◄ All decks

Commander primer

Marneus Calgar

Let's make some tokens and draw some cards — the board grows, the answers pile up, and whichever combo you draw into first ends it.

midrange B4 Optimized Archidekt ↗

Overview

This is a go-wide token deck in the Space Marine mold: you flood the board with Astartes Warriors, Soldiers, Faeries, Snakes, and a pile of artifact tokens (Treasures, Clues, Constructs), and Marneus turns that swarm into a card-advantage engine. His line — whenever one or more tokens you control enter, draw a card — means every token you make is also a cantrip once he's down, so the board grows and your hand refills at the same time. That grindy build-a-bigger-board-than-anyone-else value game is the default plan and how the deck plays most games.

The pieces all serve that identity. A low token trickle comes online early (Bitterblossom, Ophiomancer); wide bursts land in the midgame (Company Commander, Myrel, Voice of Victory, Chapter Master); Treasure-makers are everywhere (Pitiless Plunderer, Grim Hireling, Smothering Tithe, Black Market Connections, Lotho, Tivit, Warren Soultrader) and each Treasure is mana, a draw, and fuel. Three token-doublers — Mondrak, Anointed Procession, and Elspeth, Storm Slayer — multiply the whole thing, and Kambal, Profiteering Mayor turns every token that enters into life drain. On top of a wide board, Elesh Norn swings the game hard: your team gets +2/+2 and theirs shrinks. That's the win most games — you out-value the table, go wide, and grind them out with a board they can't race.

Wrapped around the board is a deep interaction shell, and at the table it's half the win condition, not just engine insurance: the play pattern is draw a lot of cards, then deny everyone else's win. Because Marneus and the Treasure engines refill your hand constantly, you can hold up answers all game without falling behind on board — the counterspells consistently over-perform for exactly that reason. The suite: Force of Will, Force of Negation, Mana Drain, Dovin's Veto, Fierce Guardianship, Mindbreak Trap, and An Offer You Can't Refuse; plus Swords, Path, Anguished Unmaking, Deadly Rollick, and overloaded Cyclonic Rift; and three "opponents can't cast on your turn" locks (Grand Abolisher, Myrel, Voice of Victory). This is a grinder's deck — if you like always having the answer, it's built for you.

The ceiling is a combo. Pair Ashnod's Altar with Marneus and a doubler or Treasure engine and the value loop goes infinite — but that's the finish you reach for when you've already assembled it, not the deck's identity or its default line (see Combos). Most games you simply win by going wider and grindier than the table.

Colors: white carries the most demand (~40%) and most of your token-makers, removal, and protection; blue is the counterspells, draw, and copy effects; black is the Treasures, drain, and reanimation. The manabase is well-balanced to the pip demand — white is the color you least want to be short on early.

Mulligan Guide

The keep question is "can you get Marneus down onto a board that's already making tokens, with the mana and protection to go off safely?" — not whether you drew a full combo.

Keep a hand that has:

  1. Mana to function — two-plus lands with white among them (white carries the most demand and most of your early plays), ideally a rock or Sol Ring/Ancient Tomb to get Marneus down ahead of curve.
  2. A token source or card engineBitterblossom, Ophiomancer, a Treasure-maker, Rhystic Study, or The One Ring. Marneus draws off tokens entering; if you never make one, he's just a slow -per-two-Astartes button. A hand that turns him on immediately is worth far more.
  3. A piece of interaction to hold — the counters and removal over-perform in this deck; the engine keeps your hand full enough to always have an answer up, so a keep with a counter or removal spell alongside the engine beats one with more gas.

Snap-keep hands with ramp + Marneus + a token engine + a piece of protection or interaction — that's a fast, safe engine turn. A combo piece (Ashnod's Altar, Gleaming Splendor, a doubler) on top is gravy, never the reason to keep.

Mulligan hands that are all-interaction-no-engine, all-combo-no-mana, or that make no tokens and have no early card flow — they leave Marneus doing nothing while the table develops. You don't need action on turn one; you need to be sure you'll have a token turn and a way to protect the turn you win.

Game Plan

The default arc is mana + a token trickle → Marneus → go wider than the table and grind it out. The combo is a ceiling you take when it falls into your lap, not the thing you're racing toward.

