Main Deck - 100 cards, 95 distinct
Sideboard - 263 cards, 253 distinct
Notes
- Mana Ramp is primordial to get the most uses of Marath's abilities.
- Winning Conditions :
- Get a lot of counters on Marath, swing
- Get a lot of tokens, swing
- Winning Conditions :
- Get a lot of counters on Marath, swing
- Get a lot of tokens, swing
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ADD : Sakura Tribe Elder, Tempt with Discovery
REMOVE : Ogre Battledriver, Triplicate Spirits
RAMP! RAMP! FUCKING RAMP!
And also pay attention to the CMC of cards. Refrain from having too many cards with double/triple colored mana.
- Need even more Ramp, especially colored (land fetch?)
- More removal, recursable if possible
- Protection against Cyclonic Rift? If possible?
To Protect against CRift, maybe just have an instant that is able to spawn enough tokens to resist the assault after CR (then use a wipe on my own turn)?
More ideas : Card that look for something in their deck and exile it (available in WRG? Not sure). Too bad using a spot for that though.
Cards to add that need to find a spot:
- Fertilid
- Bow of Nylea
- Seraph of Masses / Battle Squadron
- Emeria Angel
- Martial Coup
What's missing or need more:
- RAMP (this decks needs a lot of (colorless) mana to be efficient
- Trample / Evasion to go for the kill
- More protection against flyers
- Protection / Recursion for critical creatures and enchantments
- Tutors & Draw
- 1 or 2 more wipe
- Efficient spot removal
Additional Win Conditions:
- Purphoros + lots of tokens
- lots of tokens + Burn at the Stake
- Good evasion + protection agains flying : Abzan Falconer?
- Replace some mana creatures with creatures that fetch lands (ex: Farhaven Elf, Sylvan Ranger)
- Realm Seekers?
- Enduring Scalelord