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Nature's Shroud (Multani Maro-Sorcerer EDH)

Commander / EDH Mono-Green Stompy Voltron



Premise: This deck is more or less always evolving as i continue to work on the list. The description may be a little behind on the changes and some cards listed may have been replaced. The core concept of the deck remains unchanged.

Can't touch this! Multani, Maro-Sorcerer has only 50 or so decks to his name on EDHREC. Growing larger with everyone's hands and naturally Shrouded by the grove of Yavimaya, this immensely powerful Maro-Sorcerer is a resilient threat that has real potential to knock people out in one hit. But this Shroud also means that we can't directly target it with auras, equipments or useful abilities, so we will have to be careful of some deckbuilding strategies.

If you like commanders with built in protection and going over the top with "power matters" strategies, this might be the deck for you.

Multani is a 6 mana commander, with no access to cost reduction like a similar option in Ghalta, Primal Hunger . We will need a LOT of ramp early on to get him out quickly.

RAMP (14): Arbor Elf , Fyndhorn Elves , Elvish Mystic , Oracle of Mul Daya , Sakura-Tribe Elder , Selvala, Heart of the Wilds , Nature's Lore , Skyshroud Claim , Traverse the Outlands , Gaea's Touch , Nissa's Pilgrimage , Sol Ring , Thought Vessel , Rites of Flourishing .

MANA DOUBLERS (4): Caged Sun , Vernal Bloom , Zendikar Resurgent , Nissa, Who Shakes the World

This might seem like a lot of slots dedicated to ramp, but our top-end creatures and spells are expensive and we have ways to draw ungodly amounts of cards, so having the mana to close out the game when we untap with a 20+ cards-hand is key.

Our commander is obviously the primary source for high-power creatures, being an 18/18 or higher most of the times in a 4 player game, but we have some lieutenants in Multani, Yavimaya's Avatar , Grothama, All-Devouring and Ulvenwald Hydra , Bane of Progress that can provide really high power to fuel our strategy.

How do we plan to utilize the massive power we plan to put on the board?

The main use is drawing cards: Greater Good , Life's Legacy , Momentous Fall , Return of the Wildspeaker , Rishkar's Expertise , Garruk, Primal Hunter , Grothama, All-Devouring all draw us cards based on the highest power on the board, which with Multani out will usually means 15+ cards. Some cards require to sacrifice the creature, but at times the huge burst of card advantage is worth having to recast our Commander later.

After drawing 20+ cards we should be able to find one of our tools to remove hand size limit. Praetor's Counsel , Thought Vessel and Reliquary Tower are fundamental in this deck, as discarding to hand size will significantly reduce Multani's power. The Tower can also be found using Ulvenwald Hydra and Nylea's Intervention .

Overwhelming Stampede and Traverse the Outlands are other ways to channel power into destructive attacks or an enormous burst of ramp. Selvala, Heart of the Wilds will produce huge amounts of mana and let us empty our hand, she will often finish games quickly if she's not dealt with.

Other less degenerate sources of card advantage are Beast Whisperer , Courser of Kruphix , Oracle of Mul Daya , Heartwood Storyteller , Runic Armasaur , Garruk's Uprising , Rites of Flourishing , Zendikar Resurgent , Howling Mine , Temple Bell . We end up having 16 sources of card advantage in our list.

Multani's power scales with all players' hand size, so we have some group hug effect that will keep hands full. Since they benefit every player, they will rarely be removed until it's too late: Howling Mine , Rites of Flourishing , Temple Bell , Heartwood Storyteller
As a mono green deck, we are not heavy on interaction. Nontheless, some disruption is always required in a game of commander. Bane of Progress , Rampage of the Clans , Unravel the Aether will remove troublesome artifacts/enchantments with the latter getting around indestructible, an important feature giving the prominence of Theros Gods in the format. Calming Verse (those who didn't know this card existed, stand up) is a one-sided enchantment boardwipe, since often tapping out before casting it won't be much of a downside. Whiptongue Hydra and Nylea's Intervention can remove flyers and Oblivion Stone will completely reset the board. Song of the Dryads is a classic that will deal with any permanent for only three mana.
Multani has high staying power due to natural Shroud, but we have some other way to protect him. Dosan the Falling Leaf and Prowling Serpopard will prevent any sneaky instant speed interaction, while Heroic Intervention and Wrap in Vigor will protect us against boardwipes. If only our creatures remain on the field after a boardwipe, someone is probably gonna be taken out when we untap.
Recursion is key in a deck which gives us access to big threats and a lot of mana. Eternal Witness and Regrowth will give us back one card, Seasons Past and Praetor's Counsel will recur all of our removed threats while also significanty growing Multani in the process.
This deck aims to take out players with commander damage. This requires us to give our commander some form of evation, but remember: he can't be targeted by anything we control.

Nylea, God of the Hunt , Aggressive Mammoth , Goreclaw, Terror of Qal Sisma , Garruk's Uprising , Stonehoof Chieftain , Akroma's Memorial , Overwhelming Stampede and Triumph of the Hordes are all there to help get Multani through for what is often lethal commander damage.

This deck does not go wide. More often than not it has only one giant threat on the field in the form of Multani. That's why people will swing at us with multiple creatures sometimes in an attempt to take us out before we can get Multani through. That's why i decided to include some Fog effects like Moment's Peace , Constant Mists and the brand new Obscuring Haze . If an opponent swings all out at us and we fog the combat, they will be open on the crackback, and Multani does not take prisoners in these scenarios. We can also use our fogs politically to save one of our opponents in exchange for favors, meaning it will be even more difficult to deal with us for the other opponents.

Dealing with our strategy will drain resources from our opponents, and we have the mana and the redundancy to do it all again. In the end, this deck does few things well and is very, very hard to stop.


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71% Casual

29% Competitive

Top Ranked
Date added 1 year
Last updated 3 months

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

40 - 0 Rares

15 - 0 Uncommons

9 - 0 Commons

Cards 100
Avg. CMC 3.48
Tokens Wurm 6/6 G, C Emblem Nissa, 3/3 G Token Creature Beast
Folders Uncategorized, Ideas, Bookmarked CMDR, To Build, Mono Green EDH, Decks for tts
Ignored suggestions
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Revision 23 See all

3 months ago)

+1 Destiny Spinner main
-1 Prowling Serpopard main