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Map the Wastes
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library. Bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.)
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Map the Wastes Discussion
4 weeks ago
Ramunap Excavator is amazing, I will trade (666?). If I were you, I would replace the Map the Wastes with your Liliana or Cultivate/Kodoma's Reach], but otherwise, your deck really shows that you've matured as an EDH player. Keep up the good work.
2 months ago
Ajani Goldmane, Nissa, Voice of Zendikar and Managorger Hydra would all work well in your deck. For a 4 colored deck, Tamiyo's Journal, Divination, Map the Wastes and Font of Return seem rather weak, they can definitely be upgraded.
4 months ago
Replace Map the Wastes with Rampant Growth, replace Epic Confrontation with Prey Upon, replace Leaf Gilder with Llanowar Elves or one of its identicals, add Gruul Signet and/or Cultivate and take maybe take out Circle of Elders, definitely replace Stonefury with Decimate, take out Lifespring Druid for Kodama's Reach. Maybe add Explosive Vegetation in there somewhere too.
4 months ago
Hey pal few suggestions:
(I'll be operating under the assumption you plan on switching to Surrak Dragonclaw later down the road)
Equipments can be good, but not really as much in this deck. Surrak doesn't just want the equipped creature to get through, he wants all your stuff to go through. That being said, some equips are good, like Swiftfoot Boots or Lightning Greaves as they can provide protection for your key pieces in the way of shroud.
There are many great ways to ramp up your available mana early game, and I'd strongly suggest you use a bunch of them for all your mana-hungry creatures. Rampant Growth, Cultivate, Kodama's Reach, Explosive Vegetation, Sprouting Vines/Seek the Horizon, and Oracle of Mul Daya are all pretty good in EDH. I'd say to take out Untamed Wilds, Unbridled Growth, and Map the Wastes among a few other cards to slot this good ramp in. Also, I'd suggest using the Signets instead of Fire Diamond and Izzet Cluestone. (Last second, throw Boundless Realms in for Nissa's Renewal. you have way too much going on at the 6 mark to be ramping)
Horrible Awful Creatures
I can't really think of much to add here, just a bunch of things to toss so here it goes!~
Tromokratis: A touch too expensive for my tastes. If he's there to get your guys through, he's doing a real bad job at it because you already have trample on them. Really just a waste at this rate.
Sphinx of Magosi: Similar problems with Trom. Real pricey, not super big or game-changing. While he'll draw you a few cards, there are a bunch of better cards out there for that.
Sagu Mauler: He's pretty good if he's all you have. I mean, Slippery Bogle is a modern staple for a reason. But I think that your creatures at the 5/6 slot should be a bit more than a dodgy 6/6 trample.
Prophet of Distortion: He's just bad. You only have 5 sources of the colorless mana he needs in order to work. He's not a good body, he won't draw you many (if any) cards, and he is frankly undeserving of a slot in this deck.
Phytotitan: I'm half and half on this. A 7/2 that sticks around a bunch could be good, depending on your meta. This one is up to you.
Pack Guardian: It's just bad. A 4/3 vanilla that lets you turn a land hand into a 2/2 vanilla. Wooo~
Oran-Rief Hydra: You don't have enough forests to have the best of him. Not really super great when you compare it to other things at the 6 slot.
Harbinger of the Hunt: Too pricey to board wipe with, too expensive to be a 5/3. Not very good.
Frontier Guide: You should have much better things to do with 4 mana. Isn't even big enough to consider swinging with if you've used all you mana MP1 or don't need more ramp.
Flamewake Phoenix: It's really just an annoying little bird. if anything, it'll get your big guys hated out so you stop pinging your opponents for 2 in the air every turn.
Right now, as far as actually finishing the game goes, I see 3 things in the deck that you might be able to win with. Avenger of Zendikar, if you can dump a bunch of lands on the board in one turn, Ulamog, the Ceaseless Hunger, and Hydra Broodmaster. I'd suggest finding a way to throw in any combination of Overrun, Pathbreaker Ibex, Beastmaster Ascension, or Craterhoof Behemoth.
Sorry about the long post, I'm just trying to help you in the only way I know how.
5 months ago
Thanks for the comment JaysomeDecks. I would lie if i say I didn't consider both Ivy Lane Denizen and Hardened Scales before but was doubting hardly on his value or usage after all, but I guess I'll get them in since seems more powerful than the last time I thought about it.
And those are some real good ramp spells, I'll make sure to get my hands on them! Due to my lack of cards Map the Wastes it's most likely one of the best ramp spells I own (With the exception of the already included ones), so it's always nice to know new cards. Guess I'll spend some time on magiccards.info tho.
Thanks yet again for the comment and your help. :D
5 months ago
So one card I overlooked when building my Marath deck was Hardened Scales. I finally added it in and it ended up being one of the best decisions I've made for the deck. Not only does this enchantment add additional counters onto Marath when he enters, but it gives you the ability to increase his counters while he's in the field. With this out, you can pay , remove a counter from him, then then put it back on him, netting an extra +1/+1 counter from Scales. So if you ever have extra mana, it directly translates into extra counters on Marath, making a commander damage win that much easier.
I won't suggest other cards along this line, as that gets into combos, but these two alone are just strait up strong synergy with your commander. If you're interested in some possible combos, feel free to check out my Marath deck: Marath, Will of the Combo
Now, a bit about mana. First off is Steve. Sakura-Tribe Elder is considered an EDH staple, and you'll find him in most green EDH decks, for good reason. He's Rampant Growth on a body, allowing for early game hard-ramp (land, not mana-rock), block and sac tactics, and easier recursion. But in general, I can't overstress the benefit of early game ramp, especially hard ramp.
