Hi everyone, I'd appreciate your help refining this pretty competitive deck. Recently played Marath for a commander league and found him to be a lot of fun to play. I'm trying to make this into a competitive deck because my other two decks are for when I feel like having fun. So I am trying to put as many good infinite/win the game combos as I can to play on the competitive EDH night at my LGS.
Some of the Combos. I know there are a lot more interactions and they can work together but I am wondering if there are any more that I am missing. Besides Cavern of Souls I'm not sure what else to put in. Any help or suggestions are lots of help and greatly appreciated.
birds of paradise
mother of ruins
reclamation sage
village bell ringer
oracle of mul daya
marshalls anthem
birthing pod
oran-rief, the vastwood
gavony township
arcane lighthouse
I nominate the following cards to move out:
knight of the white orchid
midnight guard
spike feeder
archangel of thune
kitchen finks
phyrexian altar
sun forger
elemental mastery
shamanic revelation
chaos warp
Oh and Hull Breach.
Destroying an artifact and/or an enchantment for a forest and a mountain is so cheap it is like a thumb in the eye in an otherwise civilized fight.
I have played this card around turn 8 so many times and the tide just turns.
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1 Marath, Will of the Wild
Creatures - 24
1 Gyre Sage
1 Sakura-Tribe Elder
1 Knight of the White Orchid
1 Stoneforge Mystic
1 Skyshroud Elf
1 Saffi Eriksdotter
1 Champion of Lambholt
1 Spike Feeder
1 Midnight Guard
1 Kitchen Finks
1 Eternal Witness
1 Fiend Hunter
1 Mentor of the Meek
1 Ivy Lane Denizen
1 Restoration Angel
1 Purphoros, God of the Forge
1 Reveillark
1 Karmic Guide
1 Kiki-Jiki, Mirror Breaker
1 Zealous Conscripts
1 Archangel of Thune
1 Sun Titan
1 Requiem Angel
1 Omnath, Locus of Rage
Artifacts - 9
1 Skullclamp
1 Basilisk Collar
1 Sol Ring
1 Illusionist's Bracers
1 Phyrexian Altar
1 Ashnod's Altar
1 Basalt Monolith
1 Sunforger
1 Rings of Brighthearth
1 Hardened Scales
1 Evolutionary Leap
1 Earthcraft
1 Impact Tremors
1 Goblin Bombardment
1 Aura Shards
1 Elemental Mastery
1 Mana Echoes
1 Doubling Season
1 Primal Vigor
1 Cathars' Crusade
1 Death's Presence
Sorceries - 4
1 Kodama's Reach
1 Skyshroud Claim
1 Shamanic Revelation
1 Tooth and Nail
Instants - 10
1 Crop Rotation
1 Enlightened Tutor
1 Path to Exile
1 Swords to Plowshares
1 Eladamri's Call
1 Chaos Warp
1 Krosan Grip
1 Wild Ricochet
1 Return to Dust
1 Chord of Calling
Planeswalker - 1
1 Xenagos, the Reveler
Lands - 39
1 Arid Mesa
1 Canopy Vista
1 Cinder Glade
1 Clifftop Retreat
1 Command Tower
1 Fire-Lit Thicket
4 Forest
1 Gaea's Cradle
1 Jungle Shrine
1 Kessig Wolf Run
1 Krosan Verge
1 Mistveil Plains
1 Mosswort Bridge
3 Mountain
1 Needle Spires
1 Opal Palace
4 Plains
1 Rootbound Crag
1 Rugged Prairie
1 Sacred Foundry
1 Stirring Wildwood
1 Stomping Ground
1 Sunpetal Grove
1 Temple Garden
1 Temple of Abandon
1 Temple of Plenty
1 Temple of the False God
1 Temple of Triumph
1 Windswept Heath
1 Wooded Bastion
1 Wooded Foothills
Some of the Combos. I know there are a lot more interactions and they can work together but I am wondering if there are any more that I am missing. Besides Cavern of Souls I'm not sure what else to put in. Any help or suggestions are lots of help and greatly appreciated.
Cathars' Crusade + Earthcraft (tokens)
Cathars' Crusade + Mana Echoes (mana)
Cathars' Crusade + Ashnod's Altar (mana)
Illusionist's Bracers + Earthcraft (tokens)
Illusionist's Bracers + Mana Echoes (mana)
Illusionist's Bracers + Ashnod's Altar (mana)
Doubling Season + Earthcraft (tokens)
Doubling Season + Mana Echoes (mana)
Doubling Season + Ashnod's Altar (mana)
Ivy Lane Denizen + Earthcraft (tokens)
Ivy Lane Denizen + Mana Echoes (mana)
Ivy Lane Denizen + Ashnod's Altar (mana)
Phyrexian Altar + Mana Echoes (mana)
Phyrexian Altar + Doubling Season (mana)
Archangel of Thune + Spike Feeder (Marath not needed)
Death's Presence + Ashnod's Altar
birds of paradise
mother of ruins
reclamation sage
village bell ringer
oracle of mul daya
marshalls anthem
birthing pod
oran-rief, the vastwood
gavony township
arcane lighthouse
I nominate the following cards to move out:
knight of the white orchid
midnight guard
spike feeder
archangel of thune
kitchen finks
phyrexian altar
sun forger
elemental mastery
shamanic revelation
chaos warp
nice build though!
Destroying an artifact and/or an enchantment for a forest and a mountain is so cheap it is like a thumb in the eye in an otherwise civilized fight.
I have played this card around turn 8 so many times and the tide just turns.