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Creature (2)

Enchantment (2)


Ramp out like crazy, drop a bunch of tokens, and win. The win conditions include dropping Craterhoof Behemoth or Aurelia, the Warleader for damage, consistent damage through the use of cards like Purphoros, God of the Forge and Ogre Battledriver, destroying your opponents lands using Kamahl, Fist of Krosa, or one of the large number of infinite combos in the deck. The only intentional infinite in the deck is Earthcraft + Squirrel Nest but there are many more that you might encounter after dropping 2 or 3 cards that are meant to help Marath do his thing.

Early game is your time to ramp out as fast as possible and drop as many tokens as you can. Don't be scared to kill off Marath to take care of enemy threats with cards like Gorgon's Head or just to fill the board with 1/1 tokens. By turn 4 or 5 you should have a decent number of tokens and you should be able to make use of them with cards like Earthcraft to produce even more mana and therefore make even more tokens.

This deck has the potential to explode by using cards like Earthcraft, Ashnod's Altar, Doubling Cube, and Mana Echoes to produce an insane amount of mana and then by making use of that mana to drop a threat like Tooth and Nail or Craterhoof Behemoth way earlier than normal or to keep bringing Marath back for more tokens.

One of the most important things to keep in mind when playing this deck is you should try to always have mana open to kill off Marath. Whether that means just being able to make enough tokens with his ability to clear off his counters, or even being forced to ping Marath himself, this is crucial to making sure you never lose the ability to play Marath. One Mind Control or Arrest will put you in a very bad position that you most likely could have avoided.

All in all, this is an incredibly fun deck to play that presents new synergies with each game. If you have any questions about card choices, any suggestions on new cards to add (Other than fetches/shocks which I'm adding over time), or if you're just curious about something then feel free to comment.

Suggestions

Updates Add

Removed some of the cards that I originally thought would be fun but ended up not providing enough value to the deck, these include Scythe of the Wretched, Fresh Meat, and Swell of Courage. I replaced them with cards that would prove useful in all situations and would allow me to get more damage across, these include Furystoke Giant, Kyren Negotiations, Goblin Bombardment, and Goblin Sharpshooter.

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Date added 9 years
Last updated 7 years
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

41 - 0 Rares

21 - 0 Uncommons

12 - 0 Commons

Cards 100
Avg. CMC 3.39
Tokens Angel 4/4 W, Beast 3/3 G, Elemental 5/5 RG, Elemental X/X G, Insect 1/1 G, Plant 0/1 G, Saproling 1/1 G, Squirrel 1/1 G
Folders Fun Netdecks, other decks
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