The Marath Search Engine

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Crazy Monkey
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Post by Crazy Monkey » 3 years ago

The Marath Search Engine: An Answer for Every Question
Naya Sunforger Control
More so than almost any other potential commander, Marath, Will of the Wild embodies the concept of a toolbox. As a threat, this (elemental) beast scales with the game state, always being reasonably costed for his size. Simultaneously, Marath can power up other creatures, create creature tokens, and deal direct damage to any legal target. Furthermore, Marath supports nearly every deck strategy; from aggro to control to combo, and is effective in both multiplayer commander and Dual Commander.

With Marath's versatility in mind; this deck is built to be reactive Naya control. With intersecting toolbox suites, there is only 1 card in the entire deck which cannot be found in the library. As if using Wikipedia to find a reference, the intent is the search for the answer to nearly any conundrum.
Decklist By Card Type
Approximate Total Cost:

First, let's focus on the main search engine: Sunforger. With 26 search targets in the deck, an equipped sunforger with wr open could become nearly anything. The cards to find it are Enlightened Tutor, Open the Armory, Steelshaper's Gift, Stoneforge Mystic, and Stonehewer Giant. Let's start with the tutor and support paths.
The remaining sunforger targets cover a broad suite of answers for typical scenarios, and some more corner case difficulties. The cards below are what works well in my meta, and it is easily tailored to meet a different suite of decks. If ever I wanted to use a sideboard in Commander, it would be for sunforger targets.
Explainations of Current Sunforger Targets
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  • Angel's Grace: An excellent protection spell which is nigh-unstoppable due to split second and an infinite turn combo with final fortune. Typical uses include surviving through large amounts of damage which are otherwise hard to deal with (grapeshot), being the sole survivor after a large death cloud, and maybe killing someone with harsh justice.
  • Apostle's Blessing: Without the inclusion of blue, it is difficult to stop a triggered ability to destroy/exile sunforger or one of the other engines. Protection stops targeted removal from acidic slime and spine of ish sah. This particular spell offers very cheap protection for your engines.
  • Boros Charm: This card does everything you ever wanted, guaranteed. It works extremely well with one of the main win conditions (worldslayer), protects from a large number of board wipes and removal spells, doubles a creatures damage output, and burns out either those last few life points or a well guarded planeswalker. There is a reason that nearly every deck that plays sunforger plays boros charm.
  • Chance for Glory: This is an upgrade for Final Fortune. An infinite turn combo with Angel's Grace, as long as wheel of sun and moon is out, and you have 6rrww every turn (or active puresteel paladin. Also great at squeezing in the last turn to win a close game.
  • Chaos Warp: Targeted removal that hits any permanent with the upside of tucking a commander and the downside of maybe flipping something worse into play. The upside is worth the drawback.
  • Glorious End: Do you like Timestop for half the cost? This card can answer literally anything you opponents can throw at you short of split second. Its drawback can be eliminated by use of angel's grace or looping glorious end on your own turns. This requires the original cast of Glorious End not to resolve. If the spell is copied with wild ricochet, then countered by lapse of certainty then the copy can resolve and all of the cards are safely off the stack. This obviously requires some setup.
  • Hallowed Moonlight can answer graveyard based creature combo, tooth and nail, genesis wave, tokens, and deadeye navigator, among others. This is one of the best catch-all silver bullets.
  • Into the Core: Exiling removal is good. Removal which hits multiple permanents is good.
  • Lapse of Certainty: The only semi-hard counterspell which can be run in these colors. Fortunately, it's also a sunforger target.
  • Naya Charm: The main use here is as the only sunforger target which recurs a card to your hand. Stops re-animator in a pinch, and forces damage through potential blockers. If you're really desperate, it's also a lightening bolt.
  • Orim's Chant: With the rate of spell recursion that this deck is capable of, the ability to lock one or more opponents out of their spell during their turn, or stopping annihilator triggers is worth it.
  • Path to Exile: Exiling removal and a white staple. Excellent removal, move along.
  • Pull from Eternity: With the inclusion of Teferi's Protection and Glorious End, the typical recursion pathways don't work for all answers. Additional, this provides a rebuilding pathway for exiled cards. Credit to @ConstantMists for this suggestion.
  • Return to Dust: Exiling removal is good. Removal which situationaly hits multiple permanents is good. Removal which hits multiple permanent types is good.
  • Safe Passage: Survive through the insurrection/hurricane while everyone else doesn't. Unlike most fog effects, this also prevents noncombat damage, making it an effective play against a large earthquake.
