- Commander Nexus
- Commanders
- Marath, Will of the Wild
Command zone
Marath, Will of the Wild
Legendary Creature — Elemental Beast
Marath wants a deck that keeps making its creatures bigger turn after turn. It leads the ready-made Nature of the Beast deck (2013).
- Mana cost
- White, Red, Green ()
- Power / toughness0 / 0
- RarityMythic
Marath enters with a number of +1/+1 counters on it equal to the amount of mana spent to cast it.
, Remove X +1/+1 counters from Marath: Choose one —
• Put X +1/+1 counters on target creature. X can't be 0.
• Marath deals X damage to any target. X can't be 0.
• Create an X/X green Elemental creature token. X can't be 0.
Build a deck with Marath Find it in the app
- Archetypes
- Themes
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- Beasts
- Elementals
Cards That Fit Marath, Will of the Wild
Picked for what they do in Marath's deck. When two cards do the same job, the one with the lower comes first. All of them fit Marath's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.
Open the full glossary
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Decks Led by Marath, Will of the Wild
Marath leads a ready-made deck.PreconShort for preconstructed deck: a ready-to-play deck sold in a box by Wizards of the Coast. A Commander precon comes with its commander and all 100 cards, so you can play it straight away and change cards later.Open the full glossary
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Nature of the BeastOfficial precon
All 100 Cards
Commander · 1
Creatures · 22
- 1×Archangel
- 1×Avenger of Zendikar
- 1×Baloth Woodcrasher
- 1×Crater Hellion
- 1×Deadwood Treefolk
- 1×Drumhunter
- 1×Eternal Dragon
- 1×Gahiji, Honored One
- 1×Grazing Gladehart
- 1×Krosan Tusker
- 1×Krosan Warchief
- 1×Magus of the Arena
- 1×Mayael the Anima
- 1×Mold Shambler
- 1×Naya Soulbeast
- 1×Rakeclaw Gargantuan
- 1×Rampaging Baloths
- 1×Ravenous Baloth
- 1×Spellbreaker Behemoth
- 1×Spitebellows
- 1×Terra Ravager
- 1×Valley Rannet
Instants · 5
Sorceries · 13
Artifacts · 6
Enchantments · 11
Lands · 42
- 1×Boros Garrison
- 1×Boros Guildgate
- 1×Command Tower
- 1×Contested Cliffs
- 1×Drifting Meadow
- 1×Evolving Wilds
- 8×Forest
- 1×Forgotten Cave
- 1×Gruul Guildgate
- 1×Homeward Path
- 1×Jungle Shrine
- 1×Khalni Garden
- 1×Mosswort Bridge
- 5×Mountain
- 1×Naya Panorama
- 1×New Benalia
- 1×Opal Palace
- 4×Plains
- 1×Rupture Spire
- 1×Secluded Steppe
- 1×Selesnya Guildgate
- 1×Selesnya Sanctuary
- 1×Slippery Karst
- 1×Smoldering Crater
- 1×Temple of the False God
- 1×Tranquil Thicket
- 1×Vitu-Ghazi, the City-Tree
- 1×Vivid Crag
Rulings for Marath, Will of the Wild
explain how Marath works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary
If Marath enters the battlefield without being cast, then no mana was spent to cast it. It will therefore enter the battlefield without any +1/+1 counters. If no other effects are increasing its toughness at that time, it will subsequently be put into its owner's graveyard as a state-based action.
The amount of mana you spent to cast this creature is usually equal to its mana value. However, you also include any additional costs you pay, including the cost imposed for casting your commander from the command zone.
You can't choose to pay extra mana to cast a creature spell unless something instructs you to.
If Marath enters the battlefield without being cast, then no mana was spent to cast it. It will therefore enter the battlefield without any +1/+1 counters. If no other effects are increasing its toughness at that time, it will subsequently be put into its owner's graveyard as a state-based action.
The amount of mana you spent to cast this creature is usually equal to its mana value. However, you also include any additional costs you pay, including the cost imposed for casting your commander from the command zone.
You announce the value of X as you activate the ability, and all instances of X in the activation cost are equal to the announced value. For example, if you choose 2 as the value of X, then you pay 2 and remove two +1/+1 counters to pay the cost.
You can't choose to pay extra mana to cast a creature spell unless something instructs you to.
7 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗
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