
General Marhault Elsdragon
The Commander
Whenever a creature you control becomes blocked, it gets +3/+3 until end of turn for each creature blocking it.
Guide
Gameplan
Cast cheap, evasion-resistant beaters and attack into open boards; when your creatures get blocked, Marhault inflates them by +3/+3 per blocker, turning chump-blocks into one-sided massacres and trample-fueled overkill. You grind through combat, ideally giving creatures trample so the pumped damage bleeds through, then close with oversized attackers or a big swing.
Strengths
- Punishes multi-blocks brutally — gang-blocking a Marhault creature only makes it bigger
- Cheap four-mana Gruul commander that turns ordinary creatures into threats without extra spells
- Excellent with trample to convert the pump into face damage
- Rewards going wide and forcing bad blocks; defenders dread blocking at all
Weaknesses
- The ability only triggers when blocked — flyers, unblockable, or a clear board do nothing for the pump
- Opponents can simply not block and take normal damage, neutralizing the payoff
- No card advantage or protection built in; pure combat commander
- Removal-light Gruul means little interaction against combo or control
- Pillow-fort and fog effects shut down the whole plan
Key Cards
- Nessian Wilds Ravager — Forces an opponent to block a creature, weaponizing Marhault's trigger on demand.
- Lure — All creatures able must block your attacker, stacking blockers for a massive +3/+3 multiplier.
- Rancor — Cheap recurring trample so the inflated damage tramples over the chump blockers.
- Nylea, God of the Hunt — Repeatable trample for your whole team turns every blocked creature into lethal.
- Berserk — Doubles power and forces a creature to attack/die, combining devastatingly with the pump and trample.
- Goblin War Drums — Menace forces multiple blockers, multiplying Marhault's bonus per attacker.
- Xenagos, God of Revels — Doubles power and grants haste, layering with the combat pump for absurd swings.
- Akroma's Will — Trample plus protection lets your team connect and survive blocks during the alpha strike.
Upgrade Path
Lean hard into trample enablers (Nylea, Rancor, Bedlam) and forced-block effects (Lure, Nessian Wilds Ravager, Diaochan) so opponents can't simply take damage. Add power-doublers like Xenagos and Berserk, plus haste enablers, to spike single attackers into commander-damage range. Round out Gruul's weaknesses with ramp (Cultivate, Sakura-Tribe Elder) and a few interactive pieces (Beast Within, Chaos Warp) to survive long enough to land the alpha strike.
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
- ▸Trampling over chump blockers with massively pumped attackers
- ▸Lure or menace forcing gang-blocks that hand you a one-sided combat blowout
- ▸Commander/combat damage from a single oversized, trample-equipped threat
- ▸Doubling power with Xenagos/Berserk for explosive lethal swings
Archetypes
- Voltron — Stack trample, lure effects, and pump on one Marhault-boosted creature for commander-damage kills.
- Aggro/Stompy — Cheap creatures plus the blocked-trigger reward fit a curve-out Gruul beatdown shell.
- Combat Tricks/Lure — Forced-block and menace effects manufacture multiple blockers to maximize the +3/+3 per blocker.
Combos
No combos found for this commander on Commander Spellbook.
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Same color identity (GR), by popularity.

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