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.
Totals:
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)
Deck Strategy
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.
Primal Rage also seems like a perfect fit here, at least over something like Stampede. Also, Roughshod Mentor does the job alright, just a little expensive.
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.
Primal Rage also seems like a perfect fit here, at least over something like Stampede. Also, Roughshod Mentor does the job alright, just a little expensive.
I agree Primal Rage is a great option, however Stampede is an instant. I'll have to give it some more thought.
on our playgroup, we usually kill Multani first until his casting cost goes higher. then disrupt his mana ramp.
Unfortunately that doesn't typically work. With Multani dropping on turn 3 (regularly) most players don't have a blocker on turn 4 to do anything. He becomes a sniper, and kill the slower/combo decks.
Of course the deck has weaknesses:
counterspells like Spell Crumple/Hinder
being the biggest one, but if your timing is right - the blue player dies first.
And yes, I do grab a bunch of hate from the table, but Multani (at least this build) can typically handle it.
Private Mod Note
():
Rollback Post to RevisionRollBack
"This is my place of power. Nothing can take root here unless I allow it."
I updated the list to add a little more trample, and card draw. I also removed Jungle Basin and Temple of the False God, as these delay a turn 3 Multani. (they don't normally function until turn 4+
Private Mod Note
():
Rollback Post to RevisionRollBack
"This is my place of power. Nothing can take root here unless I allow it."
I'm not sure Stampede Driver is a benefit, I can't think of cards I'd want to sacrifice. However, Sword of the Ages and Natural Orderdo play into Multani's concept.
Private Mod Note
():
Rollback Post to RevisionRollBack
"This is my place of power. Nothing can take root here unless I allow it."
Unfortunately that doesn't typically work. With Multani dropping on turn 3 (regularly) most players don't have a blocker on turn 4 to do anything. He becomes a sniper, and kill the slower/combo decks.
Of course the deck has weaknesses:
counterspells like Spell Crumple/Hinder
being the biggest one, but if your timing is right - the blue player dies first.
And yes, I do grab a bunch of hate from the table, but Multani (at least this build) can typically handle it.
well most cases you will die by Turn 4, I've been on the edge so many times but thanks to some 1-2 drop and dorks, i live and foretell, while giving him a middle finger.. hahahahaha
Yes, the deck does require the Opponent to play early blockers. Which for most people is enough of a disruption. I also added Sword of the Ages to help kill multiple people.
Private Mod Note
():
Rollback Post to RevisionRollBack
"This is my place of power. Nothing can take root here unless I allow it."
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.
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.
The Deck:
1 Ghost Town
1 Cavern of Souls
1 Reliquary Tower
1 Mikokoro, Center of the Sea
1 Vesuva
1 Encroaching Wastes
1 Mystifying Maze
30 Forest
Commander:
1 Multani, Maro-Sorcerer
Creatures by Function (mana ramp):
1 Rofellos, Llanowar Emissary
1 Birds of Paradise
1 Boreal Druid
1 Fyndhorn Elves
1 Joraga Treespeaker
1 Llanowar Elves
1 Somberwald Sage
1 Arbor Elf
1 Elvish Archdruid
1 Elvish Mystic
1 Nantuko Elder
1 Greenweaver Druid
1 Fyndhorn Elder
Creatures by Function (draw):
1 Heartwood Storyteller
1 Regal Force
1 Magus of the Library
1 Baru, Fist of Krosa
1 Brawn
1 Craterhoof Behemoth
1 Kamahl, Fist of Krosa
1 Tribal Forcemage
1 Pathbreaker Worm
Creatures by Funcion (utility):
1 Ulamog, the Infinite Gyre
1 Woodfall Primus
1 Eternal Witness
