Quote from AirithneIf Skyshroud Claim goes in, it will very likely replace Ranger's Path. If nothing else, Tempt with Discovery will let me grab at least one land of my choice (most likely Gaea's Cradle).
My reasoning behind Devout Invocation, Wolfbriar Elemental, and White Sun's Zenith is that later in the game the provide a large outlet for either combat damage (haste) or burst with Purphoros, God of the Forge. I've never had an issue meeting their casting requirements, but I will test out some of your recommendations. ^.^
Quote from NuclearsunburnWell, with Tempt, if you get Cradle, you can bet someone's getting Strip Mine / Wasteland / Tectonic Edge / Dust Bowl / you get the picture. I'd suggest Sylvan Scrying, Weathered Wayfarer, or Crop Rotation as an alternative. Letting other people grab their best lands or an answer to your land is just not worth a 4 mana spell, imo.
Devout Invocation, while I don't have any problem with what it does, just seems like win-more, and no-win if you're already behind. I mean if you can cast it for three, you probably have enough on the field anyways. I definitely like the Elemental and Zenith more than the Invocation. Nice build. Makes me want to put together a Marath.
Quote from luminum canYou perform the actions on the card in the order they appear in the text. You first search for a land and put it into play, then your opponents have the opportunity to search or not, then you get additional searches for each opponent who searched, then everyone who searched shuffles their library.
Quote from bigbearlykeI'd be tempted to run some combination of infinite sacrifice/mana/tokens/burn with this commander.
Cards that can accomplish this (in various combinations):
Karmic Guide Reveillark Phyrexian Altar Ashdod' Altar Blasting Station
There are a lot more options but that is a nice little package of 5. You need both the Guide and 'Lark (with any outlet) to start the loop but with the tutors available in the colors you can get the pieces pretty quickly.
Either just burn the table infinitely sacrificing the two with Station or create crazy mana to cast Marath as much as you can/want (Ashnod's doesn't give colors so you will be limited). With the Phyrexian this means "infinite" Marath which means "infinite" tokens and counters.
You can even accomplish the same stuff with Doubling Season and the sacrifice outlets if you don't wasn't to run a Guide and 'Lark (not the burn).
Quote from AirithneI've run infinite combos in here before (the one with Altar and then another with Earthcraft and Squirrel Nest). I wasn't a huge fan. I do have a combo deck, so I'm not opposed to them, it just didn't seem to fit the deck to me.
Thank you though. ^.^ Assuming I can ever write far enough to add an alternative options section, I may include those and other similar ways to go infinite.
Quote from AirithneI just... Don't...? O.o Very honestly, being color screwed is a rarity for me, unless I like separated out the deck and did a poor job of shuffling afterwards. The fetch lands, Skyshroud Claim, Farseek, and company are generally enough color fixing.
Quote from AirithneThe only color I need to see early is green, to try to ramp. Generally I don't want to be agressive early, otherwise getting smacked around into oblivion is an understatement. Agressive starts get hated off of the board in my meta.
Quote from AirithneThe average CMC is about 4, which may seem high but at worst, I've only ever pitched Godsire and then drawn him three turns later (every time >.<).
Quote from AirithneI am, however, looking to replace White Sun's Zenith and possibly Devout Invocation for some lower cost spells, if you or anyone else happens to have reccomendations. Basilisk's Collar is the most likely candidate, if I can find a copy of the card. Chromatic Lantern is another possibility as well, because most suggestions have been concern for color fixing. My concern with the Lantern is that when it is played, it generally doesn't last until it's controller's next turn.
Quote from ToSGodI've seen decks with better fixing and consistently get mana screwed. Maybe it's just your just lucky. But sooner or later luck becomes probability.
My meta is just backwards. The aggressive decks team up on the ramp decks real quick. They aren't even that good of Aggro decks (like my Marath Sig) but they put enough pressure on the slow decks to make them make plays or die.
Yea that seems really high for what I'm used to.
I like WSZ but Devout seems cute at best. Lantern seems better to help you ramp and fix. A card I've come to swear by is Mentor of the Meek. It gets absurd with Marath. That or Collar/Nightshade Peddler turns the board into a creature wasteland. Aura Shards makes it so only green can ramp with you.
The goal of my deck lately has been turn 2 Marath and then gaining as much value out of him as I can. By making something +3/+3 or killing something if needed. Having Marath turning even the smallest of Elves into behemoths. Do you know how bad it feels to kill a Llanowar Elf with a spot removal spell? I would guess it feels horrible but I love when they kill mine.
Quote from ToSGodSome cards that I think would work really well in your build.
Earthcraft loves some tokens. Marath turns into an army at the drop of a hat. Also ramps you into your bombs faster.
Have you tried Mentor of the Meek? This card is insane with Marath. And even better with Earthcraft.
Rampaging Baloths seem slow and unimpressive in my experience.