  • Swords to Plowshares: Exiling removal and a white staple. Excellent removal, move along.
  • Teferi's Protection: Almost as complete an answer as Glorious End as well as a backup boros charm for both our own massive board wipes and our opponents. Can be cycled with lapse of certainty/wild ricochet or recurred by pull from eternity.
  • Tempest of Light: A mostly asymmetric wipe which can stop decks cold. Also a powerful counter to sterling grove+privileged position.
  • Volcanic Fallout: Stop the token decks cold. Craterhoof Behemoth + Avenger of Zendikar is a lot less scary when those are the only 2 creatures that player controls.
  • Wild Ricochet: Red's stack control. blue sun's zenith/exsanguinate/comet storm for large numbers? Turn it around on the caster. Counterspell/Last Word headed your way? It can't counter a spell that it's not targeting, change the target to your wind ricochet and watch it fizzle with no legal target.
Explanations of Former Sunforger Targets
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  • Common Bond: Refill Marath and mess with combat. One of the few sunforger targets that exist which does refill Marath, and the least situation of them. Removed: Upgraded to Hardened Scales, which while not a sunforger target more than makes up for it in repeat-ability and overall power. Thank you for the suggestion midorimage.
  • Final Fortune: An infinite turn combo with Angel's Grace, as long as wheel of sun and moon is out, and you have 6rrww every turn (or active puresteel paladin. Also great at squeezing in the last turn to win a close game. Removed: Replaced with an almost strict upgrade in Chance for Glory.
  • Faith's Reward: You activate sunforger, and it gets hit by a naturalize in response. Find this card. Also works well against armageddon. Removed: This was more situational that expected.
  • Faith's Shield: The only answer to an acidic slime targeting sunforger. An alternative is razor barrier, for added protection capability at a slightly higher cost. Removed: Adding protection capability of artifacts was needed, but razor barrier was too expensive. Replaced with Apostle's Blessing, losing some capability for a cheaper casting cost option, but added the option for protection from artifacts.
  • Harsh Justice: The oracle text is key here. With Angel's Grace, the Uril, the Miststalker player just killed himself. I'm honestly not sure if you still have the commander damage kill you at the end step, as this has not yet come up yet. Also works very well against large, nonlethal attacks.Removed: Currently testing Maze of Ith in this slot. With the addition of Arcane Lighthouse, Maze became a reasonable response to large voltron commanders with hexproof.
  • Unexpectedly Absent: Hits most permanents, and puts the card into the library. Excellent tucking in response to a shuffle, or just delay for a turn. Removed. While this is an excellent removal spell, the inclusion of Gaddock Teeg required trimming of the more expensive sunforger targets, and the x qualified.
  • Debt of Loyalty: Protect one of your creatures from dying, or steal someone else's if Marath has deathtouch. This is the only way to steal a creature past the end of the turn, and can save the creature carrying worldslayer in a pinch. Removed. Somewhat redundant with the amount of removal/protection. In most circumstances it was simply better to exile the offending creature. The primary reason that this may come back in is the stealing a commander can be highly effective.
  • Grab the Reins: The only sunforger-able threaten effect without a drawback (blind with anger) or timing restriction. It's also decent removal, both of the creature being stolen/sacrificed and the target it's being flung at. Removed. It was almost always better to simply exile the creature in question with swords to plowshares
  • Gruul Charm: This is played as brand, with the option of forcing an attack through or clearing out some bird tokens. Keep in mind that the main win condition is combat damage, and this charm fills the slot in the sunforger suite to get past blockers. Removed. Naya charm opens that attack path and nobody ever tried to steal permanents from this deck.
  • Honor the Fallen: Make the re-animator player sad. Make the Mike/Trike or necrotic ooze player sad. Most combos which involve the graveyard that are in my playgroup use at least 1 key piece as a creature. This stops those combos. Removed. Hallowed Moonlight does this better and also stops other threats.
  • Magnetic Theft: This allows you to recover if all your creatures are dead by throwing the sunforger on an opponents creature to cast faith's reward. Or it throws your worldslayer onto a creature which is attacking you, just have boros charm ready. Alternate uses include copying an activation of sunforger and using this to re-equip off one of the resolutions. Removed. While this card is literally never expected by your opponents, it is also rarely useful.
  • Midnight Haunting: Flying blockers to protect you which happen to turn on mistveil plains by itself. Also not a bad way to build a swarm of flyers to attack with if it can be recurred. Removed. The tokens could also be made by Marath and this was rarely used.
