Tuesday Night Takeover

General Marhault Elsdragon Big Blocks Pauper EDH

“Call to arms, banners fly in the wind.

Art:General Marhault Elsdragon by Heonhwa Choe

General Marhault Elsdragon is a very fun Gruul commander whom I have been having an absolute blast with. They are a very fun commander who really feels like a Gruul commander; on top of that, they make us much better in combat because if an opponent decides to block. We are pretty much a stompy-style deck with a ton of trample and blocking upside. This deck is as Gruul as they come and that is a great thing, if you love Gruul decks or just having a ton of awesome creatures for combat then this is the deck for you. Without further adieu, let’s get it!

The Deck:

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General Marhault Elsdragon Big Blocks!

Commander (1)
General Marhault Elsdragon

Creatures (30)
Taunting Elf
Battle-Scarred Goblin
Dwarven Berserker
Garruk’s Companion
Goblin Anarchomancer
Jade Avenger
Nightshade Peddler
Sakura-Tribe Elder
Shinen of Life’s Roar
Dragon-Scarred Bear
Matsu-Tribe Decoy
Burning-Tree Bloodscale
Coalition Warbrute
Crimson Fleet Commodore
Frenzied Arynx
Gaea’s Protector
Prized Unicorn
Stirring Bard
Avenging Hunter
Crested Craghorn
Entourage of Trest
Gorilla Berserkers
Nath’s Elite
Nylea’s Forerunner
Owlbear
Silverback Shaman
Stampeding Elk Herd
Coalhauler Swine
Greater Tanuki
Molten Monstrosity

Instants (10)
Band Together
Big Score
Bite Down
Broken Wings
Brute Force
Giant Growth
Return to Nature
Snakeskin Veil
Tamiyo’s Safekeeping
Unexpected Windfall

Sorceries (10)
Alluring Scent
Atraxa’s Fall
Cultivate
Feral Contest
Hunt Down
King Harald’s Revenge
Kodama’s Reach
Pick Your Poison
Warlord’s Fury
You’ve Been Caught Stealing

Artifacts (5)
Hunter’s Blowgun
Arcane Signet
Fire Diamond
Moss Diamond
Trailblazer’s Torch

Enchantments (9)
Bequeathal
Laccolith Rig
Rancor
Sticky Fingers
Madcap Skills
Snake Umbra
Battle Plan
Predatory Impetus
Runes of the Deus
Lands (35)
Command Tower
Evolving Wilds
13 Forest
Looming Spires
10 Mountain
Racers’ Ring
Rugged Highlands
Slippery Karst
Smoldering Crater
Terramorphic Expanse
The Autonomous Furnace
The Hunter Maze
Turntimber Grove
Wooded Ridgeline

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Why General Marhault Elsdraong?

General Marhault is a very cool commander and is a large part of our deck; while the deck can absolutely function without them, they greatly enhance the gameplan through and through and make us much stronger in combat, especially with all of the creatures we have that have trample. General Marhault tends to be a removal magnet, but we do have a couple of ways to protect them in Snakeskin Veil and Tamiyo's Safekeeping, which are great ways to protect our commander from single target removal. General Marhault is a great card for our deck, and the card I often cast on the curve to get the most turns with them on the field.

Deck Overview:

This section contains information about cards in the deck and how they function within the deck! I also highlighted some of my favorite cards in the deck!

Creatures:

We have quite a few creatures that get better with blocking, like Battle-Scarred Goblin, Dwarven Berserker, and Jade Avenger, which are all great ways to get some extra benefits from our opponents blocking with or without our commander. Gorilla Berserkers is another creature that loves to force our opponents to block; this card can get out of hand very quickly. Because we have decently big creatures throughout the deck, we can easily cast Molten Monstrosity pretty early and start swinging for the fences. Matsu-Tribe Decoy is a pretty good card for the deck, and if we can force our opponents to block it, we can lock down their creatures for a turn, which is quite strong. One of the best ways to set up that mass blocking of one creature is Shinen of Life's Roar which we almost always channel to get the mass block going. Taunting Elf is another very strong creature that we try to give deathtouch or at least always have our commander out to get them the big buff.

Instants:

Big Score and Unexpected Windfall are arguably the two best sources of supplemental card draw within the deck, which are also great mana producers for the deck. Band Together is an amazing piece of removal for the deck, and in this deck, there really isn’t much we can’t kill with this one. Brute Force and Giant Growth are a strong pair to help our creatures win combats and are both amazing with our commander since we can deal a ton of damage to the blocking creature and with the abundance of trample throughout the deck some big damage to our opponent as well. Snakeskin Veil and Tamiyo's Safekeeping are great ways to protect any of our creatures but especially our commander because they are typically a decent removal magnet from our opponents.

