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