To tailor the suite of answers to meet your specific and different meta, I recommend extensive card searches, and a browse through the semi-comprehensive sunforger list originally compiled by Sinfire Titan here. With some different card choices, you can even storm off of sunforger. With Puresteel Paladin and Wheel of Sun and Moon you can loop Seething Song and Manamorphose for infinite storm and infinite mana.
Other Common Sunforger spells
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  • Crush Contraband: this can replace Into the Core or Return to Dust. It's more assured than Return to Dust to hit two targets while being more flexible than Into the Core. It's probably an upgrade to Return in most metagames unless you need to exile 2 enchantments with one activation and can wait until your turn.
  • Deflecting Swat: this is a new card that compares with Wild Ricochet for protecting yourself and permanents while being free from your hand. However, this does not save you from large Exsanguinate or Torment of Hailfire.
  • Flawless Maneuver: this compares with Boros Charm and Chance for Glory with no other utility at the tradeoff of potentially being free from hand. It's probably not worth it.
  • Comeuppance: This compares to Safe Passage or Teferi's Protection in most cases. However, I usually use those to keep myself alive through an effect that eliminates the remaining other players because I can usually control through and win the 1v1. Comeuppance would eliminate the aggressor and result in a less favorable position afterwards.
The second main toolbox is Stonehewer Giant. This powerful giant throws equipment onto the battlefield and equipped at instant speed, without declaring any targets. This is extremely powerful to activate during combat, and is a great way to find and utilize sunforger with a low investment of 1wwr. The main win condition of this deck is to voltron up Marath or another powerful creature, and stonehewer giant can close the deal extremely quickly with the right targets.
Explaination of Stone Hewer Giant Targets
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  • Basilisk Collar: Deathtouch and lifelink are a great combination on a low cost equipment. Throw this on Marath and he becomes a pinging machine, easily dealing with most creature based threats.
  • Darksteel Plate: Indestructibility is important for protecting against most board clearing wipes. This also interacts favorably with worldslayer.
  • Fireshrieker: Doublestrike at instant speed is powerful. Combined with some other equipment, this becomes especially deadly.
  • Grafted Exoskeleton: Giving a bonus in combat is reasonable. Making Marath into a potential infectious fireball is awesome.
  • Helm of Kaldra: A source of trample and haste, which also assembles into voltron which can swing the worldslayer all day long is awesome.
  • Illusionist's Bracers: Combos with Marath to increase his effectiveness and allows makes adding counters to Marath with Marath advantageous. These also make knight of the reliquary into ramp. However, I would be lying if I didn't admit the the impetus to build this deck was to have stonehewer giant throw this onto itself, then toss darksteel plate/shield of kaldra and worldslayer on an unblocked creature during combat.
  • lightning greaves: Protect those key creatures, or with leonin shikari maybe all of your creatures. The shroud stops equipment, but it is simple to make a Marath token if necessary.
  • Masterwork of Ingenuity: Copy the best equipment. Having an unequipped sunforger with an active stonehewer giant and 1wwr open can catch your opponents unaware, with a second sunforger.
  • Shield of Kaldra: The original darksteel plate. This making the whole Kaldra set indestructible works very well with worldslayer.
  • Skullclamp: The usual business here: a great draw engine. This works wonders with Marath tokens, 2 and a +1/+1 counter to draw a card is great.
  • Sunforger: The primary toolbox. Also, +4 power is relevant.
  • Swiftfoot Boots: The haste you need, with the protection of hexproof. Playing this over lightening greaves to assure the ability to re-equip sunforger.
  • Sword of Feast and Famine: 1.Equip sunforger 2.swing and hit 3.have mana up to play control 4.Profit
  • Sword of Kaldra: Deathtouch for Marath on steroids - the only source of exiletouch in the game and a big stat boost the to the creature. The last piece of the original voltron, and potentially indestrucible to boot. The mana is a bit intensive, but that's why you play stonehewer giant.
  • Sword of the Animist: Comes down early, plays well with the somewhat aggressive plan and proves ramp off of stonehewer giant.
  • Umezawa's Jitte: Marath can end up dying with some frequency. The Jitte plays a strong removal game even if the equipped creature isn't able to ping directly.
  • Shadowspear: Trample and lifelink are nice, but the real purpose of this card is by stripping away 2/3 of the protection that stops the removal from hitting.
  • Whispersilk Cloak: Evasion and protection wrapped together into one package. You can't equip through it, but stonehewer can.
  • Worldslayer: My favorite kind of win condition: A repeatable, global reset button which can be made asymmetric by other equipment or a sunforger and a recurring boros charm.

