
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.
Marath is a flexible counter-engine commander that turns mana into +1/+1 counters, then converts those counters into removal (pinging creatures/players), tokens, or buffs. Early game you ramp and protect Marath; mid-game you build infinite or scalable counter loops to machine-gun the table or flood the board with Elementals. The deck wins by combo'ing Marath with counter-doublers and recursion engines for repeatable damage or token armies.
Add counter-doubler stax pieces (Doubling Season, Branching Evolution) plus a recursion outlet to assemble loops like Marath + Ozolith + free sacrifice for infinite tokens or damage. Tighten the mana with fast rocks (Sol Ring, Arcane Signet) and dual lands, and include protection (Heroic Intervention, Lightning Greaves) so combos resolve. For higher power, lean into compact two-card infinite combos and tutors to find them consistently.
Seeded from a single deck — rates appear once more public decks exist.
No combos found for this commander on Commander Spellbook.
Same color identity (GRW), by popularity.