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A deck focused about building up the mightiest army on the battlefield. Marath plays a heavy utility/support commander and fuels the army the deck produces while fueling him in return. Building up +1/+1 counters and large creatures is the name of the game. Can you hold back the army?

This is my most played EDH deck and thus is constantly changing as I try to constantly improve it. Some cards are core to the deck while others are more of personal preference/trying something new. Details below.

Mechanics: This deck has two sides to it: +1/+1 counters and a hefty battlefield. Marath benefits from +1/+1 counter additions to keep himself fueled for whatever he is needed for. Some games he's the aggressor if he has the renewable counters, other games he's the defense, spawning in 1/1 elementals to block when needed.

Marath Synergy

+1/+1 counters

Cards like Hardened Scales + Primal Vigor easily flow with Marath. You can also swap out Primal Vigor for Doubling Season for better results, but Primal Vigor is a cheaper priced option that does the job too, just have to play smart. Since Marath, Will of the Wild's ability says put +1/+1 counter on target creature, that includes himself. So Scales and Vigor work by removing a counter and putting 4 back on (since they trigger at the same time, you also pick the order they trigger in).

Spike Weaver. This guy is a life-saver. Paired up with Marath, you can easily save yourself long enough to regain your footing and start dominating. Or to just choke them out so you never lose that lead.

Token Spawning

While Marath can spawn a X/X for each counter removed, your best bet is just making 1/1's. Chump blockers spawned at instant speed are a wonderful tool to have in your arsenal. Honestly, it's more likely I'd create a 1/1 and put a +1/+1 counter on it (because of counter interactions) than just make a 2/2.

Cheating in Creatures

Elvish Piper. This card is a beast. If you can manage to keep them out, you can easily use it to summon big baddies like Worldspine Wurm or Gisela, Blade of Goldnight as early as turn 5. Definitely a tide turner. Quicksilver Amulet does a similar job but takes a bit more mana to keep up.

Defense of the Heart is an ugly card if you pull it out mid-game when people have decent battlefields set up. Definitely puts a target on your head with all the behemoths you can pull. Green Sun's Zenith and Eldritch Evolution are great tutor cards to get the big creatures you need quickly.

Big Boys

Balefire Dragon is my personal favorite. Flyer, heavy hitter, and boardwipe all in one.

Avacyn, Angel of Hope. Need I say more?

Sigarda, Host of Herons. This one is a personal lifesaver. A lot of decks in my friend groups have devastating sacrifice decks. Even if you're not facing those kinds of decks, just having that protection as a precaution and a 5/5 flying hexproof angel is a solid creature that's very hard to remove.

Other common game enders like Worldspine Wurm and Gisela, Blade of Goldnight have been previously mentioned.

Unique Defenders

Beyond Marath being great at spawning tokens to stall for the end game, there are some fantastic defenders in this deck.

Hornet Nest. This creature has saved me on so many occasions. It's an easy thing to slip out there that either goes unnoticed or keeps their large forces at bay, with both work in your favor. And if they're not taking the bait, you can always use Marath to poke the nest with damage to get some easy deathtouch.

Retaliator Griffin. The definition of being able to handle whatever they hit you with. They hit you with a 6/6? Now you have an 8/8 with flying. This guy is brutal.

INFINITES:

This deck has a few infinites that it doesn't necessarily rely on, but if achieved easily end games.

Marath, Will of the Wild + Cathars' Crusade + Mana Echoes.

This infinite works like this. If all 3 are on the battlefield, spawning 1 1/1 elemental with Marath will put a +1/+1 counter on each creature and giving you 2 colorless mana, thus restoring the cost of the elemental from Marath. Another elemental, now 3 colorless mana and a 1/1 and now a 2/2. You can do this indefinitely for as much mana and creatures you need. Add a Purphoros, God of the Forge and you win from just spawning the creatures.

Marath, Will of the Wild + Hardened Scales + Mana Echoes.

This works similarly to the previous one, but actually self-reliant. However you need either 3 +1/+1 on Marath to start, or 2 +1/+1 and 2 open mana. You can swap Hardened Scales for another +1/+1 doubler like Primal Vigor or something. When you remove a +1/+1 counter off of Marath, you can put that counter back on him. Usually useless but with Hardened Scales, it puts 2 back on. So basically it's 1 mana to add one +1/+1 counter to him. Using this concept, you start by removing a counter from him to make a 1/1. Mana Echoes gives you two mana for two elementals, pay 1 of those to replace the +1/+1 you removed. Loop this until you basically have infinite mana and +1/+1 counters on Marath and just unleash the angry elk's burn on everyone.

SUMMARY: This is a deck that functions on having a versatile board state that can keep up with the best of them. It's not crazy on combos but it can run with many middle/upper tier decks. It often gets called the "training deck," the deck you 1v1 to learn what your deck lacks and how to make it better. It's the deck I'm most proud of and the deck I've refined/used the most over my history of Commander. It's a perfect balance for a creature-lover's deck with an adaptability to keep on pushing through.

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96% Casual

Competitive

Date added 8 years
Last updated 2 weeks
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

25 - 0 Mythic Rares

50 - 0 Rares

11 - 0 Uncommons

3 - 0 Commons

Cards 100
Avg. CMC 3.64
Tokens Day, Elemental X/X G, Night, Samurai 2/2 W, The Monarch, Treasure
Folders commander, devour insparation, Commander Favorites, EDH
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