Okay so I am still new to EDH and fairly new to MTG.
I have built and have been continously tweaking this deck for 1v1 EDH tourneys at my local shop. It has gotten tremendously better over the last month but it still needs work. A lot of the people that play in the tourney are seasoned EDH players and often play a new and/or different deck each weak so I can't say X is the typical play style because it changes. Besides, I want this deck to be great outside of the tourney too.
Okay so after putting this decklist up I have realized a new problem...
I currently have 102 cards including my commander so I have to drop 2 cards.
Basically I am looking for any suggestion.
I do know I am running low lands but I have played at least 25 games with this deck and I have only been mana srewed twice in thoes 25 or more matchups.
Kiki + Zealot C/Restoration A are viable and worthwhile killer combo.
Mana dorks are MVP...
Clamp is awesome.
Earthcraft is an optional card for you.
GSZ+Arbor is awesome.
Teeg is awesome.
That elemental that gives out token are awesome
That elemental that brings back 2 power or less is awesome
Survival of the Fittest is awesome...
B/G or U/R swords are awesome...
Stoneforge Mystic is awesome...
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Try and see the other Marath deck thread. The only thing you have to change is to remove Primetime and replace with something else.
Okay so when you say Primetime are you talking about Primeval Bounty? If so why?
Also you say mana dorks are MVP. I really like my Gyre Sage because I can put more counters on her with Marath, Will of the Wild but my concern with mana dorks is they are so vulnerable to removal being most are 1/1 bodies and don't have hexproof. I was thinking mana rocks such as the Signets are little bit better yes the CMC is a little higher but they are also a little less vulnerable to removal. So just curious why you say mana dorks?
Also when you say GSZ you are referring to what?
Thanks for your post and sugesstions. I am new, so your explanations would be helpful.
Okay so when you say Primetime are you talking about Primeval Bounty? If so why?
The other 1v1 Marath, Will of the Wild thread that I've mentioned talks about how to break Marath in the meta. So far in Duel Commander (aka Primeval Titan is legal and Sol Ring is banned) is doing well in top 8 French meta since its debut. Since you're using just plain Commander list, you can simply apply some neat cards and replace the banned cards (like Primetime).
Also you say mana dorks are MVP. I really like my Gyre Sage because I can put more counters on her with Marath, Will of the Wild but my concern with mana dorks is they are so vulnerable to removal being most are 1/1 bodies and don't have hexproof.
I was thinking mana rocks such as the Signets are little bit better yes the CMC is a little higher but they are also a little less vulnerable to removal. So just curious why you say mana dorks?
Having turn 2 Marath usually starts the stress race for your opponent. Meaning they'll use whatever necessary to remove the threat. If you know that they use Toxic Deluge, then don't drop everything anticipate and counter those moves. In addition, having 1/1 body means that they can still hit your opponent. You can use Skullclamp to draw more cards. In addition, Curse of Predation is such a potent card that makes your weenies into beatsticks.
Also when you say GSZ you are referring to what?
I'm talking about Green Sun's Zenith. It's such a good green tool box card that it can summon any goodies
In addition, having 1/1 body means that they can still hit your opponent. You can use Skullclamp to draw more cards. In addition, Curse of Predation is such a potent card that makes your weenies into beatsticks.
I am new so maybe I am not seeing this right, but I am thinking most of your turns, espcially the early ones you will be using the dorks for mana, not to attack. And to chump block with one is painful as your loosing a mana source. Also to me, to Skullclamp a mana dork dosen't seem good in a deck that dosen't really play out of the graveyard. Yes you get the card draw, but is that worth loosing a mana source?
FYI - I am not questiong you or your comments, I am just trying to understand being new and all. Card Value is not a simple thing to learn.
Dorks and clamps are utility tools. The only time you clamp is when you needed and requires drawing more cards. You don't kill your creatures left and and right but experience opponents are more concern with clamp laying on the field.
On a long game, you'll start popping them like candies and they'll be replaced with something else. In addition, they're creatures... They can hurt your opponents.
For example, Hellrider and 3x 1/1 mana dorks can deal 10 damage in one swing.... That's in addition to previous attack and future attacks. And that's a hefty lost unless your opponent can do something about it the next turn... If you have like Teeg or recurring creature... They'll be on a right spot.
