When Angrath’s Marauders was first released in Magic the Gathering’s Ixalan set, most players weren’t that impressed. On this card’s face, you see the 7-mana (5 colorless, 2 Red) casting cost and think even if this creature does something good, where will it see any play? The answer for cards like this is typically Commander. In the years since its printing, Angrath’s Marauders not only has a great ability making it worth playing, but also is part of a tribe that saw a major power boost with the release of Commander Legends in 2020.
So, why would you play Angrath’s Marauder in the first place? This is why:
“If a source you control would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.”
Essentially, this creature is like the Enchantments Dictate of the Twin Gods or Furnace of Rath on a 4/4 body. But, there is one major difference. Both of those enchantments read “If a source would deal damage…” but this creature says “If a source you control would deal damage…” This is much more powerful, as it’s one-sided in your favor.
While this ability has existed on a few cards over Magic the Gathering’s history, most of the time it’s only for a turn. There’s also Gisela, Blade of Goldnight who has this ability, as well. The Marauders are like a “mini” Gisela. But, because Angrath’s Marauders is Red, this creature can fit into a wider variety of decks.
Angrath’s Marauders in Commander / EDH
In Commander, Angrath’s Marauders found a quick home in Admiral Beckett Brass decks. Ixalan almost single-handedly made Pirate Tribal Decks possible. But, since the release of Commander Legends, Angrath’s Marauders found a home in three new Pirate decks led by Captain Vargus Wrath, Zara, Renegade Recruiter, and Breeches, Blazing Plunderer.
There is one non-Pirate Commander who’s made Angrath’s Marauders even more powerful, though. Winota, Joiner of Forces has a powerful ability that allows you to put a Human creature into play tapped and attacking whenever you have a Non-Human creature attack. More importantly, the Human creature you put into play gains indestructible until the end of turn. So, you get a 7-mana creature into play for free, which isn’t too shabby, at all.
The Marauders have also found its way into some Neheb, the Eternal EDH decks, since doubling makes both Neheb’s Afflict 3 more powerful (essentially into 6 damage every time a creature blocks him) and essentially doubles Neheb’s Red mana production ability.
What do you think of Angrath’s Marauders?