The tertiary toolbox is Knight of the Reliquary, and is your land toolbox. The main functions here are ramp using illusionist's bracers or rings of brighthearth, or recurring sunforger using buried ruin. Recently, this toolbox has been expanded upon to provide improved redundancy across toolboxes.
Explanation of Knight of the Reliquary Targets
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  • Arcane Lighthouse: Marath is a pinging machine, but targeted removal doesn't do much in the face of hexproof and shroud. Strip away the protection and kill it anyway.
  • Axgard Armory: Finds Sunforger, Wheel of Sun and Moon, or any other equipment.
  • Buried Ruin: Recur sunforger or any other artifact. Can be reused by life from the loam, but don't count on that. This land still warrants inclusion as a one-shot effect.
  • Darksteel Citadel: If you intend make contact with worldslayer, it's nice to start ahead with an indestructible mana base. It's worth noting that between this and darksteel ingot, worldslayer doesn't prevent the addition of extra equipment on the stonehewer giant, maintaining access to that toolbox to prevent the luck white player from casting swords to plowshares unanswered. Removed. The application was somewhat corner-case and Color fixing is at a premium. Replaced with Inventor's Fair.
  • Flamekin Village: Haste on a land, as a repeatable ability and still produces colored mana.
  • Inkmoth Nexus: A cheap man-land with evasion and infect make for both a powerful equipment carrier and a target to dump counters from Marath onto. Also plays nice with its old buddy, Kessig Wolf Run in the absence of Marath.
  • Inventor's Fair: This land based tutor closes the search loop by making a path for Knight to search for sunforger. Removed. Axgard Armory taps for non-colorless mana and also finds Wheel of Sun and Moon.
  • Kessig Wolf Run: Pump and trample on a land offer an accelerated clock and the evasion to deliver it. Played nice with Primeval Titan in the days of old, along with their infectious cohort above.
  • Krosan Verge: Land based ramp, offering mana fixing and finding more land to feed to the Knight. The Verge activation can find mistveil plains, and the mistveil plains can put the verge back into your library. Ramp forever with this package, and it only gets better with the inclusion of sun titan, life from the loam, or wheel of sun and moon.
  • Mistveil Plains: A primary repeatable source of returning cards to the sunforger toolbox on a land, which can be tutored by 3 different cards, across 3 different toolboxes? There is a reason that 2/3 decks on this site with sunforger play this card.
  • Maze of Ith: Stops big beaters cold. Combine with Arcane lighthouse to utterly halt nearly any voltron threat. For added utility, this can be used on Stonehewer Giant while Worldslayer or Sword of Feat and Famine have a trigger on the stack, simulating illusionist's bracers or rings of brighthearth. Removed: after a could of bad opening hands that didn't curve out I cut this for another plains. Might go back in cutting a non-land at some point.
  • Rogue's Passage: True evasion for a creature. Similar to the wolf run, but trades raw damage for a guaranteed hit.
  • Sejiri Steppe: Instant speed protection for a creature was already part of both other toolbox suites. This adds that protection to the land toolbox, and makes the Knight more resilient without backup. This can also push some damage through blockers in some situations.
A main difficulty with making a toolbox with the land base is color fixing. Most good utility lands cannot generate colored mana, which is crucial in a tri-colored deck. Below are lands which have been considered, and did not make the cut, but provide different toolbox options.

