
Whenever a creature you control becomes blocked, it gets +3/+3 until end of turn for each creature blocking it.
Cast cheap, evasion-resistant beaters and attack into open boards; when your creatures get blocked, Marhault inflates them by +3/+3 per blocker, turning chump-blocks into one-sided massacres and trample-fueled overkill. You grind through combat, ideally giving creatures trample so the pumped damage bleeds through, then close with oversized attackers or a big swing.
Lean hard into trample enablers (Nylea, Rancor, Bedlam) and forced-block effects (Lure, Nessian Wilds Ravager, Diaochan) so opponents can't simply take damage. Add power-doublers like Xenagos and Berserk, plus haste enablers, to spike single attackers into commander-damage range. Round out Gruul's weaknesses with ramp (Cultivate, Sakura-Tribe Elder) and a few interactive pieces (Beast Within, Chaos Warp) to survive long enough to land the alpha strike.
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
No combos found for this commander on Commander Spellbook.
Same color identity (GR), by popularity.

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