|Commander / EDH||Legal|
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|Commander 2013||Mythic Rare|
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Marath, Will of the Wild
Legendary Creature — Elemental Beast
Marath, Will of the Wild enters the battlefield with a number of +1/+1 counters on it equal to the amount of mana spent to cast it.
X, Remove X +1/+1 counters from Marath: Choose one Put X +1/+1 counters on target creature; or Marath deals X damage to target creature or player; or put an X/X green Elemental creature token onto the battlefield. X can't be 0.
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Marath, Will of the Wild Discussion
4 days ago
4 days ago
RicketyEng Leaving a comment :3 Nice deck!
Commander / EDH
SCORE: 1 | 122 VIEWS
When you see Marath, Will of the Wild do you think infinite combo mana ramp defenders? Well, if so then this might be the deck for you, and if not... this also might be the deck for you! It's a pretty fun deck to play. You get to play a bunch of low drops then cast your commander use his own effect to kill and and cast him again! Not to mention it combo's with Aluren to play it infinitely. Then you just add Champion of Lambholt or Zendikar Resurgent or any cards of the sort.. Hit it up if you like it and I would love idea's for the deck!
1 week ago
As far as easy to rebuild after a wipe I suggest Marath, Will of the Wild. With access to green ramp and Marath's token spawning, recovering from a wipe shouldn't be too hard. In addition to Boros Charm and Heroic Intervention you can use Fresh Meat and Caller of the Claw to fill your field.
2 weeks ago
Prossh, Skyraider of Kher would definitely be one of my top recommendations. Green gives ramp, black gives tutors, and the commander generates sac fodder, is a sac outlet, and enables multiple infinite combos.
Karador, Ghost Chieftan and Damia, Sage of Stone are also both really good commanders, though they tend to be a little harder to pilot, and the win comes more form the colors they allow as opposed to their actual abilities, which makes for a slightly tougher build unless you know exactly what you are going for. (The plus side is that the decks can function without the commander, making them more resilient, if not slightly less reliable)
Animar: This is officially one of the top tier commanders, and for a number of reasons. In no particular order, he is cheap, allowing you to get him out early, and replay him easily. He has build in protection, and built in evasion. He gets big fast, putting pressure on your opponents. He can combo with a number of cards easily, for anything from infinite power/toughness, to infinite mana, to an instant win. Green gives you ramp, which is quite important in EDH, but usually the other two colors take the back burner, as blue's control aspect is overshadowed by gruul. It's an easy to play deck, and quite fun. It can let you combo, or have the satisfaction of just smacking someone the old fashioned way. Painfully.
Sharuum: A long time leader in competitive EDH, Sharuum offers great resilience in her decks. (Provided no one is running graveyard hate. But even then, with a solid blue control package, and multiple redundancies, even that isn't usually that big of a deal) The deck plays somewhere between artifacts and control, depending on your build, but very quickly wins by providing infinite ETB/Death triggers. Similar to Prossh, but with a very different feel. The former seems more aggressive, and is possibly faster, but the resilience of this deck is nothing to sneer at.
Thrasios: Probably my favorite combo commander, for a few reasons. First, he is a game-winning mana sink. The easiest combos to pull off are infinite mana, (with the second easiet being infinite ETB), but this always ends in the problem of what to do with it. Infinite mana combos always require that extra piece, or else they are just wasted. This guy just sits there waiting, and the second you have infinite mana, voila, your whole deck in your hand ready to play. But more than that, he is cheap, he is useful pre-combo as both ramp and draw, and he is , the color combination that pulls off infinite mana the easiest. Furthermore, via the Partner mechanic, you can add any one or two colors to his identity. Most often you'll see him used with Tymna the Weaver, for increased card draw, but mostly for the access to black and black tutors.
Oona: She is kind of like the deposed queen. She used to be at the top of competitive EDH, but has since fallen far from that spot. Still, she makes a fantastic competitive commander, as she is both a mana sink for an instant kill, and provides black tutors and blue control. Worst case scenario, she fills your board with fliers to either attack or defend at your command.
