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Marhault Elsdragon
RGGruulLegendary Creature — Elf Warrior

Marhault Elsdragon

Mana value6Rank#28,130
BuildCard details

The Commander

Rampage 1 (Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.)

Guide

Gameplan

Marhault is a vanilla-ish 5/5 with Rampage 1, so you treat him as a Gruul beatdown anchor: ramp into fat threats, pump him into a Voltron-style commander, and use trample/double strike to punish opponents who try to gang-block. Most games you win by smashing face with a snowballing board while leveraging Rampage to make multi-blocks suicidal.

Strengths

  • Cheap-ish Gruul color identity gives access to the format's best ramp, removal, and big creatures
  • Rampage rewards opponents for chump-blocking with extra creatures, enabling lopsided combat math
  • Repeatable commander damage threat that's easy to make lethal with trample and pump
  • Green's resilience lets you rebuild quickly after board wipes

Weaknesses

  • The commander itself is a vanilla 5/5 with no evasion or protection—pure stats, easily chump-blocked by a single creature
  • Rampage only triggers when blocked, so it does nothing against unblocked attacks or removal
  • No card advantage or built-in interaction; the deck must supply all of that
  • Highly vulnerable to flying, fliers, and single-blocker walls that neutralize Rampage entirely
  • Gruul lacks counterspells and strong recursion compared to other color pairs

Key Cards

  • Rancor — Trample plus a recurring +2/+0 turns Marhault into an unblockable-feeling Voltron threat that comes back after wipes.
  • Berserk — Doubles his power and forces lethal trample damage through, punishing any block with a fast kill.
  • Xenagos, God of Revels — Doubles Marhault's power and grants haste each combat, pushing toward one- or two-hit commander kills.
  • Shinka, the Bloodsoaked Keep — Granting first strike makes Rampage attacks devastating, killing blockers before they deal damage.
  • Lure — Forces every creature to block Marhault, maximizing Rampage and, with trample, dealing massive damage.
  • Garruk Wildspeaker — Provides ramp, token blockers, and an Overrun ultimate that closes games for a Gruul beatdown deck.

Upgrade Path

Lean into Voltron enablers that grant evasion and protection—Swiftfoot Boots, Shizo/Shinka-style first strike, and Lure plus trample to weaponize Rampage—rather than relying on his raw stats. Add top-tier ramp (Sol Ring, mana dorks, Cultivate) to consistently cast a high curve, and include game-ending payoffs like Craterhoof Behemoth, Xenagos, and Berserk. Finally, shore up the deck's weaknesses with Gruul interaction—Beast Within, Chaos Warp, and fight spells—since the commander provides none himself.

Core Cards

The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.

Win Conditions

  • ▸Commander damage via pumped, trampling Marhault (Berserk, Xenagos, double strike)
  • ▸Overrunning the table with an Overwhelming Stampede or Craterhoof Behemoth alpha strike
  • ▸Grinding opponents out with a wide, evasive Gruul board after they run out of blockers

Archetypes

  • Voltron — Marhault's Rampage and big body make him a natural carrier for auras and equipment aiming for commander-damage kills.
  • Gruul Stompy/Aggro — His color identity and combat focus support a fast, creature-heavy beatdown plan backed by ramp.
  • Combat Tricks/Forced Blocks — Cards like Lure and trample weapon Rampage into combat-tech blowouts that swing games.
  • Big Mana Ramp — Green ramp lets you deploy oversized threats and pump spells to overwhelm the table.

Combos

No combos found for this commander on Commander Spellbook.

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