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"Between the thunderous footfalls of Naya's behemoths lie moments of perfect quiet."


Silence. Gathering memories of lands visited, opening portals between planes, amassing the bestiary of Naya. Silence. The silence of preparation, the calm before the storm. Once the wrath of the wild as been called down, it is, in a word, explosive. Once the will of the elements themselves has been evoked, there can be no closing of the flood gates. The avalanche holds back for no one.


This is my Marath deck, which is basically designed to just mega-ramp into freely casting, sacrificing, and then re-casting Marath to either A) make lots of 1/1 elemental tokens or B) keep up a continuous stream of spot removal. Initially there were many token generators in the deck, but most have since been replaced with ramp. In my experience, playing Marath again is usually better than a lot of options. With cards like Doubling Season, Primal Vigor, and Second Harvest, Marath's token production can get out of hand quickly. Then cards like Bloodspore Thrinax and Craterhoof Behemoth (who can enter the battlefield out of nowhere with Green Sun's Zenith or Natural Order) suddenly turn those tiny elementals into fat, game-ending monsters. This deck can go from silently searching its library for more land to going for the win on a dime.

The best part about Marath as a commander is simply his versatility. In the face of endless board wipes you can just keep ramping and casting him until he's big enough to voltron kill. Or you can control the board yourself by sending precise bolts of damage at threatening creatures. Or if all else fails you can wait until your deck has been thinned out enough to start spitting up infinite combo pieces, despite the fact that this deck is not designed to do that (I have other EDH decks for stupid infinite combos when I want to win that way).


Notable synergies/combos:

Savage Ventmaw + Aggravated Assault = Infinite combat steps. Ventmaw makes six mana every time it attacks, five of which you use to get another combat step from the assault. Rinse and repeat.

Marath, Will of the Wild + Earthcraft/Ashnod's Altar + Doubling Season/Primal Vigor = Infinite Mana, infinite 1/1 elementals. Removing a counter from Marath to make a 1/1 elemental makes two, one of which you immediately sac/tap for mana, which you then spend to remove a counter from Marath to put two counters on him. Repeat until you have enough elementals to kill everybody, then release the flood. (This can also be pulled off with Cryptolith Rite and a haste enabler like Hammer of Purphoros.) With Purphoros, God of the Forge on the field, you don't even need to attack.

Cathars' Crusade + Earthcraft/Ashnod's Altar = This works similarly to the first combo, except that in this case the creature coming out is tapped/sacced for mana to remove counter (that it just gave Marath) and make another creature. Repeat until you have approximately 7 billion elementals, then swing wide. Or just have Purphoros out.

Bloodspore Thrinax can be stupidly broken in this deck. If you sac, say, 10 tokens when he comes in, then Marath subsequently enters the battlefield HUGE and can make 11/11 elemental tokens for 1.

Epic Struggle and Mayael's Aria are both very real wincons in this deck. If you have a lot of mana and drop one when nobody can counter or remove it, then it's basically game over. Using Second Harvest to suddenly have 20 creatures at your opponent's end step is nice, winning the game at your upkeep is even better.

Omnath, Locus of Rage is a dream here. To start with, considering that this deck is liable to drop 2-3 lands on a lot of its turns, he makes fat elemental tokens very fast. To top it off, though, he has incredible synergy with Marath's own elemental tokens. With these two working together, the situation can quickly become "if you don't wipe the board, you all die, if you wipe the board, you all die," which is fun. He can also make for a good target with Green Sun's Zenith or Natural Order when you're lined up to drop 6 lands next turn.


This is one of my favorite decks to play. For several reasons. One, it rarely, if ever, stagnates, never really running out of options thanks to Marath's incredible re-castibility. Two, a massive helping of ramp ensures that you will virtually always have enough mana to do something interesting. Three, the sheer number of "grab lands from your library and put them onto the battlefield" cards do a wonderful job of thinning out the deck, making you far FAR more likely to top-deck something great in the late game. I first noticed just how much this affected things when I built the deck, and it has definitely proven to be a consistent pattern. The only real downside is trying to consistently shuffle a stack of 25 lands back in... but we can work with that.

If you have any suggestions that could contribute to making any of these great things even better, I'd be happy to hear them. Comments and suggestions welcome!

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Date added 8 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

15 - 0 Mythic Rares

45 - 0 Rares

13 - 0 Uncommons

7 - 0 Commons

Cards 100
Avg. CMC 3.83
Tokens Copy Clone, Elemental 5/5 RG, Elemental X/X G, Elf Warrior 1/1 GW, Enchantment Golem 3/3 C, Plant 0/1 G, Satyr 2/2 GR
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