Against top tier decks, you can add Price of Progress since they love their nonbasic dual lands. It'll hurt you too but they'll be on the red and closer to 0.
Those are the typical scenario for Marath to survive in competitive 1v1.
I have built and have been continously tweaking this deck for 1v1 EDH tourneys at my local shop. It has gotten tremendously better over the last month but it still needs work. A lot of the people that play in the tourney are seasoned EDH players and often play a new and/or different deck each weak so I can't say X is the typical play style because it changes. Besides, I want this deck to be great outside of the tourney too.
Okay so on to the Deck List
* 2 CMC - 3 Cards
1x Fleecemane Lion
1x Gyre Sage
1x Mistcutter Hydra
1x Apocalypse Hydra
1x Aven Mindcensor
1x Eternal Witness
1x Savageborn Hydra
1x Crowned Ceratok
1x Mold Shambler
1x Ogre Battledriver
1x Polis Crusher
1x Polukranos, World Eater
1x Spellbreaker Behemoth
1x Trostani, Selesnya's Voice
1x Wilt-Leaf Liege
1x Gahiji, Honored One
1x Garruk's Packleader
1x Kalonian Hydra
1x Sigarda, Host of Herons
1x Brutalizer Exarch
1x Deadwood Treefolk
1x Hellkite Tyrant
1x Rampaging Baloths
1x Avenger of Zendikar
1x Gaea's Revenge
1x Sylvan Primordial
Enchantments - 15 Cards
* 1 CMC - 1 Card
1x Mirri's Guile
1x Khalni Heart Expedition
1x Sterling Grove
1x Aura Shards
1x Bow of Nylea
1x Heliod, God of the Sun
1x Into the Wilds
1x Nylea, God of the Hunt
1x Purphoros, God of the Forge
1x Carthars' Crusade
1x Doubling Season
1x Mirari's Wake
1x Primeval Bounty
1x Warstorm Surge
Enchantment Auras - 2 Cards
* 2 CMC - 1 Card
1x Darksteel Mutation
1x Bear Umbra
Artifacts - 4 Cards
* 2 CMC - 1 Card
1x Strionic Resonator
1x Chromatic Latern
1x Darksteel Ingot
3x Druidic Satchel
Artifact Equipment - 5 Cards
* 1 CMC - 1 Card
1x Basilisk Collar
1x Swiftfoot Boots
1x Behemoth Sledge
1x Quietus Spike
1x Sword of Light and Shadow
Planeswalkers - 4 Cards
* 3 CMC - 1 Card
1x Ajani, Caller of the Pride
1x Ajani Vengeant
1x Elspeth, Knight-Errant
1x Garruk, Primal Hunter
Instants - 5 Cards
* 1 CMC - 1 Card
1x Enlightened Tutor
1x Boros Charm
1x Beast Within
1x Krosan Grip
1x Naya Charm
Sorceries - 5 Cards
* 2 CMC - 1 Card
1x Farseek
1x Fade into Antiquity
1x Ranger's Path
1x Wrath of God
Basic Lands - 9 Cards
3x Forest
3x Mountain
3x Plains
Non Basic (tap for colorless) - 7 Cards
1x Grove of the Guardian
1x Homeward Path
1x Kessig Wolf Run
1x Reliquary Tower
1x Rogue's Passage
1x Temple of the False God
1x Tower of the Magistrate
Non Basic (tap for G or R or W) - 4 Cards
1x City of Brass
1x Command Tower
1x Jungle Shrine
1x Opal Palace
Non Basic (tap for G or R or Both) - 5 Cards
1x Fire-Lit Thicket
1x Gruul Turf
1x Rootbound Crag
1x Stomping Ground
1x Temple of the Abandon
Non Basic (tap for G or W or Both) - 4 Cards
1x Brushland
1x Selesnya Sanctuary
1x Sunpetal Grove
1x Temple Garden
Non Basic (tap for R or W or Both) - 4 Cards
1x Boros Garrison
1x Clifftop Retreat
1x Rugged Prairie
1x Temple of Triumph
1x Evolving Wilds
Non Basic (tap for G) - 1 Card
1x Mosswort Bridge
Okay so after putting this decklist up I have realized a new problem...
I currently have 102 cards including my commander so I have to drop 2 cards.
Basically I am looking for any suggestion.
