Got a Commander deck for Christmas, gonna use it and Marath as a template, and occasionally shuffle in a handful of cards to continuously make it better.
So I have made my first major change to the deck and decided a real focus as the preset commander decks can be a bit vague. I have decided the way I want to use this deck is by making big big tokens and lots of them. The reasoning for this is that A) I can make big tokens with Marath, Will of the Wild even though it is pretty expensive, and when I get enough out, if for some reason I can't attack them, I can simply burn them with Marath, Will of the Wild
The list of cards is as follows:Birds of Paradise good one drop mana ramp/ filter
Bloom Tender very good mana ramp with a tri colour deck
Druid of the Anima
adds every colour I might need
Drumhunter while it is a bit expensive is gives me consistent draw power without having to tap anything and can add some mana
Giant Adaphage big guy, makes more tokens that makes more tokens, yipee!
Godsire Makes some of the biggest tokens in the game, one of my favorite card arts too
Greenweaver Druid
some additional mana ramp, might drop it, seem to have way more then neccisary
Gyre Sage best friends with marath, I can just dump +1+1 counters on her with marath and laugh and laugh at my stupid amounts of mana
Joiner Adept
good/the best mana filter
Krosan Warchief
makes casting costs of beasts cheaper, good for marath especially
Meglonoth
allows me to play pillow fort and sit back and burn if I feel like it, just a good creature really
Nylea, God of the Hunt shes a big creature that gives all my big baddies trample, really important so my guys (though most have trample) just don't chumped all the time.
Rampaging Baloths good fairly reliable big token creation.
Somberwald Sage really good mana ramp for my big creatures
Soul of the Harvest some decent draw power might take out considering a good chunk of my creatures are tokens
Spellbreaker Behemoth
My creatures a lot of the time are probably going to be targets for counter spells, which will be depressing so if I am playing a heavy control deck this will save me.
Stalking Vengeance makes people awfully scared of board wiping or trying to kill my boys
Sylvan Caryatid
good mana ramp, an excellent early blocker which I will need
Trostani, Selesnya's Voice adds HUUUUGE life gain more often then not, and populate is just a wonderful ability for this deck.
vorinclex, voice of hunder gives me huge amounts of mana and shuts them down pretty hard
Wayfaring Temple while I don't have mass creatures so he might not be huge, he will allow me to get a pretty big army out.
Worldspine Wurm surprisingly easy to get it out (have done it by turn 6 in playtest), it dies makes big tokens and is a big guy himself pretty reasonable for this deck
Instants:Advent of the Wurm Makes a pretty big creature for pretty reasonably cheap
Boros Charm can protect, remove and when I use Concerted Effort that double strike makes it incredibly powerful
Druid's Deliverance mostly just have it for populate but can protect from some huge insta kill burn
Naya Charm
might drop- But it does allow me to open up a field to let one big slap/ kill through and can bring a creature back which is really neato
Rootborn Defense protects and populates Yipee!
Sprouting Vines
good to pick out some extra mana, might drop though, not very good overall
Street Spasm
got all this mana, might as well wipe their board
Sundering Growth kills and populate at a reasonable price, I shouldn't have much problems with creatures so this works relatively well
trostani's judgement
While expensive, I can usually get around that though and it is important to be able to exile if something totally screws you and is indestructible
Artifacts
Druidic Satchel fun card, can get some mana out adds some life and a handful of tokens, just a good card
Seer's Sundial draw power
Sol Ring MORE MANA!!
Swiftfoot Boots might drop, it's good but not exactly what this deck is looking for
Enchantments:
Concerted Effort ensures all my guys get trample, gonna try and find some stuff with some protection to really exploit this card
Doubling Season more tokens and more counters if I decide to go that route
Growing Ranks WOO more tokens
Mana reflections more mana
Mystic Barrier probably gonna cut it, just a funny card overall
Pacifism nice early detainment if something becomes to much early pressure
Primeval Bounty can add tokens, can add counters and life gain good no matter who you are
Spawning Grounds makes more big tokens with consistency
Warstorm Surge burns ultra fast with all these big creatures
Where Ancients Tread lots of big guys come out, lots of damage is done regardless of them living
Zektar Shrine Expedition
can make big power tokens that I can instant populate and stack on lots of extra damage
Sorcery:
crush of worms nobody rocks it, fits this deck perfectly
Cultivate more mana
Explosive Vegetation even more mana
Harmonize decent draw power
Hull Breach
removes non creatures at a good price
Kodama's Reach even more mana
Savage Twister
can kill a lot of small weenies if I need to, or totally kill myself for Warstorm Surge
Tempt with Discovery I play group matches fairly often, I can get lots of mana out with it
Wake the Reflections I can tap 1 and get an 8/8 token with Godsire oh baby