Lands that have considered for inclusion are:
Potenial Additions to the Land Toolbox
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  • Kor haven: Maze of Ith which taps for 1, but costs mana to activate. This would overlap with the sunforger targets safe passage and potentially angel's grace. I'm not sold on it. Maze of Ith is probably better for this effect. The added potential to double up on stonehewer activations during the end of combat step is probably worth the inability to produce mana. Neither have stayed in the deck after testing because it can be difficult to keep up with the rate of mana consumption.
  • yavimaya hollow: Regeneration is a reasonable form of protection, especially if Knight of the Reliquary is the only active engine. I've considering it, but most board wipes or removal in my playgroup gets around regeneration.
  • winding canyons: The biggest drawback on stonehewer giant/knight of the reliquary is summoning sickness. By flashing one of these in at the last opponent's end step, they're more likely to get an activation off. In my opinion, this deck is too creature light to give up colored mana production for this option.
  • Dark Depths and Thespian's Stage: This is mostly a redundancy with inkmoth nexus. While Thespian's stage could do good work as a second mistveil plains, it will take more playing this deck to determine if it really needs a backup for it's tertiary gameplan.
  • Homeward Path is a good answer to theft. My metagame doesn't have much theft.
With the toolboxes explained, let us consider the support cards:
Support Card Explainations
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  • Leonin Shikari: Enabling equipping at instant speed both replicates the toolbox of stonehewer giant post activation and for re-equipping sunforger before your turn, increasing the number of available activations. This also does strange such as allowing sunforger to be re-equipped before its activation resolves, allowing a two card combo to exist on the stack. This is rarely relevant, but can save your shikari and puresteel paladin from your own volcanic fallout via faith's reward.
  • Puresteel Paladin: Normally sunforger costs a total of 3rw, meaning in the best case you overpayed by 1 for the spell. A puresteel paladin with metalcraft breaks that symmetry down, and even allows from an infinite mana storm combo (explained above). Also a good source of draw in a deck with a large number of equipment.
  • Stoneforge Mystic: Finds the sunforger. This can also cheat equipment into play from your hand, keeping them more protected, and potentially acting similar to stonehewer giant if you also have magnetic theft.
  • Sun Titan: Primary Purpose: being awesome recursion. Secondary Purpose: recurring sunforger. Tertiary Purpose: rebuilding after worldslayer.
  • Seedborn Muse: At the very least this allows playing on your won turn then responding as needed. At the most it lets you recur Orim's chant or Glorious end to lock out your opponents, and every play in between the extremes.
  • Bow of Nylea: Mode 1, refill Marath. Mode 4: recharge sunforger targets. Also giving Marath deathtouch to ping blocks out of the way during combat makes this one of the most versatile single cards in the deck. The other 2 modes are nice when they are relevant.
  • Wheel of Sun and Moon: Immediate recursion of sunforger spells which bypasses even the strongest form of graveyard hate (rest in peace). While this does stop reuse of buried ruin via life form the loam, if the wheel is online with a sunforger, the loam engine isn't needed anyway.
  • Steelshaper's Gift: This finds sunforger early on, and supports the stonehewer toolbox later on.
  • Open the Armory: This finds sunforger and wheel of sun and moon.
  • Rings of Brighthearth: Double up Marath activations, or any of the three main toolboxes. An excellent synergy.
  • Hardened Scales: Minimal cost for a way to refill Marath on counters
  • Sensei's Divining Top: You're liable to be shuffling your library between each of your draw steps. Top is typically an auto-include, and shuffling more frequently only helps it. Also turns into a draw engine with rings of brighthearth. Added bonus of fixing your draws to avoid having an expensive engine target (read: worldslayer) in your hand.
  • Talisman of Impulse/Talisman of Unity/Talisman of Conviction/Gruul Signet/Selesyna Signet/Boros Signet: 2 cost ramp which fixes and contributes to metalcraft.
I would welcome any feedback or suggestions for this list.
Last edited by Crazy Monkey 3 years ago, edited 5 times in total.
Commander Decks


