Competitive Marath (GRW, Naya combo)

Commander / EDH cgomes

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Little changes —April 10, 2017

Removed:

Mana Echoes: Only relevant if you also run another spell that allows you to go infinite with Marath. Most of the time, it is win more.

Craterhoof Behemoth: This one hurts to remove but honestly, I don't think it is necessary to have 3 win cons. I decided to remove hoof because it is easy to disrupt the hoof kill (in addition to counters, there's fog effects, prison stuff, removal, etc)... I know it feels right to play hoof in a deck that can easily generate lots of tokens but it turns out it is not fundamental. If you can win with hoof, chances are you can win with kiki combo or purphoros storm.

Weathered Wayfarer: The card is decent but if you play green as well, you should probably play Knight of the Reliquary instead. White is a splash color in this deck, so chances are you won't gave access to white mana early on in the game anyway.

Added:

Food Chain: This card is great in any deck that has lots of creatures and can combo with creatures (kiki or purphoros). Way better than mana echoes. The eldrazi dude is win more, so don't suggest it.

Knight of the Reliquary: Better option to wayfarer.

Chromatic Lantern: I don't think I've solved the mana base yet but lantern does a great job at fixing it. It lets your basics tap for any type of mana, which is obviously great when you have earthcraft out.