
Marath, Will of the Wild
The Commander
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.
Guide
Wyrm hasn't written this commander's guide yet — check back soon.
Core Cards
- Mold Shambler100%
- Krosan Warchief100%
- Warstorm Surge100%
- Selesnya Guildgate100%
- Darksteel Mutation100%
- Seer's Sundial100%
- Slice in Twain100%
- Forgotten Cave100%
- One Dozen Eyes100%
- Homeward Path100%
- Slice and Dice100%
- Boros Guildgate100%
From 1 Mythicwyrm deck.
Win Conditions
Win conditions appear once Wyrm has covered this commander.
Archetypes
Archetypes appear once Wyrm has covered this commander.
Combos
No combos found for this commander on Commander Spellbook.
Related Commanders
Same color identity (GRW), by popularity.

Zacama, Primal Calamity
EDHREC #1,774

Jetmir, Nexus of Revels
EDHREC #2,106

Gishath, Sun's Avatar
EDHREC #2,389

Pantlaza, Sun-Favored
EDHREC #2,396

Baylen, the Haymaker
EDHREC #2,601

Toph, the First Metalbender
EDHREC #3,721

Shalai and Hallar
EDHREC #3,830

Jinnie Fay, Jetmir's Second
EDHREC #4,193

Tifa, Martial Artist
EDHREC #4,224

Atla Palani, Nest Tender
EDHREC #4,391

Marisi, Breaker of the Coil
EDHREC #4,552

Rith, Liberated Primeval
EDHREC #4,699