ajani Goldmane , Blade of the Bloodchief , Dragon Blood , Illusionist's Bracers , Power Conduit , Ring of Kalonia , Ring of Thune , Ring of Valkas , and Rings of Brighthearth .

Things that give a power boost to tokens:

Archangel of Strife , Elesh Norn, Grand Cenobite , Fangren Firstborn again, Gahiji, Honored One , Goldnight Commander , Homura, Human Ascendant , Instigator Gang  Flip , Jor Kadeen, the Prevailer , Juniper Order Ranger again, Kabira Vindicator , Mikaeus, the Lunarch , Nobilis of War , Renegade Krasis again, Sigil Captain again, Silver Seraph , Beastmaster Ascension , Cathars' Crusade again, Collective Blessing , Cradle of Vitality , Crescendo of War , Gleam of Battle again, Glory of Warfare , Mayael's Aria again, Muraganda Petroglyphs , Shared Animosity , Elspeth, Sun's Champion , Coat of Arms , Door of Destinies , Illusionist's Bracers again, Infinite Hourglass , and Sword of the Paruns .

Things that are goodies for an infinite combo:

Archangel of Thune again, Goldnight Commander again, Ivy Lane Denizen again, Cathars' Crusade again, Fanatical Devotion , Food Chain again, Goblin Bombardment , Martyr's Cause , Mayael's Aria again, Altar of Dementia , Ashnod's Altar , Blade of the Bloodchief again, Blasting Station , Illusionist's Bracers again, Phyrexian Altar , and Rings of Brighthearth again.

Other cards:

Champion of Lambholt (to make the tokens unblockable) and Purphoros, God of the Forge and Warstorm Surge (to deal immediate damage with tokens).

January 29, 2014 3:51 p.m.

MagicalHacker says... #19

I apologize. Of the cards in my above post, you already have three of the cards in the deck: Bow of Nylea , Warstorm Surge , and Gahiji, Honored One .

If I missed any others, sorry!

Also, I like the Death's Presence , and I want to add it to my deck!

January 29, 2014 3:59 p.m.

Gidgetimer says... #20

Sigil Captain would never give Marath counters unless there was an effect lowering his power and toughness...

January 29, 2014 4:18 p.m.

MagicalHacker says... #21

Like using his ability in response to the trigger? The "if clause" means it still triggers but checks when it resolves.

For example, you got five mana open, and you haven't cast Marath in the game yet, but you have Sigil Captain on the field. Cast Marath, it resolves, it enters, Sigil Captain triggers. In response, use Marath's ability for X=1. It resolves, token enters, Sigil Captain triggers. In response, use Marath's ability for X=1 again. It resolves, another token enters, Sigil Captain triggers again. Now, as the stack resolves, the latter token gets 2 counters, the former token gets 2 counters, and Marath (which is now a 0/0 with 1 counter) gets 2 counters. It's kind of bulky I know, but if you get ungodly amounts of mana (which happens in EDH sometimes), it can be useful.

January 29, 2014 4:35 p.m.

raithe000 says... #22

@Magical Hacker Sigil Captain has an "intervening if clause". It's ability will not trigger at all unless the if clause is satisfied, and it will not resolve successfully unless the if clause is still satisifed when it begins to resolve. Marath entering as a 3/3 will never cause Sigil Captain to trigger unless something else is lowering its power and toughness.

January 29, 2014 4:39 p.m.

Gidgetimer says... #23

As raithe000 said the intervening if clause means the ability does not trigger at all unless the requirements are met. For a regular if clause you would look at something like Mayael's Aria . It triggers and has an effect if the intervening if clause of "you control a creature with power 5 or greater". Then it checks its two if clauses for additional effects. You could for example respond to Mayael's Aria with Colossus of Akros 's monstrous ability and win the game (I so need to do that now that I have seen it. I have both cards in my own Naya deck) You can't however respond to say Battle of Wits with a Elixir of Immortality activation to win the game if you didn't already have 200 cards in your library at the beginning of your upkeep.

January 29, 2014 4:59 p.m.

Gidgetimer says... #24

Gah I proofread before I posted and still notice 2 typos as soon as I post.

For a regular if clause you would look at something like Mayael's Aria . It triggers and has an effect if the intervening if clause of "you control a creature with power 5 or greater" is true. Then it checks its two if clauses for additional effects upon resolution.

is how the second and third line should read

January 29, 2014 5:03 p.m.

MagicalHacker says... #25

You guys are right, I checked into the magic rules book for it and found this.

  • "603.4. A triggered ability may read "When/Whenever/At [trigger event], if [condition], [effect]." When the trigger event occurs, the ability checks whether the stated condition is true. The ability triggers only if it is; otherwise it does nothing. If the ability triggers, it checks the stated condition again as it resolves. If the condition isn't true at that time, the ability is removed from the stack and does nothing. Note that this mirrors the check for legal targets. This rule is referred to as the "intervening 'if' clause" rule. (The word "if" has only its normal English meaning anywhere else in the text of a card; this rule only applies to an "if" that immediately follows a trigger condition.)"

The confusion for me was in distinguishing between "Whenever a 1/1 creature enters the battlefield,..." and "Whenever a creature enters the battlefield, if that creature is a 1/1,..." I originally thought that the first checks only when it triggers and the second only when it resolves, but the first checks only when it triggers and the second both when it triggers and when it resolves.

Thanks for the clarification guys!

January 29, 2014 5:17 p.m.

Please login to comment