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So this is my modern take on my first ever commander deck. The list itself is completely tailored to my playgroup as well as my own unique taste in interactive play. I did my best to turn this list into a table-police style list where I can interact with everyone at the table while also having the mana to keep up a growing force of pressure against the table. In a lot of ways, this list reminds me of White Weenies in modern because my goal is to actually get aggressive and help control the board at the same time. In a lot of lists this is difficult or even impossible to do, but with Marath I can take out important creatures and planeswalkers while also supporting my own boardstate and manipulating the entire combat step with activated abilities. This list is one of my favorites I've ever put together, and I hope others are able to unlock its potential as well.As an author's note, perhaps I should mention that this is by no means a cEDH list. In fact, among my playgroup it is a relative 7 (not that this really means much because every group scales a little differently) but the point is that this list shoots to be interactive. The main reason for this is because I have a philosophy that EDH is about splashy plays and showing off your signature in any given game. Knowing that more competitive lists are tuned for dominating your opponents, I thought that keeping this list in a more casual tune would keep it true to my original goals when playing EDH- to have fun and get creative with my problem solving. Some cards are redundant, others are likely unnecessary, and in a general sense I have a fondness for the unique art on every card I play, so the list is subject to change but will likely live on the way it is for sometime just because I have a deep sense of nostalgia for how it currently runs. Suggestions and questions are always welcome and I hope you all enjoy what I've put together here as much as I do.
So this list is based mostly on my own intuition and piloting skills, but I'm sure others can pick it up relatively quickly too. The first thing you want to do is get your colors on board, and if you can manage to adjust the board or make impactful plays early it is encouraged. The next objective is getting Marath in play because he can directly influence the boardstate at instant speed. Don't be afraid to use his counters quickly because he only gets better the more often he is cast, and him not being in play is no issue because he can make tokens, do direct damage, or even allocate +1+1 counters at instant speed if you need these abilities for anything in particular. After he is recast, Marath only gets more dangerous for your opponents so make sure you keep enough mana up to really take advantage of his abilities. Your win conditions include one side wiping your opponents with combos like Boros Charm and Cleansing Nova or simply outlasting your opponents' board wipes with cards like Heroic Intervention and the Veils to make sure you can revenge kill on the following turn after they set themselves back. Zacama is a top end game-ender on its own, but cards like Gisela and Nyxbloom Ancient are also solid alternatives for ending a game. This list should not run out of cards, as a large portion of it is dedicated specifically to drawing cards as you use them. The later the game gets, the more threatening this list becomes because it has so many ways to deal with your opponents' splashy plays without using STAX or Prison elements. I should also mention that this list utilizes a LOT of powerful synergies and combos that work with the commander as well as the list itself (cards like Cathars' Crusade, Aura Shards, and Ripjaw Raptor are some examples). There are also a few infinite combos within the list,but most of them require more than 3 or 4 pieces to assemble. I figure, why tell everyone how to find them all when playing them out is so much more satisfying? In any case, Marath happens to be one of the key pieces to this list, and he is incredibly versatile, so use him as such.
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NOTE: Set by owner when deck was made.
the ozolith would be really powerful, because when you get rid of the counters it would go on there to be added back to something else, but maybe I'm missing something and it's actually not good in the deck, and your deck is so good you don't even need to take the recomendation even if it did make your deck better
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I like that suggestion a lot actually, the Ozolith is a really sweet card and I've been debating adding more cards that work with counters. It would do some really cool stuff with Greater Good as you could maximize a draw engine's value and save the counters for later use on Marath. I'm not sure where I would slot it in, but I could probably drop a mana dork for the artifact- honestly I only have Llanowar Elves in here because I have the nice full alternate art from Dominaria and don't currently have a Birds of Paradise. I appreciate the comment and I'll test it out when I can!
You're welcome