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Marath, The Deer of Value

Commander / EDH*

SunHao


Maybeboard


Alright, this is one of my favorite new commander's I've been trying. The idea of this deck is full utility, complimenting the amount of things this naya deer can do. I'm not going to explain my mana base outside of saying that I run a low amount since I can ramp with green and mana rocks. Most reasons I give for cards will be based on their relationship to Marath, and while they have relationships to each other, my focus will be on the commander.

Academy Rector - This card is more about consistency than anything else. It can fetch that one enchantment you need to start making plays. Worst case you can even kill it with Marath.

Avenger of Zendikar - this guy makes lots of tokens and gives them counters. This deck likes both of those things, Marath also being able to swarm the field and boost when necessary.

Birds of Paradise - mana ramp

Bloom Tender - mana ramp

Champion of Lambholt - Make blockers sad by pumping it up with Marath, then pump just by replaying Marath.

Craterhoof Behemoth - Make that little army of 1/1 elementals you made with Marath way more intimidating.

Eternal Witness - This card is made of consistency and suprise. Adding that board wipe they weren't worried about anymore means a lot. Adding back an infinite combo piece they destroyed is even better.

Fauna Shaman - Discarding a useless creature to get one you want instead...I don't understand how that can be bad.

Gisela, Blade of Goldnight - Something to make your little tokens pack a bigger punch and save you some pain if you can't quit block everything you need to.

Gyre Sage - mana ramp that ramps more when pumped with Marath.

Hornet Queen - Makes some tokens, which is wonderful in this deck, and they all have deathtouch and flying to deal with things the non-flying deer simply can't ping away.

Ivy Lane Denizen - This card is digesting in this deck when you consider that the elementals Marath makes are green.

Kalonian Hydra - A bug scary guy who will make your Marath bigger just from doing his own thing.

Mikaeus, the Lunarch - Play him with all that ramp and then turn him sideways to make Marath's tokens bigger.

Mycoloth - He can devour Marath tokens and can become gross if you pump him with Marath.

Nightshade Peddler - Soulbound to Marath means pinging something for 1 damage kills it.

Qasali Pridemage - This guy is nuts. He's a 3/3 if he attacks, pumps another attacker if it's alone, and can kill pesky artifacts and enchantments for 1 extra mana. A better choice than just another instant or sorcery that would do that same for 3 mana.

Rhys, the Redeemed - He makes tokens which is neat and oh ya he doubles the tokens you have. This guy seems like an auto include.

Sakura-Tribe Elder - mana ramp and deck thinning

Sigil Captain - Marath making 1/1 tokens seems a lot more broken now, huh?

Sun Titan - He can get back at least half the deck and having a 6/6 Vigilance creature doesn't hurt when your opponent has been mentally preparing for a token swarm all game.

Sylvan Caryatid - mana ramp

Trostani, Selesnya's Voice - Make a big guy with Marath, gain life, populate the big guy, gain life. You get it.

Wood Elves - mana ramp and deck thinning

Cultivate - mana ramp and deck thinning

Day of Judgment - A nice cheap board wipe for when you're not exactly ahead.

Green Sun's Zenith - Tutor a useful creature or your commander if it gets tucked.

Harmonize - Best card draw in green.

Kodama's Reach -mana ramp and deck thinning

Skyshroud Claim - mana ramp and deck thinning

Tooth and Nail - Amazing tutor with an irrelevant mana cost for this format.

Wrath of God - Another cheap and useful board wipe if you're behind.

Akroma's Memorial - This thing makes Marath incredibly deadly and all of his tokens equally so.

Ashnod's Altar - mana ramp

Basalisk Collar - When you ping with Marath, you'll kill things off of 1 damage and gain life.

Chromatic Lantern - mana ramp and fixing

Sensei's Diving Top - This bad boy is wonderful. It does a good job of giving you better draws.

Skullclamp - Marath makes 1/1 tokens, do I really need to explain why paying 2 mana to draw 2 is bad?

Sol Ring - mana ramp

Assemble the Legion - If your opponent doesn't kill you aft we about 3 turns of this thing being on the board, they might not get to deal with it. Pair this with some of the other cards in the deck and you get some destructive power.

Aura Shards - Paying 1 for Marath to destroy an artifact or enchant and get a 1/1 seems good. Just saying.

Cathar's Crusade - This card is nuts if you spam 1/1 tokens with Marath.

Doubling Season - Do I actually need to explain this one given what most things in this deck do? And it's not Primal Vigor so enjoy the benefits while others watch.

Hardened Scales - Fun fact: Marath can target himself, the X just can't equal 0. If you have nothing to do on your turn, just use this to double the counters you have on Marath.

Intangible Virtue - Those tokens Marath and some other cards make in this deck now get to swing for more and block the turn after. Fun times, lemme tell ya.

Land Tax - mana ramp and deck thinning

Mana Echoes - Make a bunch of 1/1 tokens with Marath, activate Ivy Lane Denizen, enjoy that Ashnod's Altar as well. You get the idea.

Mirari's Wake - Mana ramp but also pumps your little tokens.

Parallel Lives - Again, no ion needed. Enjoy the free stuff.

Song of the Dryads - Fantastic removal and in green nonetheless, and really funny if they don't play green.

Survival of the Fittest - See Fauna Shaman

Sylvan Library - I don't care if I lose 8 life, give me my extra cards in green.

Beast Within - One of the best removal spells in green, can even save you if you have to destroy something of your own to create a blocker for their hexproof creature.

Boros Charm - All those stupid little 1/1 tokens you made now survive the board wipe they just played, or your giant Marath now hits them again.

Chord of Calling - Fetch a good creature or get Marath back after he gets tucked.

Enlightened Tutor - This tutors up something useful everytime. Even if you have to play it turn one to get a Sol Ring.

Krosan Grip - removal

Path to Exile - removal

Return to Dust - removal

Swords to Plowshares - removal

Elspeth, Sun's Champion - Makes little guys, blows up everything except your little guys, makes your little guys stronger and gives them flying.

Freyalise, Llanowar's Fury - Makes tokens that ramp, removes pesky permanent, and draws cards.

Garruk, Primal Hunter - For real? Have we not talked about tokens and card draw enough?

Garruk Wildspeaker - I feel like I can just change "draw" to "ramp" and say the same thing I did for the other Garruk.

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Revision 1 See all

(8 years ago)

+1 Mentor of the Meek maybe
+1 Siege Behemoth maybe
Date added 9 years
Last updated 8 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

15 - 0 Mythic Rares

45 - 0 Rares

15 - 0 Uncommons

9 - 0 Commons

Cards 98
Avg. CMC 3.34
Tokens Beast 3/3 G, Copy Clone, Elemental X/X G, Elf Druid 1/1 G, Elf Warrior 1/1 GW, Emblem Elspeth, Sun's Champion, Insect 1/1 G w/ Flying, Deathtouch, Plant 0/1 G, Saproling 1/1 G, Soldier 1/1 RW, Soldier 1/1 W, Wurm 6/6 G
Folders Marath, Will Ov The Wild
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