Hi, all. I'm relatively new to commander, having only really played with the premade commander decks before and making a Rhys the Redeemed deck that I scrapped a while back (as in four years ago). I'm going to start playing in a league and could use some advice for my 'Kaiju' themed deck, which is a fusion of a giant monsters casual deck I had and the Naya colored commander deck pre-made (obviously, I'll tweak it once I learn the league's metagame, but right now I've no idea what is good or bad in commander). Any and all advice or recommendations are welcome, I'm not attached to this decklist at all. I'll be posting my other decks in a day or two.
Looking at the ban list, it already looks like I should replace Emrakul, and I figure I've got way too many non-baseic lands in there, but a lot of this was slapped together without worrying about that stuff yet.
There isn't a lot of subtlety in this deck, so I shouldn't really have to explain the purpose
You should play test the deck a bit and see which lands aren't doing it for you. I can say this, you're usually just better off casting and killing Marath rather than trying to use Opal Palace. He gets bigger on his own by recasting him over and over, so I think just trying to get him out as early as possible is the best bet. As for a potential utility land, Kessig Wolf Run has been really good to me. You can always activate it where X equals 0 to give something trample if need be.
Lastly, deathtouch is really strong with Marath, especially in this kind of deck. You can ping down their blockers with Marath to make sure you get as much damage as possible in. Basilisk Collar can be pricy and difficult to find, but cards like Gorgon's Head can make good alternatives.
I appreciate it. I knew I'd need some ramp, I'll play around with it (the 'Kaiju' deck they come from has some fantastic ramp, but with the 1-offs it's harder to figure out).
EDH: B Chainer, Dementia Master B | UG Edric, Spymaster of Trest UG | WRG Marath, Will of the Wild WRG | UBR Marchesa, the Black Rose UBR | UBG Tasigur, the Golden Fang UBG
Modern: WBG Abzan Company WBG | UBR Grixis Delver and/or Twin UBR | U Merfolk U
WBG Anafenza, the Foremost WBG WUR Shu Yun, the Silent Tempest WUR
WUBRG Horde of Notions WUBRG WUBRG Scion of the Ur-Dragon WUBRG URG Maelstrom Wanderer URG UBG Damia, Sage of Stone UBG WUG Roon of the Hidden Realm WUG WUG Rafiq of the Many WUG WUG Deveri, Empyrial Tactician WUG BRG Prossh, Skyraider of Kher BRG WBG Karador, Ghost Chieftain WBG UBR Nekusar, the Mind Razer UBR WBR Kaalia of the Vast WBR UG Prime Speaker Zegana UG UG Edric, Spymaster of Trest UG WB Vish Kal, Blood Arbiter WB WU Grand Arbiter Augustin IV WU
I noticed you also don't have a Chromatic Lantern, and he's your best friend in 3 color decks.. never run a 3 color deck without it, even if it has green for ramp. You also need an Eternal Witness it's literally a must in all decks that run green. Some other utility/mana ramp creatures are Sakura-Tribe ElderWood Elves.
Now let's talk removal shall we? Terastodon is a near must, as it's a big 9/9 beater, for 8.. but removes their ***** as well. SO for 8.. it's well worth. Acidic Slime is another good removal to have in the deck. Though it's better usually if you can recur it over and over. Just a thought though. You will also want to add in a Krosan Grip and or other artifact/enchantment removal like Qasali Pridemage.
Having effects that double/triple up and such is a good thing in EDH. We can't run 4 of something lol, so running similar effects a few times is our way of doing it.
I only offered you up a few suggestions, OOH BEFORE I FORGET... Dryad ArborGreen Sun ZenithWorldly TutorEnlightened Tutor should probably go in there. Kk back on the main topic... so I offered you up a few suggestions, ik you said casual, so take your pick. But those are almost staples. Some are not, but work if set up for it. Though most you should be running.
True, guess I didn't look at his lands close enough. I'm used to always running them myself that it's just a habit to assume others do. That being said, about lands... I think he doesn't need to run 42.. he could probably just run 38-40 and be fine, than use the 2 spots for something else.
Looking at the ban list, it already looks like I should replace Emrakul, and I figure I've got way too many non-baseic lands in there, but a lot of this was slapped together without worrying about that stuff yet.
