Boggsimus Builds Marath

Marath in all its glory!

I first picked up Marath’s Will of the Wild deck back when the 2013 Commander decks came out. When I first created the deck, I decided to only use cards from the official Wizards of the Coast Commander decks card pool. After playing with that version of the deck for about a year, I decided I wanted to actually construct a Marath deck with little limitations.

When I began to brainstorm his build, I realized that I didn’t have an ‘enchantress’ style deck at the time. Marath’s color’s actually made him a super-viable option to run the helm of a deck based around enchantments. Not only were hit colors optimal, but his abilities were ridiculously synergistic with a lot of the enchantment options out there.


Marath, Will of the Wilds by Tyler Jacobson; ©2013 by Wizards of the Coast


I first started building the enchantress version of this deck back in the summer of 2015, so it seems fitting that I revisited the deck two years later and look over the changes that were made. The major changes were the upgrades to the mana base, taking some of the “do nothing” or “nonbo” (cards that do not synergize with other cards) cards out the deck.

I will admit that the mana base for this deck is rather greedy. One of the cons of the deck would be going up against a dedicated “good land” hosing deck or Blood Moon. But, I honestly do not face too many of those decks in my meta, so it’s not too much of a worry with me.

Marath, Will of the Wild

Card Draw/Manipulation:
Mirri’s Guile
Argothian Enchantress
Bonds of Mortality
Sylvan Library
Enchantress’s Presence
Verduran Enchantress
Eidolon of Blossoms

Cheat into Play:
Genesis Hydra
Genesis Wave

Hardened Scales
Forgotten Ancient
Cathars’ Crusade
Doubling Season

Life Gain:
Faith Healer
Herald of the Pantheon
Scavenging Ooze
Spike Feeder

Token Producers:
Heliod, God of the Sun
Saproling Burst
Omnath, Locus of Rage

Tokens/Counters/Life Gain:
Primeval Bounty

Damage Dealers:
Goblin Bombardment
Purphoros, God of the Forge
Warstorm Surge

Basilisk Collar
Bow of Nylea

Nylea, God of the Hunt

Greater Auramancy
Righteous Aura
Sterling Grove
Spike Weaver
Privileged Position
Sphere of Resistance
Glare of Subdual

Martial Coup
Seal of Cleansing
Seal of Primordium
Aura Shards
Grasp of Fate
Karmic Justice

Ajani, Caller of the Pride
Elspeth, Knight-Errant

Enlightened Tutor
Idyllic Tutor
Academy Rector
Plea for Guidance

Eternal Witness
Starfield of Nyx
Sun Titan

Mana Ramp/Search:
Mana Bloom
Sol Ring
Cryptolith Rite
Knight of the Reliquary
Wood Elves
Nature’s Will
Tempt with Discovery
Mirari’s Wake
Mana Reflection

Sacred Foundry
Stomping Ground
Temple Garden
Canopy Vista
Cinder Glade
Clifftop Retreat
Rootbound Crag
Sunpetal Grove
Fire-Lit Thicket
Mossfire Valley
Rugged Prairie
Sungrass Prairie
Wooded Bastion
Command Tower
Jungle Shrine
Mana Confluence
Reflecting Pool
Arid Mesa
Krosan Verge
Windswept Heath
Wooded Foothills
Gaea’s Cradle
Serra’s Sanctum
High Market
Kessig Wolf Run
Kor Haven
Reliquary Tower
3 Forest
3 Plains

Marath Doubling Season Hardened Scales.jpg

We all know that Doubling Season is incredible with anything that involves counters or tokens. Well, Hardened Scales also works wonders with Marath. It can make his ability to move counters onto a target creature something that is game changing. In addition to Marath, the Hardened Scales also makes Forgotten Ancient grow twice as fast and the Spikes do more work.

Marath Basilisk Collar Bow of Nylea.jpg

Having a commander that is able to easily ‘machine gun’ my opponent’s creatures is an awesome feeling! Sometimes you have to blast the opposition to dust and you need to get through their nasty creatures in order to do it. Bonds of Mortality, when paired with Marath and Basilisk Collar, is a very interesting card, especially for my opponents. Originally I thought that the Bond’s lack of ability to remove Shroud was going to be a problem, but I was quickly reminded that

Bonds of Mortality is a card that when paired with Marath and Basilisk Collar, is a very interesting card, especially for my opponents. Originally I thought that the Bond’s lack of ability to remove Shroud was going to be a problem, but I was quickly reminded that a lot of Commander players tend to run Hexproof over Shroud so they can still target their creatures. And being able to remove creatures that are Indestructible can mean the difference between winning and losing in some games.

Argothian Enchantress Enchantress Presence Verduran Enchantress.jpg

I always love to build decks that have a lot of fuel. One of the worst feelings that I get when sitting at an EDH table is having little to no cards in my hand. It feels like running out of fuel on the Autobahn; while everyone is speeding along and having fun, I am stuck on the side of the road walking to get fuel.

Luckily since this is an enchantress deck, we have some good options when it comes to card draw. Above we have the ‘Enchantress Package’, which is the quintessential pieces of card draw when slamming some enchantments into play. Eidolon of Blossoms is another enchantress style card that doesn’t care if you cast the spell, but if the enchantment enters the battlefield, which works well with Mana Bloom and recurring enchantments from the yard with Sun Titan, for example.

Skullclamp works wonders when paired with the tokens that Marath creates. Paying a mana to throw out a dude and another mana to equip the clamp to draw two cards is not only a good feeling, but it’s efficient. And that is what I want to see with my decks: efficiency.

Saproling Burst Doubling Season Warstorm.jpg

Now, this is a nasty interaction that I found when looking for enchantments to throw in the deck! I have always overlooked Saproling Burst when I was looking through my binder. To me, the card didn’t seem like it had a good pay off for its drawbacks. I mean, Fading AND the condition of blowing up all its tokens when it runs out of fading counters?

When you play the Burst with the Season out, it comes in with fourteen fading counters instead of seven. Then, you remove one and put out a 13/13 saproling, thus getting an extra one from the Season. Warstorm Surge then can hit two creatures, a creature and a player, two players, or the same player twice for twenty-six points of damage.

Burst Chain:
Burst drops with 14 counters. You remove them getting on token after the other. The damage is as follows:

Well, that’s it for this week. I am going to be posting up another one of my long-running Commander decks next time! Until then, keep being awesome!

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