I'd try that for starters. I also worry about White Sun's Zenith and Wolfbriar Elemental with their heavy mono colored mana requirements. Looks solid though.
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. ^.^
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. ^.^
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.
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.
My working theory with the tempting offer (assuming that I understand the ruling correctly) is that the first set of lands doesn't resolve until everyone has accepted/declined. Then, after everyone's lands come in, I search for the other half of the spell. It lets me grab things accordingly. If no one accepts, I can make the most out of the offer and grab Cradle. If multiple people accept, I can grab things like Temple of the False God or any of my duel lands and come out ahead. But that's only my theory, and I only just added it in with Gaea's Cradle this last week, so it hasn't been used as much as I would like.
Devout Invocation requires a bit more thought. In all honesty I've only drawn it twice since I built this deck a month ago, so I defiantly hasn't seen enough play for me to feel super comfortable meddling with it quite yet. When I have managed to draw into it however, it's preformed well. But I would like to play I a couple more times to decide how I feel about it in different situations. Thank you though, the feedback is very helpful.
You 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.
You 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.
I see it now. You'll have to forgive me... I've only been playing for about six months. >.< I figured it worked like Tempt with Immortality, where the targets are chosen after the spell resolves. I may thrown in Skyrshroud Claim, in that case. Assuming I can actually find one.
The curse is coming out because apparently, I'd already removed it for Spear without updating any of my lists with the change (whoops). I'm going to try using Skyshroud Claim in place of the tempting offer as a test, to see if I like it's results more.
At the moment, I'm considering a replacement for Devout Invocation. I would like to keep a flyer in the spot, as flying is fairly relevent in my meta.
I'm thinking either Gisela, Blade of Goldnight for her pseudo pump effect, or Rith, the Awakener as another token generator. I have run Rith in the deck before, and took him out after having issues getting him to connect to an opponent. Aurelia, the Warleader could also be a consideration, but usually my board is full of low power tokens that won't make it to the second step of combat often enough.
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. Or burn the whole table.
You can even accomplish the same stuff with Doubling Season and the sacrifice outlets if you don't want to run Guide and 'Lark.
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).
I'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.
I'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.
I understand this thought process completely.
However, I might also consider running stuff like:
I'll test some of those out, they could be interesting. Currently I have Boseiju, Who Shelters All and Vexing Shusher in the list for testing, because they're reusable, and with the Shusher I can help resolve other player's spells that I want to go through (like a counterspell on the Bant player's Tooth and Nail).
I'm adding these two in due to the small surge of control that's happened in my meta recently. The Crucible hasn't don't much for my, aside from occasional mana fixing, but that hasn't been an issue for me. If MLD becomes popular in my meta, however, I may add it back in.
I've seen quite a few people run Cathars' Crusade with Marath, and Chromatic Lantern can perhaps help with your mana fixing? Expedition Map is also an alternative to get your Gaea's Cradle up.
I actually ran Cathars' Crusade originally, before I replaced him with Mikaeus, the Lunarch. Due to the amount of both spot and mass removal in my meta, I only got use out of him if I was going to win that turn even without him on board. More often than not, he made me a bigger target than I wanted to be while setting up. Mikaeus is more likely to survive and be useful, even if he's not nearly as strong. But if your meta doesn't have that kind of consistent removal (or you run more tutors than I do to set up a safer board state for him), I would definitely recommend making the trade for those two.
As for the artifacts, I haven't run into color issues yet, usually ramp spells and just the amount of duel lands is enough to make sure I see all three colors, but Chromatic Lanturn's not a bad option. Expedition Map is sadly kill on sight in my group. No one wants to see me grab Gaea's Cradle, Cavern of Souls, or Boseiju, Who Shelters All (heavy control meta).
After the suggestion was posed by Syroice, my boyfriend made a very good argument for the re-inclusion of Cathars' Crusade. It is an extremely strong card when used with Marath's token creating ability. I made the decision to throw Inkmoth Nexus in the list, because it's easy to pump with both Marath and Kessig Wolf Run.
Holy Mana Costs Batman! While I love the deck list it seems so expensive. Marath is already super mana hungry. The Average CMC seems way too high. And with only 36 lands?! With so many colorless lands? How do you not get smacked around early game into oblivion?
I 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.
The 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.
The 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 >.<).
I 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.
I 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.
I'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.
The 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.
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.
I 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.
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.
I'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.