How Marneus actually works

His draw ability has two non-obvious properties that shape every line:

Two more things worth internalizing:

Key Loops & Interactions

Combos

The combo web — 7 lines, shared pieces highlighted

inf card draw

Marneus Calgar

Ashnod's Altar

Pitiless Plunderer

Mondrak, Glory Dominus

Anointed Procession

Training Grounds

inf card draw for any number of players

Gleaming Splendor

Smothering Tithe

Elspeth, Storm Slayer

commander shared piece (3+ lines) what the lines produce

Step-by-step — tap a line to open it

Marneus Calgar + Ashnod's Altar + Pitiless Plunderer infinite card drawNeeds floating

repeat

1. Activate Marneus by paying {6}, creating two 2/2 Astartes Warrior creature tokens.

2. The tokens enter the battlefield, triggering Marneus, causing you to draw a card.

3. Activate Ashnod's Altar two times by sacrificing the Astartes Warriors, adding {C}{C}{C}{C}.

4. The Astartes Warriors die, triggering Pitiless Plunderer twice, creating two Treasure tokens.

5. The Treasures enter the battlefield, triggering Marneus, causing you to draw a card.

6. Activate the two Treasure tokens by tapping and sacrificing them, adding {2}.

Marneus Calgar + Ashnod's Altar + Mondrak, Glory Dominus infinite card drawNeeds floating

repeat

1. Activate Marneus by paying {6}, creating four 2/2 Astartes Warrior creature tokens.

2. The Astartes Warriors enter the battlefield, triggering Marneus, causing you to draw a card.

3. Activate Ashnod's Altar three times by sacrificing three Astartes Warriors, adding six {C}.

Marneus Calgar + Ashnod's Altar + Anointed Procession infinite card drawNeeds floating

repeat

1. Activate Marneus by paying {6}, creating four 2/2 Astartes Warrior creature tokens.

2. The tokens enter the battlefield, triggering Marneus, causing you to draw a card.

3. Activate Ashnod's Altar three times by sacrificing three Astartes Warriors, adding six {C}.

Marneus Calgar + Ashnod's Altar + Training Grounds infinite card drawNeeds floating

repeat

1. Activate Marneus by paying {4}, creating two 2/2 Astartes Warrior creature tokens.

2. The tokens enter the battlefield, triggering Marneus, causing you to draw a card.

3. Activate Ashnod's Altar twice by sacrificing both Astartes Warriors, adding {C}{C}{C}{C}.

Gleaming Splendor + Smothering Tithe + Anointed Procession infinite card draw for any number of playersNeeds floating · At least two opponents cannot pay for Smothering Tithe's trigger

1. Activate Gleaming Splendor by paying {2}{W}, causing two opponents to each draw a card.

2. Smothering Tithe triggers twice, creating four Treasure tokens due to Anointed Procession

3. Activate three Treasures by tapping and sacrificing them, adding {2}{W}.

4. Repeat any number of times.

5. Once you have near-infinite Treasure tokens, you may repeat the loop targeting yourself as one of the players in step 1, drawing any number of cards.

Gleaming Splendor + Smothering Tithe + Mondrak, Glory Dominus infinite card draw for any number of playersNeeds floating · At least two opponents cannot pay for Smothering Tithe's trigger

1. Activate Gleaming Splendor by paying {2}{W}, causing two opponents to each draw a card.

2. Smothering Tithe triggers twice, creating four Treasure tokens due to Mondrak

3. Activate three Treasures by tapping and sacrificing them, adding {2}{W}.

4. Repeat any number of times.

5. Once you have near-infinite Treasure tokens, you may repeat the loop targeting yourself as one of the players in step 1, drawing any number of cards.

Gleaming Splendor + Smothering Tithe + Elspeth, Storm Slayer infinite card draw for any number of playersNeeds floating · At least two opponents cannot pay for Smothering Tithe's trigger

1. Activate Gleaming Splendor by paying {2}{W}, causing two opponents to each draw a card.

2. Smothering Tithe triggers twice, creating four Treasure tokens due to Elspeth, Storm Slayer

3. Activate three Treasures by tapping and sacrificing them, adding {2}{W}.

4. Repeat any number of times.

5. Once you have near-infinite Treasure tokens, you may repeat the loop targeting yourself as one of the players in step 1, drawing any number of cards.

These are the deck's ceiling, not its plan. They fall out of the same token/Treasure pieces you're already playing for value, so when the parts happen to line up you take the free win — but you don't build your game around drawing them. And with seven combos sharing overlapping pieces and this much card draw, you will find combos in a long game — the question is never whether, it's which two or three you draw into first. All seven are present in the list, in two families: four Ashnod's Altar loops and three Gleaming Splendor + Smothering Tithe loops. This is a midrange deck — there is no line you play toward; you take the line the game presents. Whichever third piece shows up first is the right one.

