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Marath the Swiss Army Commander

Commander / EDH* RGW (Naya)

The25thBaam


This is a Marath, Will of the Wild deck designed to be fairly robust, playing the midrange game and trying to ramp into some of the big threats, while using Marath himself to do combat tricks, remove difficult creatures and act as part of some combos. If we start to run out of cards however, Marath can get us back some value by using all of his counters to expand or buff our board and then play him again slightly larger.

Combos and Synergies:

Xenagos + Marath: Mana Goat thrives off of Reindeer spawn. The more you know.

Marath + Mycoloth: Use marath to create lots of elementals, summon Mycoloth and sacrifice the elementals for swarms of saprolings every turn.

Marath/ Mycoloth + Purphoros: Opponent life total evaporates.

Mycoloth + Dragon Broodmother: Convert your saprolings into giant dragons every turn.

Marath + Deathtouch: Marath's effect becomes: Pay 1 colourless mana, remove a counter: Destroy target creature.

Dragonlord Atarka + Nightshade Peddler: Atarka destroys 5 target creatures when she enters the battlefield.

Marath + Gyre Sage + Hardened Scales: Massive mana ramping by throwing reindeer counters onto the sage like there's no tomorrow.

Marath + Skullclamp/ Mentor of the Meek/ Inspiring Call/ Shamanic Revelation: The deck's main draw engines, each capable of drawing huge numbers of cards with Marath's abilities.

Mirror Entity + Marath: This one's kind of unintuitive, but you can pay x=0 to make your board 0/0, which would normally kill everything, but you can keep creatures alive by putting counters on them, so it's set to a 0/0 but its counter makes it a 1/1. Obviously not an interaction you'd use often, but can be used as a way of repeatedly sacrificing off a woodfall primus, for example, or to get rid of most of your board to prevent an opponents insurrection from being lethal.

Knight of the Reliquary + Tech lands: An obvious one but worth mentioning, as knight is a powerful enabler in this deck, able to get contested cliffs for removal, temple of the false god for ramp, hideaway lands for value, kessig wolf run for burst and ghost quarter for land destruction.

Notes: There are a number of cards I have historically run in this deck, and I try these out in the deck every so often to see if they fit a particular meta or if their interaction with other new cards in the deck makes them worth running. These are listed in the maybeboard.

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Date added 9 years
Last updated 3 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

23 - 0 Mythic Rares

45 - 0 Rares

12 - 0 Uncommons

8 - 0 Commons

Cards 96
Avg. CMC 3.67
Tokens Beast 3/3 G, Dragon 1/1 RG, Elemental 5/5 RG, Elemental X/X G, Elemental */* GW, Emblem Ajani Steadfast, Emblem Huatli, Radiant Champion, Insect 1/1 G, Manifest 2/2 C, Plant 0/1 G, Saproling 1/1 G, Satyr 2/2 GR, Thopter 1/1 C
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