Sideboard

Enchantment (2)

Sorcery (1)


Maybeboard


Retired as of September of 2020.

Marath, Will of the Wild enchantress. Yes, there is a combo-centric competitive version of Marath: this is certainly not one of those; this is a haphazardly constructed battlecruiser. I've been brewing some version of this deck off and on since November 2013, when my playgroup voted to give me Marath. They thought I needed to branch out (and they were right, to date this was inexplicably my only EDH deck with green in it until 2019). So, I thought if I was already planning a trip outside my comfort zone, I should attempt something anathema to my normal playstyle, and--being primarily a black player--there is nothing I loathe more than enchantments. So, that's the route I've chosen. This deck has always done better than expected, but as always, I have to follow my framework (below) to both keep me honest and to help knowing what/where to cut when new cards pop up, i.e., Satyr Enchanter from M19.

Strategy: Go wide with tokens and doublers. Early game: Ramp, fill board as needed to counter threats Mid game: get some token/counter doublers to stick, sneak marath + earthcraft + any number of other cards

Win cons:

1. Marath or a big threat overwhelms with tokens

2. Some dumb Marath combo with just about any two of the following: Earthcraft, Ivy Lane Denizen, Mana Echoes, Cathars' Crusade, Ashnod's Altar, Primal Vigor, Thermopod, Impact Tremors, Purphoros, God of the Forge, etc.

3. Tokens given infect via Triumph of the Hordes

4. Some token/counters doublers stick on the board, and I fill the board with 1/1 infect insects or pump 1 or 2 via Carrion Call

5. Starfield of Nyx survives a rotation and I Obliterate the rest.

Bonus accidental discovery: enchantment removal in my meta is light enough that I generally have enough permanents that stick to keep the Theros Gods on the board as indestructible creatures.

Card Advantage (10, 10, 0): Right on target (unless there is no opponent in black).

Argothian Enchantress; 
Eidolon of Blossoms; 
Femeref Enchantress; 
Eternal Witness; 
Mesa Enchantress;
Verduran Enchantress;
Setessan Champion;
Enchantress's Presence; 
Satyr Enchanter;
compostn (sideboard)

Ramp (10, 10, 0): Ramp is what green is all about. Will consider cutting non-enchantment ramp if help is needed elsewhere. Note that I'm going Sol Ringless with this deck, just to try it once.

Ashnod's Altar; 
Trace of Abundance;  
Courser of Kruphix; 
Braid of Fire; 
Burgeoning; 
Earthcraft;
Exploration;
Mana Echoes;
Mirari's Wake;
Utopia Sprawl

Wrath (5,2,-3): I'm comfortable at two, as I have loads of targeted removal. Will keep an eye here though.

Obliterate; 
Austere Command

Targeted Removal (5,8,0): Im heavy here, especially considering that Marath can itself remove creatures via damage. That said I enjoy the flexibility of destroying permanents rather specific card types, so I'll try to keep this intact.

Aura of Silence;
Aura Shards;
Darksteel Mutation;
Grasp of Fate;
Cindervines;
Song of the Dryads;
Shivan Harvest

Meat of the Deck (32): What is this deck? Focus here

Misc. (These aren't part of my big guidelines, but every deck needs a few sources of the folowing)

Grave hate (4): Rest in Peace, Klothys, God of Destiny, Scavenger Grounds, Night Soil Tutors (2): Green Sun's Zenith, Enlightened Tutor Recursion (2): Reviving Melody, Noxious Revival

Land (36,35,-1): I don't like to cheat on lands, but I think I prefer to cut 1 land an replace with 2 ramp spells.

Best paired with: Talking Heads - [Nothing but] Flowers

Suggestions

Updates Add

out --> in (CMC +/-): Blurb

Scavenging Ooze --> Klothys, God of Destiny (+1): Believe it or not, this deck started as ooze tribal some 7 years ago (jeez) and SO lasted the longest because it is a truely excellent card, that said K,GoD is an enchantment which is on theme, indestructible, and provides slower, but more annoying grave hate

Sunbird's Invocation --> Setessan Champion (-3): better draw (for this deck) at half the cmc, and replaces the earlier cut ooze in providing a creature that nets +1/+1 counters as a side effect.

Decimate --> Hydra's Growth (-1): decimate is not a great card, but when it hits it feels great; HG will bait out removal and warp the game around it for a turn or two.

Nevermore --> Shivan Harvest (-1): The ability to remove problematic lands (or all lands of a specified color to gimp out an opponent is too hard to resist, though I've had this card in sideboard for years at this point. Deserving call up from AAA

Overall CMC change: -4, good job

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91% Casual

Competitive

Date added 9 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

13 - 0 Mythic Rares

44 - 1 Rares

18 - 1 Uncommons

8 - 1 Commons

Cards 100
Avg. CMC 3.20
Tokens Angel 4/4 W, Angel 4/4 W w/ Vigilance, Elemental X/X G, Enchantment Cleric 2/1 W, Phyrexian Insect 1/1 G, Plant 0/1 G, Saproling 1/1 G, Squirrel 1/1 G
Folders Retired
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