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Biggest, Baddest, Bestest!

This is a Multani, Maro-Sorcerer deck, with it's focus on eliminating players with Multani. The deck has lots of good things that can cause me to double Multani's power (or worse!), which is a nice way to end a player usually, since the deck should have trample on board pretty reliably. The plan of the deck is to ramp early, trading early turn drops for multiple turns of ramp in order to get Multani out quickly, because the sooner he is out the sooner he can start making an impact, and maybe people won't have empty hands or blockers out yet, a scary situation if facing off vs a +21 power Multani. The deck doesn't run a ton of lands, but it runs a lot of ramp, expecting to ramp twice before casting Multani most games. It is expected that this deck will make use of the odd mulligan, the deck wants access to 3 or 4 mana in the opener, but with only 2 lands usually, ramping for the rest. It's worth noting you can also lean on the various card draw effects, some of which work at 2 or 3 mana as well, highlighting the importance of getting there. Another reason the deck runs so few lands is because it expects to have access to 2 or more cards per turn most turns, making it less necessary for me to run as many, as I'll have more chances to find them (and decks with more lands will draw more dead cards). Ideally, you'll have a trample effect out for Multani's first swing, which will either eliminate a player or do damage and kill their blockers, so try to swing at the decks that are most problematic for you, because Multani can put a tremendous amount of pressure on an opponent's board if they have to block him with trample.

The deck wins via combat damage, so it is slow and clunky for some metas, but it tends to be good at breaking up opponent's board states, and forcing them to block. It packs a decent density of removal, including various creatures that do double duty as Naturalize effects. In addition to the Naturalize effects, we have various Fight effects, some colourless removal and a smattering of Green flyer hate. The bodies-that-do-removal can be pretty relevant in this deck, due to a few truly stupendous anthems. The deck has some shared card draw to keep everyone's hand big for Multani, and it is a fun combat trick to give my Commander a big power buff via draw, and there are silly things you can do like Momentous Fall eating your Multani to pump your board via Blossoming Bogbeast.

The deck's biggest weakness was it's 1v1 game, where it often struggled to close, as Multani starts to get pretty small in 1v1. This is where things like Ghalta, Primal Hunger come in, offering additional big creatures to help close things. They won't matter much early game, when Multani can one-shot someone, but it's not like a 12/12 trample for 2 is a bad card.

Suggestions

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I like this deck, but I don't find I want to play it over much; my Kresh the Bloodbraided scratches this itch better, offering a beefier beater and much stronger payoffs, so I'm wondering about reworking this list, mostly by switching out Multani for Gilanra, Caller of Wirewood, who could partner with Kamahl, who's already in the list? This would require an extensive rebuild, because Multani reworded shared draw quite handsomely, these two do not! This would necessitate adding more card draw, but especially more card draw that doesn't care as much about power/toughness, because without Multani I will likely hack back all the 'cares about power' stuff because why bother! This would probably be a big undertaking, so it might not happen any time soon!

Comments

95% Casual

Competitive