In my meta, it's usually just better for me to sit back with Marath and open mana until I'm in a position to get out of control quickly. Marath by himself discourages shenanigans with generals like Azami and Kiki-Jiki (both are common in our playgroup). I would much rather let the control decks (there's always two) duke it out. Part of that is probably due to the fact that six player games are pretty common. I'm rarely considered a threat until later in the game. Even with an explosive hand, no one wants to risk letting the tempo Bant players get an edge. Besides, they can't team up on the ramp decks, most people are running green in some form. You just have to decide if the ramp is worth killing yourself over, as my boyfriend has started running Zo-Zu, the Punisher almost every game.
If it ever becomes a huge problem, I can drop the curve and run things like mana dorks, but until then I'm only putting a target on my head for being the fastest. 1 v. 3-5 is not the most fun thing in the world that early.
I haven't really liked WSZ so far. I built this deck a month and a half ago, but I haven't even drawn it until recently. Now that I am, I usually want to cast something else unless Seedborn happens to be on field. Devout invocation I do like, because having fliers is actually a pretty big boon. I'm willing to replace it if I can find something I like more, however.
White Sun's Zenith and Devout Invocation are coming out, because as much as I adore those spells, they aren't the most practical. I'll up my land count to 37 for now and add Basilisk Collar for some added utility, and to help lower my curve a little bit.
I may consider removing Wolfbriar Elemental for either another land or Chromatic Lantern. I am still very much on the fence about the lantern, as it has a tendency to die immediately.
This was a test swap I ran, and so far I've been impressed with the results. Even though I may not he the same immediate use out of Xenagos, he is easier to use in the long run.
Hopefully this will be the last change to the deck itself for a while, I've been extremely happy with how it's played so far. ^.^
I think I mentioned this on the first page - in the very first versions of this deck, I ran a combo with Earthcraft an a combo with Ashnod's Alter. I... Didn't like either. Half the time, I only got one piece of what I needed. I made a bunch of smaller tokens but I kind of durdled and my turns would take forever. On the other hand, even with the pieces to go infinite, it didn't amount to anything unless I had a haste enabler or Purphoros, God of the Forge on field. I decided a while back that it wasn't what I wanted for the deck. Earthcraft is very good with Marath. I'm not sure how to explain it better, I just didn't like it or fin it fun. It also had a tendency to draw quite a bit of hate, people don't like seeing Eathcraft.
I will try Mentor of the Meek, but without something like Earthcraft to back it up, it can be very mana intensive.
And lastly, I won't lie, Rampaging Baloths is not the most optimal or efficient card. It is, however pretty fun and I like cards that give my ramp spells a purpose later in the game.
My Helpdesk
[Pr] Marath | [Pr] Lovisa | Jodah | Saskia | Najeela | Yisan | Lord Windgrace | Atraxa | Meren | Gisa and Geralf
Devout Invocation ---> Bloom Tender
Curse of Predation --> Warstorm Surge
I'd try that for starters. I also worry about White Sun's Zenith and Wolfbriar Elemental with their heavy mono colored mana requirements. Looks solid though.
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. ^.^
My Helpdesk
[Pr] Marath | [Pr] Lovisa | Jodah | Saskia | Najeela | Yisan | Lord Windgrace | Atraxa | Meren | Gisa and Geralf
Well, 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.
My working theory with the tempting offer (assuming that I understand the ruling correctly) is that the first set of lands doesn't resolve until everyone has accepted/declined. Then, after everyone's lands come in, I search for the other half of the spell. It lets me grab things accordingly. If no one accepts, I can make the most out of the offer and grab Cradle. If multiple people accept, I can grab things like Temple of the False God or any of my duel lands and come out ahead. But that's only my theory, and I only just added it in with Gaea's Cradle this last week, so it hasn't been used as much as I would like.
Devout Invocation requires a bit more thought. In all honesty I've only drawn it twice since I built this deck a month ago, so I defiantly hasn't seen enough play for me to feel super comfortable meddling with it quite yet. When I have managed to draw into it however, it's preformed well. But I would like to play I a couple more times to decide how I feel about it in different situations. Thank you though, the feedback is very helpful.
My Helpdesk
[Pr] Marath | [Pr] Lovisa | Jodah | Saskia | Najeela | Yisan | Lord Windgrace | Atraxa | Meren | Gisa and Geralf
R Citizen Cane (Feldon of the Third Path)
I see it now. You'll have to forgive me... I've only been playing for about six months. >.< I figured it worked like Tempt with Immortality, where the targets are chosen after the spell resolves. I may thrown in Skyrshroud Claim, in that case. Assuming I can actually find one.