Cultivate and Kodama's Reach are solid turn three ramp spells, which not only put a land into the battlefield, but also one to hand, ensuring your next land drop and giving you card advantage. I'd suggest one of these instead of Map the Wastes. Marath can provide counters, but these actually give card advantage along with the ramp.
Sylvan Scrying is neither ramp nor card advantage. It is mana-fixing, but you still have to drop the land at a normal rate. Rampant Growth would be a better fit, as it actually accelerates your plays. Better yet, Nature's Lore. Same cmc, the land enters untapped, (unless it specifies otherwise), and because it says "Forest," it can be used to fetch combi-lands such as your Cinder Glade
Birds of Paradise costs a little bit of money, but is one of the best opening ramp cards you can play.
Anyhow, love the deck, but that's pretty true for most Marath decks. It is my favorite commander, after all. Hopefully some of this is helpful.
5 months ago
A common mistake of new players is they have good intentions but expand and try to have a single deck do way to much stuff. A deck should do at least two things very good. For example, tokens and +1/+1 counters.
Your deck looks like you just took a bunch of cards you thought had some cool mechanics and threw it all together. That's not going to work. Trust me. My very first deck was an 84 card five color slurry of my best things. I had 22 lands and never won a single game with it. I now have decks that rip apart mill decks, destroy Planeswalker decks, bypass defenses, and find other ways to win. But each one of those things I listed is a wholly separate deck design. Build for a strategy in mind to win and focus around that.
Akroma's Memorial is the perfect example. It's a beautiful card that really tips the tide in your favor. However, you need to ramp to get it out, and you need to have some way of protecting it from removal, such as through Darksteel Forge. Now that's where your Sideboard comes into play. Not every deck will have "Destroy artifact" or "Exile target nonland permanent." (An example is Utter End). When your opponent has removal, you use your Sideboard to respond. Think of your Sideboard like a contingency plan. Don't flood it with spells that are awesome but you wanted to trim down. No, it's your Swiss Army Knife; You have it in case you need it, not because you think all the blades look cool. But your deck doesn't build up to or protect Akroma's Memorial, so it won't really help you at all here.
I noticed you have a card in there that is 100% useless for you: Disciple of the Old Ways. You don't produce red mana, so you can't even activate her ability.
Karametra, God of Harvests is one of my favorite Gods. Included with her is Iroas, God of Victory and Mogis, God of Slaughter. Again though, you need to build them into the deck. You can't just throw it into any old deck and expect it to work. For example, I have a Boros (Red-White) Ally deck. To be fair it's approximately 2/3rds Ally and the remaining 1/3rd uses creatures and methods to pump everything else up. Iroas works there because I can throw everything into perma-Menace, making it much harder to stop my militia from assaulting. Mogis is used in my Rakdos (Red-Black) land destruction / sacrifice deck. I use Demons such as Archfiend of Depravity to force you to remove creatures while I cast spells like Rain of Tears to destroy your lands. Charmbreaker Devils to reuse spells and Typhoid Rats for T1 defense. Decks like these benefit highly from Gods because the deck is designed to abuse the God's ability. In Karametra's case, your deck isn't fast enough nor potent enough to warrant her ability of any use. She works best in a Landfall deck. If you're looking to get lands quick and cheap, turn your attention to things such as Khalni Heart Expedition or Map the Wastes.
Lastly, find probably 7 or 8 cards that work really, really well together and have 3 - 4 of them in your deck. You need synergy. That is to say, you need each spell in your deck to build off of each other spell.
A combo deck is when one thing triggers or activates another, which in turn does something else, which does another thing... Synergy is when everything pulls together into one big nasty picture of f***-all.
And watch your converted mana cost. You're all over the place. Your deck should ideally look like a bellcurve that's leaning toward the left. That is to say, the bulk of your cards should be around 1-3 cost and tapering down toward the 7-cost.
Ramp decks break this rule because you can have super high costs really easily. Hell, I have an Eldrazi deck where half of my spells cost 7 or more. I get by this with lands like Eldrazi Temple, Temple of the False God, and Shrine of the Forsaken Gods.
TL;DR - Focus on lower costs, more synergy, and one or two mechanics at most.
7 months ago
Here we go suggestion time! I'm going to mostly focus on mana fixing here as well as utility lands and some alternatives to fetches and shocks. Some of the lands are duplicating functions but that's just to give you ways to play with your budget.
- Mana Confluence
- Reflecting Pool
- Command Beacon
- Arcane Lighthouse
- Rogue's Passage
- Mystifying Maze
- Maze of Ith
- Ghost Quarter
- Dromoka's Command
- Ojutai's Command
- Expedition Map
- Momentous Fall
- Reap and Sow
- Reliquary Tower
- Worldly Tutor
- Boundless Realms
- Bow of Nylea
- Steady Progress
- Fuel for the Cause
- Coalition Relic
- Crop Rotation
- Khalni Heart Expedition
- Map the Wastes
- Ordeal of Nylea
- Realms Uncharted
- Sprouting Vines
- Sylvan Scrying
- Tempt with Discovery
- Verdant Confluence
- Mirari's Wake
- Nissa, Vital Force
- Opal Palace