Multikicker 1,W (You may pay an additional 1,W any number of times as you cast this spell.)
Creatures you control get +1/+1.
When Marshal's Anthem enters the battlefield, return up to X target creature cards from your graveyard to the battlefield, where X is the number of times Marshal's Anthem was kicked.
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Marshal's Anthem Discussion
5 days ago
5 days ago
Can never go wrong in a mono-colored commander with a Caged Sun
3 weeks ago
Good last resort cards? A little mana-heavy but still good.
4 weeks ago
I would actually urge you to go wide with soldier (token) tribal, boosting your side up from their weenie status, and then giving them trample with Anax and Cymede.
Anax and Cymede provides a mass boost, where the trample is clearly more important than the +1/+1. The goal should be creating a table position where trample matters enough to do a nice bit of damage. I'll get to triggering this effect reliably later.
Red and white both excel at token production, and soldiers are a prominent tribe in both colours. Rise of the Hobgoblins, Martial Coup and any number of "put a crapload of white soldier tokens into play" should help you here. If possible, focus on either creatures as token production, or spells that do something else in addition to token production to get maximum value.
White is good at boosting creatures. Glorious Anthem, Marshal's Anthem, Cathars' Crusade and so on help you a lot. Soldiers as a tribe have some pretty good lords, such as Captain of the Watch, Auriok Steelshaper, Aven Brigadier (which has pretty cool art, btw), even including oddballs like Cenn's Tactician. Also, focusing on soldiers as a tribe allows you to benefit from Obelisk of Urd, Coat of Arms and Konda's Banner. This should make your dudes big enough for the trample to be an actual threat.
You'll want to reliably trigger Anax and Cymede once your board is good and ready to blow out. To this end, I'd veer away from instants and sorceries, and rather focus on enchantments: both red and white have a bunch enchantments with built in bounce: Conviction, Crown of Flames (and its many variants, there's a number of these things), Flickering Ward and Mark of Fury to name a few. These cards mean that you can repeatedly trigger your commander's Heroic ability. Then there's stuff like Spirit Loop, which you can't bounce at will, but will get back if Anax and Cymede die.
Card draw is a challenge for these colours. You should look into artifact options like Mind's Eye and so on to guarantee a full grip. Inheritance is a pretty ghetto white option, and red has a number of Wheel of Fortune effects. Also, focusing on ramp which can be cashed in as cards later helps: Mind Stone, Commander's Sphere and Boros Cluestone at least. White has tutors for enchantments and artifacts, look into those for consistency.
Finally, support and removal: Purphoros, God of the Forge is really strong with a token strategy, Aurelia, the Warleader is really good too. Maybe stuff like Angelic Skirmisher would do: remember that you get a multiplied benefit from any mass effect like that if you have the most dudes on the board. Legion's Initiative and Boros Charm protect you from boardwipes nicely. As for removal, well, white is the best colour for wraths, you should play into that. Also, there's reusable stuff like Shackles to tie in nicely with the enchantment use in general, which is good for making the most of tutors (and you can even Shackles your own Anax and Cymede in a pinch :D).
4 weeks ago
SaberTech made an excellent post, he said everything that needs to be said.
Anyways, I'm going to suggest that you switch Anax and Cymede to either Agrus Kos, Wojek Veteran for W/R soldiers or Aurelia, the Warleader for tokens. Tokens is probably the easier of the two to make, so use cards like Mobilization , Assemble the Legion, Rise of the Hobgoblins and Tempt with Vengeance to produce tokens. Then, use anthem effects like Marshal's Anthem, Spear of Heliod, Dictate of Heliod and Legion's Initiative to smash. Boros Charm stops a wrath effect, Purphoros, God of the Forge gets damage through even if you can't swing. Finally, spells that deal direct damage, like Lightning Bolt, are generally bad in EDH; it's much better to use unconditional removal like Swords to Plowshares or Path to Exile to kill creatures. Finally, ALWAYS include 2-4 wrath effects, as it's always better have them and not need them then it is to need them and not have them. In this case, I'd recommend Brightflame, Rout, Wrath of God and Blasphemous Act.
Hope that helps!
1 month ago
I'll have to test out Jade Monolith next time I play! I'm in the process of integrating "on the verge" cards. I'll add a Change Log shortly.
Your comment made me want to review the deck's anthems, organized by type:
2 months ago
Reborn Hero Rhox Pikemaster Standing Army Steam Catapult Veteran Armorer Veteran Armorsmith Veteran Swordsmith Veteran's Armaments Skullclamp Deploy to the Front Return to Dust Cathars' Crusade Marshal's Anthem Mobilization Rootborn Defenses
2 months ago
I like the changes, they mesh well together. I would still cut 3-4 lands. (the "official ratio is 40 lands, minus 1 for every 2 mana rocks) If you have one, throw in a Sandsteppe Citadel. For the slots you open up, I'd recommend some tribal banners, like Coat of Arms, Door of Destinies, generic boosts, like Glorious Anthem, Marshal's Anthem (which reanimates useful dudes), Spear of Heliod, or Gaea's Anthem, and some human lords, like Adaptive Automaton, Hamlet Captain, or Kabira Vindicator (who is a mana sink if you are getting flooded). I don't know what any of these cost, but they are good things for a tribal build that has a few more slots. I wouldn't run too many of them, but a few couldn't hurt.