There isn't a lot of subtlety in this deck, so I shouldn't really have to explain the purpose
1 Marath, Will of the Wild
//Artifact (7)
1 Akroma's Memorial
1 Mage Slayer
1 Quicksilver Amulet
1 Seer's Sundial
1 Sol Ring
1 Swiftfoot Boots
1 Tower of Fortunes
//Artifact Creature (1)
1 Colossus of Akros
//Creature (24)
1 Bearer of the Heavens
1 Crater Hellion
1 Craterhoof Behemoth
1 Deadbridge Goliath
1 Drumhunter
1 Elvish Piper
1 Emrakul, the Aeons Torn
1 Gahiji, Honored One
1 Garruk's Packleader
1 Godsire
1 Kazuul, Tyrant of the Cliffs
1 Magma Phoenix
1 Mayael the Anima
1 Mossbridge Troll
1 Naya Soulbeast
1 Paleoloth
1 Polukranos, World Eater
1 Rampaging Baloths
1 Spellbreaker Behemoth
1 Terra Ravager
1 Ulamog, the Infinite Gyre
1 Woolly Thoctar
1 Worldspine Wurm
1 Aura Shards
1 Mayael's Aria
1 Mystic Barrier
1 Spawning Grounds
1 War Cadence
1 Warstorm Surge
1 Where Ancients Tread
//Instant (5)
1 Boros Charm
1 Naya Charm
1 Setessan Tactics
1 Slice in Twain
1 Street Spasm
//Enchantment Creature (1)
1 Nylea, God of the Hunt
//Planeswalker (2)
1 Domri Rade
1 Garruk Wildspeaker
//Sorcery (11)
1 Boundless Realms
1 Cultivate
1 Divine Reckoning
1 Fireball
1 Harmonize
1 Hull Breach
1 Rain of Thorns
1 Savage Twister
1 Tempt with Discovery
1 Titanic Ultimatum
1 Wrath of God
//Land (42)
1 Boros Garrison
1 Command Tower
1 Drifting Meadow
1 Eldrazi Temple
1 Evolving Wilds
1 Eye of Ugin
8 Forest
1 Forgotten Cave
1 Ghost Quarter
1 Grove of the Guardian
1 Gruul Turf
1 Homeward Path
1 Jungle Shrine
1 Mosswort Bridge
4 Mountain
1 Naya Panorama
1 Nykthos, Shrine to Nyx
1 Opal Palace
4 Plains
1 Rogue's Passage
1 Secluded Steppe
1 Selesnya Sanctuary
1 Skarrg, the Rage Pits
1 Slayers' Stronghold
1 Slippery Karst
1 Smoldering Crater
1 Temple of the False God
1 Terrain Generator
1 Tranquil Thicket
TerribleBad at Magic since 1998.A Vorthos Guide to Magic Story | Twitter | Tumblr
[Primer] Krenko | Azor | Kess | Zacama | Kumena | Sram | The Ur-Dragon | Edgar Markov | Daretti | Marath
You're going to want a lot of ramp to cast your fatties. Based on your land base, ramp that grabs basic lands might be best. Some good cards for it are Kodama's Reach (alongside Cultivate), Explosive Vegetation, Farhaven Elf, and Sakura-Tribe Elder. Artifact ramp can also be good, with Chromatic Lantern and Gilded Lotus probably bein the best two here.
You should play test the deck a bit and see which lands aren't doing it for you. I can say this, you're usually just better off casting and killing Marath rather than trying to use Opal Palace. He gets bigger on his own by recasting him over and over, so I think just trying to get him out as early as possible is the best bet. As for a potential utility land, Kessig Wolf Run has been really good to me. You can always activate it where X equals 0 to give something trample if need be.
Lastly, deathtouch is really strong with Marath, especially in this kind of deck. You can ping down their blockers with Marath to make sure you get as much damage as possible in. Basilisk Collar can be pricy and difficult to find, but cards like Gorgon's Head can make good alternatives.
Some added spot removal (Swords to Plowshares, Beast Within, Chaos Warp, Krosan grip, etc.) is always good, but that's up to you and your budget.