The four Altar loops share the same ignition: Marneus + Ashnod's Altar on the battlefield, plus enough mana to activate Chapter Master once (, or under Training Grounds). The loop then refunds that mana. Headline output for every one of them is infinite card draw (plus the trigger cascade); the differences are what else they generate. Kambal, Profiteering Mayor converts any loop in either family into an infinite drain kill — one token-entry event per iteration = one point drained from each opponent, forever — and Fateful Discovery turns every Treasure-producing loop into extra draws on top.

Marneus + Ashnod's Altar + Pitiless Plunderer — the exemplar loop

Shown in full as the exemplar because it's mana-neutral, needs no doubler, and draws twice per iteration: infinite draw, infinite Treasures passing through, infinite death/ETB triggers.

  1. Activate Chapter Master (): two 2/2 Astartes Warriors enterMarneus triggers, draw a card.
  2. Sacrifice both Astartes to Ashnod's Altar for .
  3. Each death triggers Pitiless Plunderer — two Treasures enterMarneus triggers again, draw a card.
  4. Crack both Treasures for . You've spent and recovered . Go to step 1.

Every iteration draws two cards, kills two of your own tokens (death triggers), and passes two Treasures through play (with Fateful Discovery out, that's two more draws per loop). Stop whenever you like (don't deck yourself). Payoff: Kambal drains 2 per iteration (two entry events) for the kill; or draw into the mass of interaction and win on the swing (overloaded Cyclonic Rift, then attack).

The loop, at a glance:

Activate Chapter Master {6}: two Astartes enter

Marneus triggers: draw a card

Sac both Astartes to Ashnod's Altar for {C}{C}{C}{C}

Two deaths trigger Pitiless Plunderer: two Treasures enter

Marneus triggers again: draw a card

Crack both Treasures for {2} — {6} fully refunded

Marneus + Ashnod's Altar + Mondrak, Glory Dominus (or Anointed Procession)

Infinite draw, tokens, and colorless mana. With a token-doubler out, Chapter Master's two Astartes become four. Activate () → four Astartes enter → Marneus draws. Sacrifice three to the Altar for six — mana-neutral — and bank the fourth. Repeat: one extra Astartes every loop (near-infinite tokens), and every banked Astartes is two more colorless mana on demand. (Anointed Procession runs the identical loop; Elspeth, Storm Slayer doubles the same way if she's your doubler instead.)

Marneus + Ashnod's Altar + Anointed Procession

Same engine as the Mondrak entry above — Anointed Procession is the doubler making four Astartes per activation. Infinite draw, tokens, and colorless mana. (Listed separately because it's a distinct assembled pair; play it exactly like the Mondrak loop.)

Marneus + Ashnod's Altar + Training Grounds

Infinite draw, mana-neutral, no doubler required. Training Grounds drops Chapter Master to . Activate → two Astartes enter → Marneus draws. Sacrifice both to the Altar for — refunds the . Repeat for a card each loop.

Gleaming Splendor + Smothering Tithe + Anointed Procession

The second family: a Treasure engine that goes infinite when the table can't pay. Needs to start and at least two opponents who can't pay Smothering Tithe's — which is why you fire it when the table is tapped out (their end step, or after they've committed to a big turn).

  1. Activate Gleaming Splendor (): two target players each draw a card. The targets must be different players — start with two opponents.
  2. Each opponent's draw triggers Smothering Tithe; they can't pay , so you create two Treasures — four under Anointed Procession.
  3. The Treasures enter → Marneus draws (once — one event), Kambal drains, Fateful Discovery draws per Treasure if it's out.
  4. Crack three Treasures for and repeat — net +1 Treasure per iteration, growing without bound.

Kills: Kambal drains the table out one iteration at a time; or keep forcing the two poorest opponents to draw until they deck out; or once the Treasure pile is arbitrarily large, retarget the activation to include yourself (you plus one opponent — never yourself twice) and draw your whole deck into counterspells and Cyclonic Rift. Two cautions: every iteration is giving two opponents cards, so don't start a loop you can't finish; and an opponent who can pay the Tithe turns it off — check their mana first.

Gleaming Splendor + Smothering Tithe + Mondrak, Glory Dominus

Identical loop with Mondrak as the doubler — two Tithe triggers become four Treasures, crack three to reactivate, net +1 per iteration. Same kills, same cautions.

Gleaming Splendor + Smothering Tithe + Elspeth, Storm Slayer

Identical loop with Elspeth's static as the doubler. She doesn't need to activate anything — her token-doubling is a passive, so she combos the turn she lands.