First some history of Multani, and why I choose to play him. I started to play this deck as he turns out to be a unique version of a group-hug voltron.
Multani is one of the oldest beings in all of Dominaria. He provided the 'seed' that became the Ship known as the 'Weatherlight' he used to hang out with Urza and he helped Yavimaya against the Phyrexians. His history, is history...and so are his EDH games.
Everyone knows how strong a commander is that offers hexproof or shroud, and Multani has that trait built in. This is what drew me to Multani, not to mention in multi-player games it is not uncommon for him to drop (come into play) as a 21/21 or larger creature.
Concept: More cards in all hands is a good thing. Fact: Multani can't trample, and I can't target him. Thought: The quicker Multani hits the Table, the harder he is to deal with. Downfall: If Multani kills his foes, the smaller he gets due to the lack of hand size.
Creatures = 28
Land = 37
Other Spells = 35
Some of the cards have multiple functions, like Magus of the Library (Mana Ramp and Draw) so I classified them under the section that they are invaluably used for in the deck.
Playing the deck:
This deck is pretty straight forward, Multani is a bruiser who drops typically on turn 6 without any assistance. However my goal is to drop him on the battlefield on turn 3 or sooner. The easiest way to do this is with Rofellos, Llanowar Emissary, so using tutor cards like Worldly Tutor or Sylvan Tutor speeds that up (cast them on (T1) Turn 1 play a tutor, Rofellos on T2, and with the three lands in play on T3, Rofellos taps for the final 3 mana needed for Multani. Gaea's Touch is also a 1 card enabler for a 3 drop Multani. ie, T1: Land, T2: Land + Gaea's Touch, Additional Land, T3: Land,Additional Land; Sacrifice Gaea's Touch, Cast Multani. This means there are 3 card's in the deck that will independently allow me to play Multani on T3. (Gaea's Touch, Rofellos and Grim Monolith) With the two 1CC tutors it's roughly 5/99 that each of my starting cards will enable a 3rd turn Multani.(Uht oh...)
I use a lot of 1CC (casting cost) mana ramp creatures to speed up how quickly my normal 3CC spells enter play. This also enables a 3rd Turn Multani. The table goes crazy if I can also drop Multani on turn 3, and a Concordant Crossroads. (As an example Llanowar Elf (T1) then Somberwald Sage on turn 2. Or Arbor Elf, Wild Growth and Utopia Sprawl)
Dropping Multani on turn 3 is only half of the pleasure of this deck, being able to attack with him also on turn 3 (by using a concordant crossroad) is brutal. Maintaining his size forces you to act like a group hug deck. (Stuff like Rites of Flourishing and Howling Mine.) But it's a pretty big bear asking that the group get’s to hug. Also many players will just 'chump' block Multani, which is why trample is a must.
This Deck's speed is amplified when you start sniping players who weren't able to cast a blocker by your turn 4. In a multiplayer game, of 3-4 players this is rare...but in 5-6 player games, it happens all the time.
Most people are in shock and awe when you play Multani, namely because they don’t know who he is. Playing Storm Cauldron is always a treat, they think to themselves, ‘Am I slower or faster?’ and then realize they’re making Multani bigger. It's also important to note, opening up with a card draw engine like Greater Good is only supported if you have something like Reliquary Tower to be able to keep those cards in hand. The tower is the only reason why Crop Rotation is in the deck.
Please let me know what you think of this deck and suggestions are welcome.
The deck looks nice, I've always liked Multani but have usually chosen other generals for mono green. He looks like he could be a lot of fun, and pretty hard to get rid of. One thing I might suggest is to run Reliquary Tower (to keep your hand size big), Regal Force, and Garruk, Primal Hunter. Garruk seems insane with multani out, 5 mana: draw 20+ cards, double my generals P/T? Digging that deep will also allow you to find your trample enablers.
I might suggest is to run Reliquary Tower (to keep your hand size big), Regal Force, and Garruk, Primal Hunter. Garruk seems insane with multani out, 5 mana: draw 20+ cards, double my generals P/T? Digging that deep will also allow you to find your trample enablers.
Great points, and honestly this wasn't my most current list...I'll have to update it. I also have Greater Good in the deck, which for some reason didn't make the deck list.
Have you tried Hall of Gemstone? It's sort of a green Blood Moon. The more colors the less they can play. More cards in hand for Multani! Also sort of protects against counterspells. All depends on how much you play on other people's turn.
Private Mod Note
Rollback Post to RevisionRollBack
Sorry about any spelling mistakes, I'm typing on a phone most of the time.
I was looking at Multani list for ideas and stumbled to here... Have you made any updates?
How about llanowar Druid? Could easily give you a third turn Multani or another explosive turn. Slapping skullclamp to him is real fun
Also, card Drumhunter should be a card a turn. SoF is a good way to get Brawn in the graveyard. It cost 4 mana and the worse creature card in your hand to do this. You get trample, and the most needed creature card in your deck. Not a bad deal compared to the other trample makers.