Kemba | Kytheon | Talrand | Unesh | Teferi | Geth | primer Zada | Krenko | Torbran | Patron Orochi | Ghalta | Gargos | Medomai | The Count | Xenagos | Nikya | Jaheira, Artisan | Trostani | Athreos | Jarad | Ivy | Nin | Krark & Sakashima | Feather | Osgir | Gisela | Roon | Chulane | Sydri | Ertai | Mairsil | Vial & Malcolm | Prossh | Marath | Marisi | Syr Gwyn | Riku | Riku | Animar | Ghave | Tasigur | Muldrotha | Rayami | Zedruu | Yidris | Kynaios & Tiro | Saskia | Tymna & Kydele | Atraxa | Akiri & Silas | Sisay | Ur Dragon | Bridge | Horde | Najeela | Genju | Traxos



ConstantMists
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Post by ConstantMists » 3 years ago

I remember interacting with you about this deck on Salvation. I built an almost identical copy of it myself. It's lots of fun.

It appears you removed Final Fortune for Chance for Glory . I hadn't really though about that, but it seems like a natural replacement. You still get the extra turn with the added bonus of indestructability (potentially permanently) for the creatures you have on board at the time.

I have to say that when my friends pull out their higher power decks, this can hang with them. One well timed attack with Worldslayer tossed on by Stonehewer Giant usually signals the end of the game. Fun times.
Current Commander decks: Zurgo Helmsmasher - Borborgymos Enraged - Elenda, the Dusk Rose - Doran, the Seige Tower - Sliver Overlord - Yarok, the Desecrated - Scion of the Ur-Dragon - Hazoret the Fervent - Purphoros, God of the Forge - Gisela, Blade of Goldnight - Marath, Will of the Wild - Ramos, Dragon Engine - Ruhan of the Fomori - Narset, Enlightened Master - Kokusho, the Evening Star - Mizzix of the Izmagnus - Dragonsoul Knight (Pauper) - Kalemne, Disciple of Iroas (Precon)

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Crazy Monkey
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Post by Crazy Monkey » 3 years ago

I actually have to thank you for the Pull from Eternity plan that recurs Teferi's Protection and Glorious End, let me update that callout. That method has been extremely effective.

You're correct about the Final Fortune swap to Chance for Glory, because the cost difference between the two is rarely important.

I've been going back and forth on the application of Maze of Ith here for a double Stonehewer Giant activation during combat. I think that I dropped it for another manarock. Do you run this, and if so how has it performed for you?
Commander Decks


Kemba | Kytheon | Talrand | Unesh | Teferi | Geth | primer Zada | Krenko | Torbran | Patron Orochi | Ghalta | Gargos | Medomai | The Count | Xenagos | Nikya | Jaheira, Artisan | Trostani | Athreos | Jarad | Ivy | Nin | Krark & Sakashima | Feather | Osgir | Gisela | Roon | Chulane | Sydri | Ertai | Mairsil | Vial & Malcolm | Prossh | Marath | Marisi | Syr Gwyn | Riku | Riku | Animar | Ghave | Tasigur | Muldrotha | Rayami | Zedruu | Yidris | Kynaios & Tiro | Saskia | Tymna & Kydele | Atraxa | Akiri & Silas | Sisay | Ur Dragon | Bridge | Horde | Najeela | Genju | Traxos



ConstantMists
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Location: Charlotte, NC

Post by ConstantMists » 3 years ago

Crazy Monkey wrote:
3 years ago
I've been going back and forth on the application of Maze of Ith here for a double Stonehewer Giant activation during combat. I think that I dropped it for another manarock. Do you run this, and if so how has it performed for you?
I do run the Maze, but never even considered using it in the way you have just suggested. That is really a way to finish a game quickly. I'll have to try it when we get back to playing physical Magic.
Current Commander decks: Zurgo Helmsmasher - Borborgymos Enraged - Elenda, the Dusk Rose - Doran, the Seige Tower - Sliver Overlord - Yarok, the Desecrated - Scion of the Ur-Dragon - Hazoret the Fervent - Purphoros, God of the Forge - Gisela, Blade of Goldnight - Marath, Will of the Wild - Ramos, Dragon Engine - Ruhan of the Fomori - Narset, Enlightened Master - Kokusho, the Evening Star - Mizzix of the Izmagnus - Dragonsoul Knight (Pauper) - Kalemne, Disciple of Iroas (Precon)

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Crazy Monkey
Arcane Themes
Posts: 571
Joined: 4 years ago
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Location: New Mexico, US

Post by Crazy Monkey » 3 years ago

Changes
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Commander Decks


Kemba | Kytheon | Talrand | Unesh | Teferi | Geth | primer Zada | Krenko | Torbran | Patron Orochi | Ghalta | Gargos | Medomai | The Count | Xenagos | Nikya | Jaheira, Artisan | Trostani | Athreos | Jarad | Ivy | Nin | Krark & Sakashima | Feather | Osgir | Gisela | Roon | Chulane | Sydri | Ertai | Mairsil | Vial & Malcolm | Prossh | Marath | Marisi | Syr Gwyn | Riku | Riku | Animar | Ghave | Tasigur | Muldrotha | Rayami | Zedruu | Yidris | Kynaios & Tiro | Saskia | Tymna & Kydele | Atraxa | Akiri & Silas | Sisay | Ur Dragon | Bridge | Horde | Najeela | Genju | Traxos



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