I do know I am running low lands but I have played at least 25 games with this deck and I have only been mana srewed twice in thoes 25 or more matchups.
Kiki + Zealot C/Restoration A are viable and worthwhile killer combo.
Mana dorks are MVP...
Clamp is awesome.
Earthcraft is an optional card for you.
GSZ+Arbor is awesome.
Teeg is awesome.
That elemental that gives out token are awesome
That elemental that brings back 2 power or less is awesome
Survival of the Fittest is awesome...
B/G or U/R swords are awesome...
Stoneforge Mystic is awesome...
------
Try and see the other Marath deck thread. The only thing you have to change is to remove Primetime and replace with something else.
Duel Commander
URG [Primer] Maelstrom Wanderer [Primer] URG
Duel Commander Current Projects:
RGWMarath, Will of the WildRGW
BRXMogis, God of SlaughterBRX
RWxIoras, God of VictoryRWx
WBxAthreos, God of PassageWBx
Created By: DarkNightCavalier
Okay so when you say Primetime are you talking about Primeval Bounty? If so why?
Also you say mana dorks are MVP. I really like my Gyre Sage because I can put more counters on her with Marath, Will of the Wild but my concern with mana dorks is they are so vulnerable to removal being most are 1/1 bodies and don't have hexproof. I was thinking mana rocks such as the Signets are little bit better yes the CMC is a little higher but they are also a little less vulnerable to removal. So just curious why you say mana dorks?
Also when you say GSZ you are referring to what?
Thanks for your post and sugesstions. I am new, so your explanations would be helpful.
-----------------
The other 1v1 Marath, Will of the Wild thread that I've mentioned talks about how to break Marath in the meta. So far in Duel Commander (aka Primeval Titan is legal and Sol Ring is banned) is doing well in top 8 French meta since its debut. Since you're using just plain Commander list, you can simply apply some neat cards and replace the banned cards (like Primetime).
And no, I'm not talking about Bounty... I'm talking about a 6/6 for 6 titan.
Having turn 2 Marath usually starts the stress race for your opponent. Meaning they'll use whatever necessary to remove the threat. If you know that they use Toxic Deluge, then don't drop everything anticipate and counter those moves. In addition, having 1/1 body means that they can still hit your opponent. You can use Skullclamp to draw more cards. In addition, Curse of Predation is such a potent card that makes your weenies into beatsticks.
I'm talking about Green Sun's Zenith. It's such a good green tool box card that it can summon any goodies
Other than the cards that I've mentioned, you can could add:
The reason I suggest those cards to you is because those are highly effective cards to be use in a competitive meta.
Duel Commander
URG [Primer] Maelstrom Wanderer [Primer] URG
Duel Commander Current Projects:
RGWMarath, Will of the WildRGW
BRXMogis, God of SlaughterBRX
RWxIoras, God of VictoryRWx
WBxAthreos, God of PassageWBx
Created By: DarkNightCavalier
That guy is awesome!
I am new so maybe I am not seeing this right, but I am thinking most of your turns, espcially the early ones you will be using the dorks for mana, not to attack. And to chump block with one is painful as your loosing a mana source. Also to me, to Skullclamp a mana dork dosen't seem good in a deck that dosen't really play out of the graveyard. Yes you get the card draw, but is that worth loosing a mana source?
FYI - I am not questiong you or your comments, I am just trying to understand being new and all. Card Value is not a simple thing to learn.
Yes this card seems clutch.
On a long game, you'll start popping them like candies and they'll be replaced with something else. In addition, they're creatures... They can hurt your opponents.
For example, Hellrider and 3x 1/1 mana dorks can deal 10 damage in one swing.... That's in addition to previous attack and future attacks. And that's a hefty lost unless your opponent can do something about it the next turn... If you have like Teeg or recurring creature... They'll be on a right spot.
Against top tier decks, you can add Price of Progress since they love their nonbasic dual lands. It'll hurt you too but they'll be on the red and closer to 0.
Those are the typical scenario for Marath to survive in competitive 1v1.
Duel Commander
URG [Primer] Maelstrom Wanderer [Primer] URG
Duel Commander Current Projects:
RGWMarath, Will of the WildRGW
BRXMogis, God of SlaughterBRX
RWxIoras, God of VictoryRWx
WBxAthreos, God of PassageWBx
Created By: DarkNightCavalier
Thanks for your input and clarification.