Maybeboard


This deck feels like a different deck each time I play it, making it my favorite deck. The versatility of Marath and the fact that many cards synergize with more than 1 of Marath's abilities. Even after 100x of playing it I still find new ways to combine cards and effects at the table. The rage (and similar) effects also make for interesting opportunities to work together to eliminate a common threat.

The deck revolves around generating value by making as much use of all Marath's abilities as possible. This means damaging all players and creatures (including my own) and using token and +1/+1 synergies to keep things going. The abundance of removal ensures I can 'go slow' in certain playgroups (to avoid spoiling the fun) without being blown out of the game entirely.

Suggestions

Updates Add

Removed some cards that were less fun to play Cathars' Crusade and some other cards and planeswalkers for better alternatives. The amount of low-power synergy has increased a lot with these small changes. Mostly because new cards with the 'right' effects came out in the last 2 years. But I also keep finding new combo's with the cards every time I play.

Comments

Attention! Complete Comment Tutorial! This annoying message will go away once you do!

Hi! Please consider becoming a supporter of TappedOut for $3/mo. Thanks!


Important! Formatting tipsComment Tutorialmarkdown syntax

Please login to comment

95% Casual

Competitive

Date added 5 years
Last updated 2 months
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

5 - 0 Mythic Rares

31 - 0 Rares

26 - 0 Uncommons

17 - 0 Commons

Cards 100
Avg. CMC 3.22
Tokens Beast 3/3 G, Beast 4/4 G, Elemental X/X G, Elephant 3/3 G, Food, Goblin 1/1 R, Insect 1/1 G w/ Flying, Deathtouch, Saproling 1/1 G, Squirrel 1/1 G, Treasure
Folders Marath
Votes
Ignored suggestions
Shared with
Views