Marath is a strong token/combo engine in the command zone. It is a consistent commander that has a Birthing Pod shell built in the support the strong ETB effects. He is capable of explosive starts, has great interaction, and bomb after bomb that has to be answered else your opponents will get outpaced on the board.

Marath allows you to pay X mana and remove X +1/+1 counters to:

Create an X/X token: This is Marath's main way of generating tokens, outside of the planeswalkers. Often the most restricting factor of the token generation is the counters that Marath has on him, and often you want marath to die so you can cast him again with more counters.

Place X +1/+1 counters on target creature: The least used ability that I use in Marath, but far from useless. There are several creatures in the deck that benefit from the extra counters like creatures with evasion but, most namely Gyre Sage. Being able to pump counters onto the sage allows you to ramp exponentially very quickly and counteracts the increasing commander tax.

Deal X damage to target creature or player: This is the ability that gives Marath the most flexibility. Being able to remove creatures that give you problems is the most obvious, and when paired with Basilisk Collar it becomes very deadly. You can trigger the enrage abilities of Ranging Raptor and Trapjaw Tyrant, as well as kill off your own Academy Rector to get any enchantment that you need. Lastly, it allows an infinite kill for when Marath has infinite counters and you generate infinite colorless mana (Described in Combos and Synergies).

Marath Self Pump = Marath + (Doubling Season/ Hardened Scales / Cathar's Crusade):

There are several cards in the deck that let you use Marath's counter moving ability to target itself, doubling the counters, letting you pay 1 mana to put a +1/+1 counter on Marath.

Infinite Mana:

Mana Echoes + (Marath Self Pump) Ashnod's Altar + Token Doubler + (Marath Self Pump)

Marath + Ivy Lane Denizen:

Allows you put the counter that you removed making a token back onto Marath, which lets you continuously pay 1 mana to make a 1/1 green elemental.

Marath + Haste enabler + Cryptolith Rite:

Generates infinite tapped tokens, add in a token doubler and you have infinite mana thrown in too

Try to keep opening hands with mana ramp, some form of card advantage like Sylvan Library or Skullclamp, and try to get out a powerful enchantment early.

The mid game is a precarious place for Marath to exist. It has some very strong plays that will scare players, in order to survive a game where there is a lot of interaction you need some way to protect your enchantments/ combo pieces, which is why cards like Privileged Position or Sterling Grove are in the deck. You also want to keep your own interaction up to make sure you can do something if an opponent attempts to win so the deck runs a lot of instant speed removal for creatures, artifacts and enchantments. Late game is great for Marath if you cant assemble a combo, the synergies are strong enough to take over a game very quickly given enough mana.

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Date added 5 years
Last updated 5 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

12 - 0 Mythic Rares

43 - 0 Rares

21 - 0 Uncommons

9 - 0 Commons

Cards 100
Avg. CMC 3.00
Tokens Beast 3/3 G, Elemental X/X G, Elemental */* GW, Emblem Elspeth, Sun's Champion, Plant 0/1 G, Satyr 2/2 GR, Soldier 1/1 W, Wurm 6/6 G
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