General Marhault Elsdragon
RGLegendary Creature — Elf Warrior

General Marhault Elsdragon

Mana value4EDHREC#7,887

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 RavagerForces an opponent to block a creature, weaponizing Marhault's trigger on demand.
  • LureAll creatures able must block your attacker, stacking blockers for a massive +3/+3 multiplier.
  • RancorCheap recurring trample so the inflated damage tramples over the chump blockers.
  • Nylea, God of the HuntRepeatable trample for your whole team turns every blocked creature into lethal.
  • BerserkDoubles power and forces a creature to attack/die, combining devastatingly with the pump and trample.
  • Goblin War DrumsMenace forces multiple blockers, multiplying Marhault's bonus per attacker.
  • Xenagos, God of RevelsDoubles power and grants haste, layering with the combat pump for absurd swings.
  • Akroma's WillTrample 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

  • VoltronStack trample, lure effects, and pump on one Marhault-boosted creature for commander-damage kills.
  • Aggro/StompyCheap creatures plus the blocked-trigger reward fit a curve-out Gruul beatdown shell.
  • Combat Tricks/LureForced-block and menace effects manufacture multiple blockers to maximize the +3/+3 per blocker.

Combos

No combos found for this commander on Commander Spellbook.

Related Commanders

Same color identity (GR), by popularity.

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