Deck 5 | Update 2025-06-20 | Status: ACTIVE

  • General: Marath, Will of the Wild
  • Colors: WRG
  • Theme: pseudo-Voltron (non-equipment)
  • Sub-theme: +1/+1 Counters

When I was building Deck 4, it was going to be a fantasy knight deck and I found Marath, but then pulled a Kenrith from a pack and it took a wild turn.

So I had a partial Naya deck with some fun fantasy elements. I really like Marath as a commander and I want to see what we could do together. This deck needs a lot of ramp because, it turns out, both recasting Marath and activating Marath's ability can cost a lot.

This deck plays like a pseudo-voltron deck, where the goal is to cast your commander as many times as possible. I've gotten up to 11 times in a single three-player game. The early game consists of blowing up Marath to create 1/1 tokens (don't get greedy and make beefy tokens), which can be made into mana dorks or sacrifice fodder. Mid-game, use Marath's damage ability to deal with problematic creatures your opponents control or dish out direct damage to a player. Late game, Marath should be huge, so anything goes.

Perhaps Marath has what it takes to overcome the downside of Voltron. Let me know your thoughts.


Changelog

2025-06-20

2025-04-07

2025-03-04

2025-02-26

2024-03-16

  • Cankerbloom replaces Eldamri's Call

2024-02-03

2023-11-01

2023-06-05

2022-12-22

2022-11-27

2022-11-13

  • Talisman of Conviction replaces Ice Floe

2022-09-27

2022-09-22

2022-08-27

2022-05-21

2022-03-09

2021-08-08

2021-07-09

2021-07-01

2021-06-26

2021-03-10

2020-11-07

2020-08-05

2020-06-11

2020-04-26

2020-02-28

2020-02-20

2020-02-09

2020-02-01

2020-01-27

2019-12-27

2019-12-24

2019-12-20 (early holiday surprise)

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91% Casual

Competitive