1 Avenger of Zendikar
1 Sylvan Primordial
Spells by Function (tutor):
1 Worldly Tutor
1 Sylvan Tutor
1 Green Sun's Zenith
1 Tooth and Nail
1 Natural Order
Spells by Function (ramp):
1 Growth Spasm
1 Gaea's Touch
1 Grim Monolith
1 Basalt Monolith
1 Ashnod's Altar
1 Coalition Relic
1 Worn Powerstone
1 Wild Growth
1 Utopia Sprawl
1 Rites of Flourishing
1 Temple Bell
1 Otherworld Atlas
1 Font of Mythos
1 Howling Mine
1 Storm Cauldron
Spells by Function (I draw):
1 Harmonize
1 Garruk, Primal Hunter
1 Momentous Fall
1 Greater Good
1 Sylvan Library
Spells by Function (trample):
1 Overwhelming Stampede
1 Triumph of the Horde
1 Stampede
1 Akroma's Memorial
1 Overrun
Spells by Function (utility):
1 Concordant Crossroads
1 Beast Within
1 Natural Order
1 Sword of the Ages
1 Crop Rotation
1 Earthcraft
Totals:
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)
1CC Mana Ramps:
1 Boreal Druid
1 Fyndhorn Elves
1 Llanowar Elves
1 Arbor Elf
1 Elvish Mystic
1 Utopia Sprawl
1 Wild Growth
Cards that enable a 3rd Turn Multani, with the 1CC Mana Ramps:
1 Joraga Treespeaker
1 Somberwald Sage
1 Coalition Relic
1 Worn Powerstone
1 Basalt Monolith
1 Ashnod's Altar
1 Green Sun's Zenith (fetching Rofellos)
1 Elvish Archdruid
1 Fyndhorn Elder
1 Greenweaver Druid
1 Nantuko Elder
Deck Strategy
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.
RGWort, Gruulmother (Budget)GR
WRUNumot, Diva-Stasis-erURW
GMultani - MultiplayerG
Primal Rage also seems like a perfect fit here, at least over something like Stampede. Also, Roughshod Mentor does the job alright, just a little expensive.
Edit: If it's in the budget, Survival of the Fittest is a great tutor and helps bin Brawn for trample. On that note Fauna Shaman works quite well too.
GUB The Mimeoplasm GUB
RGW Mayael the Anima RGW
GGG Seton, Krosan Protector GGG
Thanks!
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.
I agree Primal Rage is a great option, however Stampede is an instant. I'll have to give it some more thought.
I do have a SotF, so it's within the budget. It's just not a quick enough tutor IMHO.
I'll have to update my list (and do some formating changes) to figure out where my Greater Good, and Primal Hunter went...
RGWort, Gruulmother (Budget)GR
WRUNumot, Diva-Stasis-erURW
GMultani - MultiplayerG
RGWort, Gruulmother (Budget)GR
WRUNumot, Diva-Stasis-erURW
GMultani - MultiplayerG
Unfortunately that doesn't typically work. With Multani dropping on turn 3 (regularly) most players don't have a blocker on turn 4 to do anything. He becomes a sniper, and kill the slower/combo decks.
Of course the deck has weaknesses:
being the biggest one, but if your timing is right - the blue player dies first.
And yes, I do grab a bunch of hate from the table, but Multani (at least this build) can typically handle it.
RGWort, Gruulmother (Budget)GR
WRUNumot, Diva-Stasis-erURW
GMultani - MultiplayerG
RGWort, Gruulmother (Budget)GR
WRUNumot, Diva-Stasis-erURW
GMultani - MultiplayerG
RGWort, Gruulmother (Budget)GR
WRUNumot, Diva-Stasis-erURW
GMultani - MultiplayerG
well most cases you will die by Turn 4, I've been on the edge so many times but thanks to some 1-2 drop and dorks, i live and foretell, while giving him a middle finger.. hahahahaha
RGWort, Gruulmother (Budget)GR
WRUNumot, Diva-Stasis-erURW
GMultani - MultiplayerG
RGWort, Gruulmother (Budget)GR
WRUNumot, Diva-Stasis-erURW
GMultani - MultiplayerG
RGWort, Gruulmother (Budget)GR
WRUNumot, Diva-Stasis-erURW
GMultani - MultiplayerG
Gahiji, Token Politician
Rakdos, Lord of Riots; or a Dead Sprint to the Finish Line.
Zirilan of the Claw; or Dragon Toolbox of Hatred
Shroud.
--EDH--
GSasaya, Orochi AscendantG
BGThelon of HavenwoodBG
WUBRGChild of AlaraWUBRG
--Pauper EDH--
UBPsychatogUB
--MTGO EDH--
BRGSek'Kuar, DeathkeeperBRG
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.