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This is a deck that's been in the works since the day Marath was spoiled. I was getting a bit bored with my old token deck and decided red was what it needed to get me interested again. Here's a quick breakdown of the deck.

Tokens

Much like my old Trostani deck, there's a pretty decent variety of tokens in this one as well, though perhaps less of a variety than I'd like. Cards like Avenger of Zendikar, Godsire and Giant Adephage make a pretty big impact while cards like Tooth and Claw, Luminarch Ascension and Assemble the Legion give me a steady stream of creatures to block and attack. Of course Parallel Lives and Doubling Season just amplify the effects and can make for some crazy Marath plays.

Counters

Because of Marath, there is a slight +1/+1 counter theme in the deck. Cathars' Crusade, Mayael's Aria and Gavony Township can put counters on all of my creatures, including Marath. Opal Palace is something that works really well with Mirari's Wake and Garruk Wildspeaker to make Marath bigger as well. Another card I'd consider for this is Vigor

Pumps and Buffs

There are many cards in the deck which exist to improve my army of creatures. Anthem effects like Glory of Warfare , Gahiji, Honored One and Collective Blessing only exist to make creatures bigger, while Gruul War Chant , Hammer of Purphoros and Akroma's Memorial add a little more punch to my army in other ways. This is one area of the deck where I think I over-developed a little, and perhaps some of my global effects need to be cut.

Removal

Removal is very important in any deck, and especially in my meta, all kinds of removal needs to be considered. Spot removal like Path to Exile, Beast Within and Hull Breach can deal with most things thrown my way. Sweepers are also important, and between Wrath of God, Martial Coup, Austere Command and Phyrexian Rebirth I think I'm covered in that regard. This is another area I'm willing to take more advice on.

Mana

This is an area that I'm always fiddling around with. I never know just how much ramp I need next to mana rocks. I feel like I need more than just Kodama's Reach and Krosan Verge in terms of land ramp, but for now it seems to work okay. Especially because Mirari's Wake, Gilded Lotus and Chromatic Lantern do a great job of fixing and ramp.

Sustainablility

This is an aspect of the deck that's pretty important to me. I like to have the ability to bounce back from sweepers and other rough situations, and nothing is better for that than token decks. Fresh Meat, Martial Coup and Boros Charm are great for keeping a board state while others suffer, and Privileged Position, Kor Haven and Yavimaya Hollow are great preventative measures against some nasty stuff.

Utility Bombs

Of course every deck needs straight-up utility to help their deck along. Seedborn Muse, Garruk, Primal Hunter and Sun Titan all do fairly unique things that aren't present elsewhere in the deck. They're nice things to drop when in a tough spot and can actually turn a game around if they go unanswered.

Combos

In my meta, not using at least a few combos would be silly. There's so many things that can combo with Marath, and I've only used a few of them. Some of my favourite combos in this deck are:

Marath + Mana Echoes + Cathars' Crusade: Use Marath to make a single 1/1, add 2 to your mana pool, then put a +1/+1 counter on each creature you control. Repeat this using mana produced from Mana Echoes as many times as you wish for infinite, gigantic tokens.

Marath + Doubling Season + Mana Echoes: A little more complicated. Use Marath to put counters on itself, for each one counter you remove, add two. Make sure you have at least 1 open to start the combo, then remove a counter from Marath to create two 1/1s for 1. Add 2 to your mana pool. Do this, gaining more and more mana, until Marath has two counters left. Repeat as desired for infinite 1/1s.

Doubling Season/Parallel Lives + Tooth and Claw + Purphoros, God of the Forge + Any Two Creatures: Sacrifice any two creatures to Tooth and Claw, making two 3/1s, and triggering Purphoros twice. Repeat until all opponents lose.

So that's it, my Marath token deck. If you have any questions or advice, feel free to comment.

Suggestions

Updates Add

Just some optimization changes. But a mana dork and a couple other cards, like lands, to add more utility and better lands.

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Revision 10 See all

(5 years ago)

Date added 10 years
Last updated 5 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

19 - 0 Mythic Rares

40 - 0 Rares

18 - 0 Uncommons

11 - 0 Commons

Cards 100
Avg. CMC 3.83
Tokens Angel 4/4 W, Beast 3/1 R, Beast 3/3 G, Beast 8/8 RGW, Copy Clone, Elemental 8/8 GW, Elemental X/X G, Enchantment Cleric 2/1 W, Enchantment Golem 3/3 C, Ogre 3/3 R, Phyrexian Horror X/X C, Plant 0/1 G, Soldier 1/1 RW, Soldier 1/1 W, Wurm 3/3 C w/ Deathtouch, Wurm 3/3 C w/ Lifelink, Wurm 5/5 G w/ Trample, Wurm 6/6 G
Folders decks, COMMANDER, Kill John , Commander , EDH Ideas, Faves, edh faves, EDH
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