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This is a token-focused Marath list inspired by some of the sweet cards from Rivals of Ixalan. Tendershoot Dryad and Tilonalli's Summoner are both ridiculously powerful repeatable token generators, and Path of Discovery has amazing synergy with token generation, letting you filter your draws and ensure you're hitting your land drops.

Card Explanations

All of the token generators included here either let you generate a ridiculous amount of tokens or are repeatable. I tried to slim these down to the most powerful effects available, but if you have any suggestions for better options, I'm all ears.

Assemble the Legion - This card is probably one of the best ways to close out games. Generating an increasing amount of tokens can get crazy fast. In addition, they have haste, which helps push damage after board wipes.

Avenger of Zendikar - One of the most well known token generators in EDH, often tutored in combination with Craterhoof Behemoth with Tooth and Nail to end games, this card is insanely powerful even on its own. It creates a huge army of plants and also buffs them with your land drops.

Awakening Zone - I'm not sold on this effect's power in this deck specifically, but it lets you be very flexible with your mana usage, either saving up for an expensive card or just getting a bit of extra mana each turn. In addition, it lets you easily hold up mana to activate Marath during your opponents' turns.

Hero of Bladehold - Generates some tokens with every attack and pumps your team to boot, all for the low price of 4 mana. This is probably one of the most powerful cards for a token deck, though flashier cards like Avenger and Assemble the Legion get more credit for their game ending potential.

Kher Keep and Vitu-Ghazi, the City-Tree - Nothing flashy, just lands that can generate tokens for you when you run out of action in your hand.

Martial Coup - A fantastic card for its versatility, you can either clear the board and leave yourself with a swarm of 1/1s or just use it to bolster your token army.

Mycoloth - Eat just a couple useless tokens with this, and all of a sudden you're generating an army every turn. Not quite as good as it is in Ezuri, but you can still buff him up with Marath to increase his token production.

Nissa, Voice of Zendikar - One of the best planeswalkers for token decks, I'm really surprised this isn't more expensive. It does everything you want to be doing, making tokens, pumping your team, and then refilling your hand if it sticks around for a while.

Secure the Wastes - Generating a huge token swarm right before your turn to take the table by surprise is very effective. While more effective with more powerful buff effects, this still should put in a lot of work.

Tendershoot Dryad - One of the new cards from Rivals that inspired me to build this deck, the effect it provides is insane for only 5 mana. It's basically like they reprinted Verdant Force at 5 mana, and then decided that it still wasn't good enough, so added an anthem effect. I'm super psyched to try this and see how it works out.

Tilonalli's Summoner - The other powerful token generator introduced in Rivals, this basically gives you a Tempt with Vengeance on every attack, since you should be getting the city's blessing with it's effect almost every time. The creature itself is fairly fragile, but if you have an opponent to freely attack into this card is insane.

Twilight Drover - While I'm not completely sold on this card, it should be a pretty decent way to maintain a board full of tokens or just serve as a giant beater.

Xenagos, the Reveler - This can either generate tons of mana to ramp you into your finishers or just create hasty tokens with which to beat down your opponents. The ult is also pretty nice, but I find it unlikely that we'll get there all that often.

Sacrifice Outlets

Evolutionary Leap - Lets you sacrifice your tokens to find more creatures, definitely one of the more powerful sac outlets in existence.

Goblin Bombardment - I always underestimate how good pinging stuff is, especially when it's repeatable. This lets you punish people for board wipes, pick off utility creatures, and basically just has lots of utility.

Anthems

Cathars' Crusade - This card is ridiculous, making all your creatures massive incredibly quickly. Even just making 2-3 1/1s gives your entire team a massive boost, and even if you had nothing to begin with leaves you with several pretty beefy creatures.

Gavony Township - It's a land that lets you anthem your team, and should be found in pretty much every creature-based deck that can run it, since there's basically no cost to doing so, besides one measly land slot.

Hero of Bladehold - Generates some tokens with every attack and pumps your team to boot, all for the low price of 4 mana. This is probably one of the most powerful cards for a token deck, though flashier cards like Avenger and Assemble the Legion get more credit for their game ending potential.

Mirari's Wake - Mana doublers are always incredibly powerful, and this one comes attached to an anthem. Enough said.