My Helpdesk
[Pr] Marath | [Pr] Lovisa | Jodah | Saskia | Najeela | Yisan | Lord Windgrace | Atraxa | Meren | Gisa and Geralf
Out
Cuse of Predation
Tempt with Discovery
In
Skyshroud Claim
Spear of Heliod
The curse is coming out because apparently, I'd already removed it for Spear without updating any of my lists with the change (whoops). I'm going to try using Skyshroud Claim in place of the tempting offer as a test, to see if I like it's results more.
My Helpdesk
[Pr] Marath | [Pr] Lovisa | Jodah | Saskia | Najeela | Yisan | Lord Windgrace | Atraxa | Meren | Gisa and Geralf
I'm thinking either Gisela, Blade of Goldnight for her pseudo pump effect, or Rith, the Awakener as another token generator. I have run Rith in the deck before, and took him out after having issues getting him to connect to an opponent. Aurelia, the Warleader could also be a consideration, but usually my board is full of low power tokens that won't make it to the second step of combat often enough.
Any suggestions would be much appreciated.
My Helpdesk
[Pr] Marath | [Pr] Lovisa | Jodah | Saskia | Najeela | Yisan | Lord Windgrace | Atraxa | Meren | Gisa and Geralf
Cards that can accomplish this (in various combinations):
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. Or burn the whole table.
You can even accomplish the same stuff with Doubling Season and the sacrifice outlets if you don't want to run Guide and 'Lark.
EDH Decks:
WUBOloro, Combo ControlWUB
UBOona Reanimator ComboUB
BRGProssh, Eater of the Blue MageBRG
UBRGrixis StormUBR
Rebuilding Jenara (stealyourstuff.dec)
Pauper Deck:
UBInspired SirenUB
I'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.
My Helpdesk
[Pr] Marath | [Pr] Lovisa | Jodah | Saskia | Najeela | Yisan | Lord Windgrace | Atraxa | Meren | Gisa and Geralf
I understand this thought process completely.
However, I might also consider running stuff like:
To help resolve and protect your win cons. Green also has some counters that target black stuff so you can stop some removal.
EDH Decks:
WUBOloro, Combo ControlWUB
UBOona Reanimator ComboUB
BRGProssh, Eater of the Blue MageBRG
UBRGrixis StormUBR
Rebuilding Jenara (stealyourstuff.dec)
Pauper Deck:
UBInspired SirenUB
My Helpdesk
[Pr] Marath | [Pr] Lovisa | Jodah | Saskia | Najeela | Yisan | Lord Windgrace | Atraxa | Meren | Gisa and Geralf
Out
1x Mountain
Crucible of Worlds
In
Boseiju, Who Shelters All
Vexing Shusher
I'm adding these two in due to the small surge of control that's happened in my meta recently. The Crucible hasn't don't much for my, aside from occasional mana fixing, but that hasn't been an issue for me. If MLD becomes popular in my meta, however, I may add it back in.
My Helpdesk
[Pr] Marath | [Pr] Lovisa | Jodah | Saskia | Najeela | Yisan | Lord Windgrace | Atraxa | Meren | Gisa and Geralf
As for the artifacts, I haven't run into color issues yet, usually ramp spells and just the amount of duel lands is enough to make sure I see all three colors, but Chromatic Lanturn's not a bad option. Expedition Map is sadly kill on sight in my group. No one wants to see me grab Gaea's Cradle, Cavern of Souls, or Boseiju, Who Shelters All (heavy control meta).
My Helpdesk
[Pr] Marath | [Pr] Lovisa | Jodah | Saskia | Najeela | Yisan | Lord Windgrace | Atraxa | Meren | Gisa and Geralf
Out
Mikaeus, the Lunarch
Forest
In
Cathars' Crusade
Inkmoth Nexus
After the suggestion was posed by Syroice, my boyfriend made a very good argument for the re-inclusion of Cathars' Crusade. It is an extremely strong card when used with Marath's token creating ability. I made the decision to throw Inkmoth Nexus in the list, because it's easy to pump with both Marath and Kessig Wolf Run.
My Helpdesk
[Pr] Marath | [Pr] Lovisa | Jodah | Saskia | Najeela | Yisan | Lord Windgrace | Atraxa | Meren | Gisa and Geralf
Thank you so much mchief111 for the amazing art!
BUG is the Jund of EDH!