Interesting idea though. Welcome to the format and to our Naya Overlord, Marath. ^.^ feel free to let me know if you have further questions.
My Helpdesk
[Pr] Marath | [Pr] Lovisa | Jodah | Saskia | Najeela | Yisan | Lord Windgrace | Atraxa | Meren | Gisa and Geralf
TerribleBad at Magic since 1998.A Vorthos Guide to Magic Story | Twitter | Tumblr
[Primer] Krenko | Azor | Kess | Zacama | Kumena | Sram | The Ur-Dragon | Edgar Markov | Daretti | Marath
B Chainer, Dementia Master B | UG Edric, Spymaster of Trest UG | WRG Marath, Will of the Wild WRG | UBR Marchesa, the Black Rose UBR | UBG Tasigur, the Golden Fang UBG
Modern:
WBG Abzan Company WBG | UBR Grixis Delver and/or Twin UBR | U Merfolk U
WBG Anafenza, the Foremost WBG
WUR Shu Yun, the Silent Tempest WUR
WUBRG Horde of Notions WUBRG
WUBRG Scion of the Ur-Dragon WUBRG
URG Maelstrom Wanderer URG
UBG Damia, Sage of Stone UBG
WUG Roon of the Hidden Realm WUG
WUG Rafiq of the Many WUG
WUG Deveri, Empyrial Tactician WUG
BRG Prossh, Skyraider of Kher BRG
WBG Karador, Ghost Chieftain WBG
UBR Nekusar, the Mind Razer UBR
WBR Kaalia of the Vast WBR
UG Prime Speaker Zegana UG
UG Edric, Spymaster of Trest UG
WB Vish Kal, Blood Arbiter WB
WU Grand Arbiter Augustin IV WU
Sydri's Magical Castle WUB
Chainer, Dementia Master: "Bring out your dead!" BBB
Riku Because Copying Decimate URG
Xira Arien, Jund StaxBRG
The Sylvan-Primordial-PlasmBUG
Trostani ComboGW
Vizkopa Guildmage - Peasant VariantBW
It's a holdover from when it was the Naya Commander pre-made.
TerribleBad at Magic since 1998.A Vorthos Guide to Magic Story | Twitter | Tumblr
[Primer] Krenko | Azor | Kess | Zacama | Kumena | Sram | The Ur-Dragon | Edgar Markov | Daretti | Marath
You might want to run Boseiju, who shelters all as well to protect certain instants or sorceries. You should remove Eldrazi Temple. You are only running 2 Eldrazi... so it's not efficient at all. You'd be better off with Temple of the False God
I noticed you also don't have a Chromatic Lantern, and he's your best friend in 3 color decks.. never run a 3 color deck without it, even if it has green for ramp. You also need an Eternal Witness it's literally a must in all decks that run green. Some other utility/mana ramp creatures are Sakura-Tribe Elder Wood Elves.
Now let's talk removal shall we? Terastodon is a near must, as it's a big 9/9 beater, for 8.. but removes their ***** as well. SO for 8.. it's well worth. Acidic Slime is another good removal to have in the deck. Though it's better usually if you can recur it over and over. Just a thought though. You will also want to add in a Krosan Grip and or other artifact/enchantment removal like Qasali Pridemage.
Having effects that double/triple up and such is a good thing in EDH. We can't run 4 of something lol, so running similar effects a few times is our way of doing it.
I only offered you up a few suggestions, OOH BEFORE I FORGET... Dryad Arbor Green Sun Zenith Worldly Tutor Enlightened Tutor should probably go in there. Kk back on the main topic... so I offered you up a few suggestions, ik you said casual, so take your pick. But those are almost staples. Some are not, but work if set up for it. Though most you should be running.
BUWMerieke Ri BeritWUB
My Helpdesk
[Pr] Marath | [Pr] Lovisa | Jodah | Saskia | Najeela | Yisan | Lord Windgrace | Atraxa | Meren | Gisa and Geralf
True, guess I didn't look at his lands close enough. I'm used to always running them myself that it's just a habit to assume others do. That being said, about lands... I think he doesn't need to run 42.. he could probably just run 38-40 and be fine, than use the 2 spots for something else.
BUWMerieke Ri BeritWUB