Marath: This is my favorite commander. Extremely versatile, capable of multiple combos, or of winning without one. The good thing about him is that, like Animar, he is always relavent, weather you are currently combining or not. And he is able to both control the field, and apply a lot of pressure to your opponents. He is somewhat harder to pilot, as you always have three different directions you could go, and it's not always easy to see which is the best in the moment. It's probably not as good as Prossh or Animar, but it is fun to play, and is my favorite commander.
1 month ago
Izulde I run him because of what my playgroup plays most of the time, elves, zombies and such- small minions driving heavy combos, with the Gruul Ragebeast you can gain board presence and interrupt a combo by killing a piece (at instant speed with Marath, Will of the Wild elementals or Birthing Pod). And there's always purposely fighting the big things while you have Vigor out cuz that's fun.
But yeah if they suddenly started trying to stomp me with big things course i'd take it out :)
1 month ago
I have a few questions about/suggestions for your list:
Have you ever considered Pemmin's Aura? I personally do not run cards like Daybreak Coronet, Triclopean Sight, and Diplomatic Immunity simply because it is so flexible in a 1v1 environment. I'd run a subset of these cards certainly in multiplayer, however. I like Pemmin's Aura because I don't like diluting my topdecks - so keeping multiple cards that realistically do the same thing down to fewer slots has its merits, in my opinion. The mana investment is, of course, a real cost, but if you play smart it's almost never a problem in 1v1. Though I suppose Triclopean Sight is much more useful considering you run Stasis.
Why do you not run Ghostly Prison or Propaganda? I see these listed in your 'Don't suggest these' section but it seems too valuable not to include one of them in a deck that can search them out for free, particularly against swarm-style decks like Marath, Will of the Wild, Ezuri, Renegade Leader, or Edric, Spymaster of Trest. Really quite good against any deck that wants to turn more than 1 guy sideways. If you don't have these kinds of decks in your meta, I completely understand their disclusion, but having no comment about your reasoning in the main post I find to be somewhat surprising.
How do you like Disallow? Do you feel its flexibility is good enough? I always cut Voidslime from my UGx lists due to mana cost, as 3 mana is usually too much for a counterspell, but I was curious as to your thoughts.
Why no Imprisoned in the Moon? Again, I see this on your 'don't suggest these' list with no explanation...I love the fact that it gets rid of generals without destroying them, along with generally being more useful for getting rid of random permanents after they've resolved. Of course, it kind of fills the same slot as Nevermore, but sometimes you just can't tutor out Nevermore before they cast their general, and it also is much better against really busted stuff like Derevi, Empyrial Tactician, who can ignore Nevermore completely.
Thanks in advance!
1 month ago
6 player edh game. That sounds so boring, long, tedious, extraneous, monotonous, especially when person #4 has just entered main-phase #2... And let's add that you are playing Marath, Will of the Wild and you haven't done anything since attacking somebody last turn. Or, did they start playing modern because maybe this scenario happened:
Time Stretch -> Archaeomancer -> Time Stretch -> Snapcaster Mage...? If so, then I would start a game of modern because 1 person is going to spend 10 minutes finishing their 6 turns.
What about the other person who joined the modern game? It takes two to tan--modern.
The life total: if he is known for having good mental acuity, no need for him to physically change his life total, but he does have to show it 100% of the time.
Many times people go to fnm to cool off, laugh, have fun, smoke a cig, and let the week wash away in a night of fun games.
Before playing music, ask for people's music preferences. Music while gaming enhances the experience for many. You can always ask for it to be turned off.
You still have yet to say why it negatively affects other players. All of the things that you listed in that segment takes 10 seconds and is actually helpful for all 6 players who are bound to forget something important.
As to all of this being rude, yes it is. However: they do not know that it is rude and will continue with this behavior until you tell them, "Hey, you are being rude, now get out or change yourself".
1 month ago
Commander / EDH
First Crack at Bringing Dragons out, could use some ideas since I have yet to play with them for more then a short period, plus my maybe board is huge but I cant fit everything lol. I mostly play against Derevi, Empyrial Tactician and Marath, Will of the Wild commander decks