Modern: Jund, Grixis Delver, Bant Eldrazi, TitanShift
Commander: Brago, Yidris, Mizzix, Marath, Atheros, Daretti
The 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.
The 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 >.<).
I 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.
My Helpdesk
[Pr] Marath | [Pr] Lovisa | Jodah | Saskia | Najeela | Yisan | Lord Windgrace | Atraxa | Meren | Gisa and Geralf
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.
Thank you so much mchief111 for the amazing art!
BUG is the Jund of EDH!
Modern: Jund, Grixis Delver, Bant Eldrazi, TitanShift
Commander: Brago, Yidris, Mizzix, Marath, Atheros, Daretti
In my meta, it's usually just better for me to sit back with Marath and open mana until I'm in a position to get out of control quickly. Marath by himself discourages shenanigans with generals like Azami and Kiki-Jiki (both are common in our playgroup). I would much rather let the control decks (there's always two) duke it out. Part of that is probably due to the fact that six player games are pretty common. I'm rarely considered a threat until later in the game. Even with an explosive hand, no one wants to risk letting the tempo Bant players get an edge. Besides, they can't team up on the ramp decks, most people are running green in some form. You just have to decide if the ramp is worth killing yourself over, as my boyfriend has started running Zo-Zu, the Punisher almost every game.
If it ever becomes a huge problem, I can drop the curve and run things like mana dorks, but until then I'm only putting a target on my head for being the fastest. 1 v. 3-5 is not the most fun thing in the world that early.
I haven't really liked WSZ so far. I built this deck a month and a half ago, but I haven't even drawn it until recently. Now that I am, I usually want to cast something else unless Seedborn happens to be on field. Devout invocation I do like, because having fliers is actually a pretty big boon. I'm willing to replace it if I can find something I like more, however.
My Helpdesk
[Pr] Marath | [Pr] Lovisa | Jodah | Saskia | Najeela | Yisan | Lord Windgrace | Atraxa | Meren | Gisa and Geralf
Out
White Sun's Zenith
Devout Invocation
In
Forest
Basilisk Collar
White Sun's Zenith and Devout Invocation are coming out, because as much as I adore those spells, they aren't the most practical. I'll up my land count to 37 for now and add Basilisk Collar for some added utility, and to help lower my curve a little bit.
I may consider removing Wolfbriar Elemental for either another land or Chromatic Lantern. I am still very much on the fence about the lantern, as it has a tendency to die immediately.
My Helpdesk
[Pr] Marath | [Pr] Lovisa | Jodah | Saskia | Najeela | Yisan | Lord Windgrace | Atraxa | Meren | Gisa and Geralf
Out
Wolfbriar Elemental
In
Xenagos, the Reveler
This was a test swap I ran, and so far I've been impressed with the results. Even though I may not he the same immediate use out of Xenagos, he is easier to use in the long run.
Hopefully this will be the last change to the deck itself for a while, I've been extremely happy with how it's played so far. ^.^
My Helpdesk
[Pr] Marath | [Pr] Lovisa | Jodah | Saskia | Najeela | Yisan | Lord Windgrace | Atraxa | Meren | Gisa and Geralf
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.
Thank you so much mchief111 for the amazing art!
BUG is the Jund of EDH!
Modern: Jund, Grixis Delver, Bant Eldrazi, TitanShift
Commander: Brago, Yidris, Mizzix, Marath, Atheros, Daretti
I think I mentioned this on the first page - in the very first versions of this deck, I ran a combo with Earthcraft an a combo with Ashnod's Alter. I... Didn't like either. Half the time, I only got one piece of what I needed. I made a bunch of smaller tokens but I kind of durdled and my turns would take forever. On the other hand, even with the pieces to go infinite, it didn't amount to anything unless I had a haste enabler or Purphoros, God of the Forge on field. I decided a while back that it wasn't what I wanted for the deck. Earthcraft is very good with Marath. I'm not sure how to explain it better, I just didn't like it or fin it fun. It also had a tendency to draw quite a bit of hate, people don't like seeing Eathcraft.
I will try Mentor of the Meek, but without something like Earthcraft to back it up, it can be very mana intensive.
And lastly, I won't lie, Rampaging Baloths is not the most optimal or efficient card. It is, however pretty fun and I like cards that give my ramp spells a purpose later in the game.
My Helpdesk
[Pr] Marath | [Pr] Lovisa | Jodah | Saskia | Najeela | Yisan | Lord Windgrace | Atraxa | Meren | Gisa and Geralf