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Molimo, Maro-Sorcerer
GGreenLegendary Creature — Elemental Sorcerer

Molimo, Maro-Sorcerer

Mana value7Rank#11,225
BuildCard details

The Commander

Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)

Molimo's power and toughness are each equal to the number of lands you control.

Guide

Gameplan

Ramp hard into a wide land base, then deploy Molimo as a trampling beater whose power equals your land count—often 8+ by the time he hits. You win by swinging for lethal commander damage or going over the top with landfall payoffs and big mana. Mono-green lets you out-grind decks on raw board presence and resilient threats.

Strengths

  • Cheap to recast relative to his impact since lands fuel him for free
  • Trample makes chump-blocking nearly worthless against a huge body
  • Synergizes with the entire mono-green ramp shell you'd build anyway
  • Resilient game plan—lands stay even through board wipes that kill creatures

Weaknesses

  • Spot removal and bounce reset a 7-mana investment with no built-in protection
  • No evasion beyond trample, so flyers and fogs can stall him
  • Mono-green struggles with interaction—little to stop combo or control opponents
  • Land destruction or Armageddon-style effects gut his size and your engine

Key Cards

  • Crucible of Worlds — Replays fetched and sacrificed lands to keep growing Molimo and your mana.
  • Rampaging Baloths — Turns every land drop into a 4/4, converting your ramp into a board alongside Molimo.
  • Tireless Provisioner — Makes Treasure on landfall, accelerating you and providing chump-proof ramp.
  • Field of the Dead — With many differently-named lands it floods the board with Zombies as a backup win.
  • Shield of the Oversoul — Grants indestructible and flying, making Molimo a near-unkillable evasive threat.
  • Cultivate — Premium ramp that thins lands and directly increases Molimo's stats.

Upgrade Path

Add protection (Heroic Intervention, Lightning Greaves, Snakeskin Veil) so a single removal spell doesn't blow you out, and lean into evasion via Rancor or Shield of the Oversoul to make commander-damage kills reliable. Improve ramp quality with fast mana (Sol Ring, fetch-thinning) and overrun finishers like Craterhoof Behemoth or Finale of Devastation to convert your land advantage into immediate lethal turns.

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 from a trampling Molimo, often one-shotting with a single equipment or pump
  • ▸Going wide with landfall token makers like Rampaging Baloths and Avenger of Zendikar
  • ▸Field of the Dead Zombie army as a grindy backup
  • ▸Overrun effects (Craterhoof Behemoth, Pathbreaker Ibex) for a trample alpha strike

Archetypes

  • Lands/Landfall — His size scales with lands, so every ramp spell and landfall payoff doubles as a buff.
  • Voltron — A power-equals-lands body with trample wants just a little evasion and protection to deal commander-damage kills.
  • Stompy/Big Mana — Mono-green ramp naturally floods into giant creatures and X-spells that close games.

Combos

No combos found for this commander on Commander Spellbook.

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