Sorceries:

We are a Gruul deck, so we had to include both Kodama's Reach and Cultivate, which are both amazing ramp spells that help us get ahead on mana early in the game. Feral Contest is a little expensive, but it provides a buff and guarantees a trigger for our commander, and a great way to take out at least one of our opponent’s creatures. Alluring Scent is a card we typically use with a deathtouch creature, and an opponent who has a huge board will be absolutely devastated. King Harald's Revenge is a very similar card that also gives us trample on top, which is a great card for any of our bigger creatures. You've Been Caught Stealing is a bomb in this deck if we have huge creatures or just a deathtouch creature because we can take out an opponent’s entire board. Warlord's Fury is great as well with any of the above spells; while we already have a leg-up in combat, cantripping and first strike are both great as well. Pick Your Poison is an amazing hate piece for the deck that gives green access to removal it never had before and for only one mana.

Artifacts:

We are a Gruul deck, so we, of course, have some mana rocks like Arcane Signet, Moss Diamond, and Fire Diamond, which are all amazing ways to get some extra mana in the early game and get ahead of our opponents. The rest of our artifact package is two amazing pieces of equipment that work very well within the deck. Trailblazer's Torch is a wonderful card when combined with our commander because we get the buff from our commander as well as the extra damage to the blocking creature if their creature wasn’t dead before they are now!! Hunter's Blowgun is a great equipment through and through; on our turn, it gives our creature deathtouch, which is perfect for something like Taunting Elf, and on our opponents turn it has reach which helps to address one of green’s biggest weaknesses just a great piece of equipment in every way.

Enchantments:

Battle Plan is a little pricey but the buff can be great for any trample creature and is also very strong if we control our commander. Bequeathal is a great source of card draw for the deck and is something I typically put on our smaller creatures who we are ok with dying. Since we are perfectly ok with our creatures getting blocked, it can be a great way to get some damage to a creature and is one of the few ways to target a creature directly within the deck. Runes of the Deus may be a little pricey, but it can be a huge damage dealer for the deck and is great on any of our multi-color creatures. Madcap Skills and Sticky Fingers are both cheap buffs, and giving our creatures menace is awesome as well.

Land Base:

Being in Gruul allows us to have a pretty simple landbase, luckily Gruul has a ton of dual land support at common like Racers' Ring, Rugged Highlands and Wooded Ridgeline which can all help us get our colors established early. Just like nearly every Pauper EDH deck I build, we have a decent amount of draw throughout the landbase like Slippery Karst and Tranquil Thicket as well as some straight-up draw lands like The Autonomous Furnace and The Hunter Maze which are great sources of draw as well. The last lands I want to highlight are pretty special. Looming Spires gives a creature a buff and first strike, which can be great on a turn where we force our opponents to block. We also have Turntimber Grove which gives a temporary creature buff which is always nice as well. I like this landbase a lot and think it is quite effective for the deck.

Strengths of the Deck:

  • We actually have a decent amount of supplemental card draw within the deck.
  • On top of trample we have a ton of different ways to force our opponents to block and still hit for some extra damage.
  • We are quite strong in the early game and can output a decent amount of damage even in the early turns.

Weaknesses of the Deck:

  • We don’t have a ton of ways to deal with creatures, especially removal-wise.
  • Our commander makes us better in combat in every way; because of this, they are typically a removal magnet as they help push our deck to the next level.
  • We can be quite weak against decks that don’t have a ton of creatures or never block because we never get our commander trigger, and that can hurt our damage output.

Deck Stats:

Sample Hands:

Main Win Conditions:

There are no infinite combos or loops within the deck. We win the game through combat; we do have a leg-up in combat because our commander buffs up our creatures when we block, and we have creatures like Stirring Bard, which helps make our strong Gruul creatures better in combat. A lot of our creatures in the deck have tramples, which allows us to be very strong in combat, and if they choose to block, we get the buff, so it’s a true win-win.

Conclusion:

General Marhault is a very fun creature that I should have featured on the site a long time ago; this deck is as Gruul as they come and is a blast to play. I have been having so much fun with this one and getting a leg-up in combat and swinging and hitting hard always feels good. I hope you all enjoyed this one as much as I did, if you have a list I’d love to check it out. Thanks for reading to the end and for all of your support!