Mirror Entity - Pumping a bit of mana into this card is a great way to close out games. I can't think of any other scaling anthem effects, but I'd assume if they existed they'd all be as ridiculously powerful as this.

Nissa, Voice of Zendikar - One of the best planeswalkers for token decks, I'm really surprised this isn't more expensive. It does everything you want to be doing, making tokens, pumping your team, and then refilling your hand if it sticks around for a while.

Ogre Battledriver - Serving as both a haste-enabler and a pseudo-anthem effect, this card is incredibly powerful in token decks. One of the weaknesses of token decks is often that they need to stick a board to do anything, but this helps you swing for massive amounts of damage the same turn you make the tokens.

Path of Discovery - This card is one of my favorite new cards in this deck. It turns every token you make into a scry-like effect, making sure you hit your land drops and helping to dig for the cards you need. In addition, it often gives the creatures you play a counter, kind of serving as an anthem.

Miscellaneous

Champion of Lambholt - This guy grows for every creature you play or token you make, and eventually makes your entire team unblockable. I love him in any green deck that wants to be attacking.

Glare of Subdual - This card shuts down so much, stopping threatening creatures from attacking or blocking, tapping down mana rocks at inopportune times, and basically just causing lots of problems for your opponents.

Mentor of the Meek - Lets you draw cards off of the tokens you make for a small mana investment. Definitely a pretty good way to keep your hand full.

Awakening Zone - I'm not sold on this effect's power in this deck specifically, but it lets you be very flexible with your mana usage, either saving up for an expensive card or just getting a bit of extra mana each turn. In addition, it lets you easily hold up mana to activate Marath during your opponents' turns.

Birds of Paradise - Marath's casting cost is very color-intensive, so this helps you play it more consistently. It could be better to just run more land ramp to be less vulnerable to board wipes though.

Chromatic Lantern - One of the best rocks for 3+ color decks, it stops you from having to worry about mana colors for the most part.

Cryptolith Rite - Makes all your tokens tap for mana, letting you cast huge spells or easily hold up mana to activate Marath at instant speed.

Cultivate and Kodama's Reach - These are some of the best ways to get the colors of mana you need and make sure you keep hitting your land drops.

Farseek and Nature's Lore - Some great ramp spells that let you fetch up your nonbasic dual lands. Nature's Lore is slightly better because it can fetch the lands untapped, but they both fill the same role.

Growing Rites of Itlimoc - I'm not sure what the stats are for this card, but I feel like it won't draw you a card all that often with only 30ish creatures in the deck. Flipping it into a cradle should be fairly easy, and once there it can help you power out your bombs to close out the game.

Krosan Verge - One of the best lands for green white decks, it lets you fetch two dual lands to fix your mana incredibly well.

Mirari's Wake - Mana doublers are always incredibly powerful, and this one comes attached to an anthem. Enough said.

Ranging Raptors - Marath's ping ability turns this card into an incredibly powerful repeatable ramp effect. In addition, the lands you get let you play Marath again after you use up his counters, making this a very powerful and synergistic card.

Rishkar, Peema Renegade - Can give you another counter on Marath, and also turns your creatures with counters into mana dorks.

Sakura-Tribe Elder - Just one of the ramp staples, serving as a Rampant Growth that can occasionally prevent a bit of incidental damage and that can be recurred much more easily.

Sol Ring - This shouldn't require any explanation, just an incredibly powerful mana rock.

Sword of the Animist - There aren't all that many cheap creatures to let this ramp you in the early game, but I think it's raw power justifies its inclusion anyways.

Xenagos, the Reveler - This can either generate tons of mana to ramp you into your finishers or just create hasty tokens with which to beat down your opponents. The ult is also pretty nice, but I find it unlikely that we'll get there all that often.

Coming soon.
Coming soon.

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Date added 6 years
Last updated 6 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

46 - 0 Rares

16 - 0 Uncommons

13 - 0 Commons

Cards 100
Avg. CMC 3.34
Tokens Beast 3/3 G, City's Blessing, Eldrazi Spawn 0/1 C, Elemental 1/1 R, Elemental X/X G, Kobolds of Kher Keep 0/1 R, Plant 0/1 G, Saproling 1/1 G, Satyr 2/2 GR, Soldier 1/1 RW, Soldier 1/1 W, Spirit 1/1 W, Warrior 1/1 W
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