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MACHINE GUN ELLKY (Marath, Will of the Wild)

Commander / EDH Combo Competitive RGW (Naya)

polarlunar


Sideboard


This Marath, Will of the Wild deck aims to ramp early and quickly, while pursuing any number of available combos as presented below to win the game. Although not vital, Marath can be cast as an early and versatile threat that synergies with many of our other cards.

Combos

Kiki-Jiki/Splinter Twin Combos ( hasty creatures)

Devoted Druid/Vizier Combos (/life/sac triggers)

TIP: Cast Devoted Druid first followed by Vizier of Remedies because of summoning sickness

TIP: Generate first before casting further/filtering FTW, just to obfuscate better and have protection mana up

TIP: You also immediately win with any of our wincon sac outlets

Reveillark/Karmic Guide Combos ( sac/recursion

Boonweaver/Pattern Combo

Summary Combos

  • creatures + Earthcraft = (basic land) mana

  • + mana filter = mana

  • mana = MACHINE GUN ELLKY KILL

Sac Outlets

Mana Filterers

With , we can cast either of our mana filterers and filter into of any other color (i.e. & ). We can then cast/recast Marath as many times as necessary, all the while using Marath's 2nd ability to ping everyone to death.

With creatures and Phyrexian Altar out as well, we can essentially do the same thing to use Marath for the win (if for some reason we are unable to win through combat itself).

Mana Dorks

Our benchmark is for our CMC dorks to tap for mana (typically ), and our CMC 2 dorks must tap for mana of any color, or multiple mana at once.

Creatures

  • **Village Bell-Ringer - this underrated boy has a great deal of utility. Aside from basic combat tricks, he can A) pay for himself by untapping all mana dorks used to cast him, sometimes even producing extra mana in the process, or B) untap Yisan for a follow-up activation in the same turn.

Non-Creature Ramp

  • Arcane Signet - being able to immediately tap for a mana after being cast puts this ahead of most of our CMC mana dorks.

Tutors

Unconditional creature tutor, pretty straightforward.

Requires sacrificing a creature, but the downside is mitigated by sacrificing our commander or one of our Persist creatures (Safehold Elite & Kitchen Finks), or a target that we know we will be able to benefit from having in the graveyard (perhaps an Imperial Recruiter up to a Karmic Guide for extra value?). Alternatively, Marath being able to produce Elemental tokens that just so happen to have a CMC of means we can hit any of our CMC creatures, which just so happens to include many of our combo pieces.

Best played when we have a sac outlet on the field - we're not going to want to rely on our creature just happening to die through combat or other means. Our opponents will be wise to that and seek to exile or tuck or blink the creature instead. Once we've triggered it, we're almost always going to want to tutor up Boonweaver Giant, which - barring disruption- should allow us to win right there.

Interaction

Our interaction package is fairly light for a cEDH deck, focusing more on protecting our own combos as we go off.

Removal

Combo Protection

In a blue heavy meta, consider Pyroblast as well. Autumn's Veil works well in a blue/black removal-heavy meta.

Enchantments

  • Survival of the Fittest - because our deck runs several combos with several possible routes to victory, this enchantment is solid for converting otherwise "dead" (i.e. irrelevant) creature cards in our hand into the final combo pieces we need.

  • Earthcraft - turns out non-mana dorks into mana dorks

Lands

Our mana base runs aggressively fast, favoring lands that enter untapped the first few turns while we cast our mana dorks and set up for our combos.

Once we've reached a consistent number of mana sources for all 3 colors, it's typically better to use fetches for basic lands (typically in order of priority: ,,) rather than shocks, chiefly in order to use Earthcraft to its full potential.

Specific Lands

with an empty board, we can either name 'Elemental' or 'Beast', either of which correspond with Marath, Will of the Wild. Depending on what you have in hand & what route you're choosing to take, 'Elemental' will also hit Reveillark, while naming 'Beast' will hit Felidar Guardian. However, having either of those two countered is not of major significance, as our Reveillark combos can still function with him in the graveyard, while we have a number of redundancies for Felidar Guardian. Therefore, it's often a wiser choice to choose another creature type.

In terms of creatures, our deck is largely comprised of Elves (mainly mana dorks, which come out early enough and are not often enough of a threat to be countered), and Humans. Humans form the centerpieces of a great deal of our creature tutors as well as combo pieces, and as such are the correct choice of creature to name 90% of the time. That being said, don't be afraid to name Bird if need be to cast that turn one Birds of Paradise in order to get the ball rolling. Speed is key here.

  • Gaea's Cradle - not a land we want to see in our opening hand, nor one we want to play with only one creature on board (feels very bad to have it destroyed after only having used it as a forest), but as we amass creatures it becomes very powerful. Synergizes extremely well with Marath, by tapping for several mana to activate his 3rd ability to create several Elemental tokens, while allowing us to tap Gaea's Cradle for even more mana next untap step, rinse & repeat... Becomes absurd if left unchecked.

  • Forbidden Orchard - besides being a mana fixer, it enables Defense of the Heart. Can be used politically to gain an ally while benefiting us just as well, if not more.

  • Dryad Arbor - is a fetchable Forest that can be used for creature strategies (i.e. pitching to Survival of the Fittest). Just remember it does not tap for mana immediately. as it does possess summoning sickness.

Opening Hands

Typically we want to see:

lands that provide the colors we need

T1 mana dork

other form of ramp/sac outlet

combo protection piece

combo piece

tutor

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Date added 4 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

20 - 2 Mythic Rares

44 - 18 Rares

15 - 12 Uncommons

12 - 10 Commons

Cards 100
Avg. CMC 2.41
Tokens 2/2 C Artifact Creature Spawn, Copy Clone, Elemental 1/1 R w/ Haste, Elemental X/X G, Elf Warrior 1/1 G, Spirit 1/1 C, Squirrel 1/1 G, Treasure
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