
Nature of the Beast
Sign in to save a copy- Commander
- Marath, Will of the Wild
- Cards
- 100
- Current value
- $70.41
- Grade
- C+
How it grades
Fundamentals 64/100. Plays like Lands-matter.
This reads as Lands-matter, built around Marath, Will of the Wild. Lands are the engine, not the tax: extra land drops and landfall triggers turn every land into ramp, bodies, and card advantage at once. The land count runs deliberately high, recursion makes fetches replayable, and the late game wins through land-fueled payoffs the table can't interact with easily. Its strongest fundamental is interaction (18 removal/protection effects, counting Marath (want 10+ for Lands-matter). Most of that is one kind of effect, so it counts for less); the first thing to tighten is mana curve: 16% of spells cost ≤2, 30% cost 6+.
- B+Mana reliability
- BLand count
- DMana curve
- ARamp
- B+Card draw
- A+Interaction
- BCommander synergy
- AWin conditions
- C+Card quality
- A+Legality & size
Where it falls short
- B+Mana reliability82% of your spells arrive on time. Terra Ravager is the riskiest: its R cost is heavy for this mana base, so expect it several turns late.
- BLand count42 lands. About 46 fits this curve for Lands-matter, with Krosan Warchief's discount counted.
- DMana curve16% of spells cost ≤2, 30% cost 6+.
- B+Card draw8 draw effects (want 10+ for Lands-matter).
- BCommander synergyOnly 26 of 57 spells play into your commanders' plan; they want token, go-wide, +1/+1 counter support. Counts the builds players run with your commanders (Tokens; from EDHREC).
- C+Card qualityMedian EDHREC rank #12,326
Strong on ramp, interaction, win conditions and legality & size.
94 cards graded: A 1, A- 3, B+ 9, B 50, B- 16, C+ 10, C 4, D 1. The command zone is the plan, so it isn't graded.
Upgrades
Made together, they take Nature of the Beast from C+ to B-.

Aura Shards1GW$27.69
In place of Fiery Justice: doesn't ramp, draw, interact or threaten. What is it for? (33/100)
Pays off your token engine (9 producers). Pays off your go-wide engine (15 producers). Pays off the commanders' token plan.

Garruk's Uprising2G$0.53
In place of Tower of Fortunes: weakest slot in the deck (59/100)
Fills the draw gap (you're at 8 of 10+). Top-5% staple by play data. Pays off your token engine (9 producers).

Shamanic Revelation3GG$1.53
In place of Curse of Chaos: weakest slot in the deck (61/100)
Fills the draw gap (you're at 8 of 10+). Pays off your token engine (9 producers). Pays off your go-wide engine (15 producers).

Selvala, Heart of the Wilds1GG$4.71
In place of Slice in Twain: weakest slot in the deck (62/100)
Fills the draw gap (you're at 8 of 10+). Pays off your token engine (9 producers). Pays off your go-wide engine (15 producers).

Welcoming Vampire2W$3.86
In place of Slice and Dice: weakest slot in the deck (63/100)
Pays off the commanders' go-wide plan. Fills the draw gap (you're at 8 of 10+). Pays off your go-wide engine (15 producers).

Elemental Bond2G$4.95
In place of Seer's Sundial: weakest slot in the deck (67/100)
Fills the draw gap (you're at 8 of 10+). Pays off your go-wide engine (15 producers). Pays off the commanders' go-wide plan.

Craterhoof Behemoth5GGG$24.73
In place of Terra Ravager: its R cost is heavy for this mana base; expect it several turns late (40/100)
Fits the commander's plan. Pays off your token engine (9 producers). Pays off your go-wide engine (15 producers).

Impact Tremors1R$2.64
In place of Curse of the Forsaken: doesn't ramp, draw, interact or threaten. What is it for? (40/100)
Pays off your token engine (9 producers). Pays off your go-wide engine (15 producers). Pays off the commanders' token plan.

Soul WardenW$3.40
In place of Witch Hunt: doesn't ramp, draw, interact or threaten. What is it for? (41/100)
Pays off your token engine (9 producers). Pays off your go-wide engine (15 producers). Pays off the commanders' token plan.

Adeline, Resplendent Cathar1WW$2.86
In place of Rain of Thorns: conditional removal: dead against some boards (45/100)
Fuels your token payoffs (3 in deck). Pays off your go-wide engine (15 producers). Pays off the commanders' go-wide plan.
Save a copy to try them. The editor's Improve list has these and more, with the swaps one click each.
Decklist
Commander 1
Creatures 22
- C+
- A
- B
- B
- B-
- B
- B-
- B
- C+
- B
- B
- C+
- C+
- B
- B-
- B-
- A-
- B
- B
- B
- C
- B-
Instants 5
- B+
- B
- B
- B
- C+
Sorceries 13
- A-
- D
- B-
- B-
- B+
- B
- B-
- C
- B
- B-
- B
- B+
- B
Artifacts 6
- B
- B
- B
- A-
- B+
- B-
Enchantments 11
- B
- B-
- C
- B+
- B
- C+
- B
- C+
- B+
- B
- C
Lands 42
- B+
- B
- B
- B-
- B-
- B
- B×2
- B×2
- B×2
- B×2
- B
- B
- B
- B+
- B-
- B
- B×2
- B
- B
- B
- B
- C+
- B
- B
- B
- B
- B
- B
- B
- B
- B+
- C+
- B-
- C+
- B
- B
- B-
Prices are current market estimates, not what the sealed product costs. Magic: The Gathering is © Wizards of the Coast.