Multani, Maro-Sorcerer: Why Dominaria’s Living Forest Still Rules the Table

Multani, Maro-Sorcerer: Why Dominaria’s Living Forest Still Rules the Table

He is literally the land. When you sit down across from a deck running Multani, Maro-Sorcerer, you aren’t just playing against a creature; you are playing against the sheer density of everyone's hand size. It’s a weird, old-school feeling. Magic the Gathering has changed a lot since the Urza’s Saga days, but Multani remains one of those iconic figures that bridges the gap between ancient lore and modern Commander brutality.

Most people look at him and see a big green beatstick. They aren’t entirely wrong. He gets bigger based on the total number of cards in all players' hands. In a four-player game? That’s potentially massive. But there is a lot more to Multani than just being a pile of stats that hits like a freight train. He represents the soul of Yavimaya, a sentient forest that once fought back against the Phyrexians. He’s a mentor to Gerrard Capashen. He’s a survivor.

If you've played Magic for a while, you know the name. If you're new, you might only know his newer iteration, Multani, Yavimaya's Avatar. Both are great. Honestly, though? The original Maro-Sorcerer has a shroud-protected reliability that makes him a nightmare to remove once he hits the board. Let's get into why this elemental powerhouse is still worth your time and how the lore actually impacts the way he plays.

The Evolution of Multani in Magic the Gathering

Multani didn't just appear out of nowhere. He is part of the "Maro" cycle, named after Mark Rosewater. The mechanic is simple: power and toughness equal to cards in hand. But Multani took it a step further by counting everyone’s cards. It was a huge power creep at the time. Back in 1998, a creature that could easily be a 20/20 for six mana was terrifying.

He’s a legend. Literally.

His story is tied to the Weatherlight Saga, the backbone of Magic’s early narrative. He isn't just a monster; he is a protector. When the Phyrexians invaded Dominaria, Multani was the one who turned the very trees into weapons. He even fused himself with the Skyship Weatherlight for a time. That level of scale is hard to grasp until you see him on the card—a towering mass of vines and ancient energy.

Why Shroud Changes Everything

You can't touch him. Well, you can't target him. Multani, Maro-Sorcerer has Shroud. In an era where "Ward" is everywhere, Shroud feels like a relic, but it’s actually superior in many ways. It means no Path to Exile, no Swords to Plowshares, and no targeted bounce spells.

The downside? You can't target him either. You want to put a Rancor on him? Forget it. Want to give him a Whispersilk Cloak? Too late. You have to build around him using global buffs or "each creature" effects. It forces a different style of deck building. You aren't playing "protect the queen"; the queen is already wearing a bulletproof vest. You’re playing "clear the path."

Understanding the Two Faces of Multani

There’s a bit of confusion when people search for "Multani" because of the 2018 reprint-ish version in Dominaria.

  1. Multani, Maro-Sorcerer (Urza's Saga): The original. He cares about the table’s hand size. He has Shroud. He is a pure finisher.
  2. Multani, Yavimaya's Avatar (Dominaria): The modern version. This one cares about the number of lands you have in play and in your graveyard. He has Reach and Trample. Crucially, he can come back from the graveyard to your hand.

Which one is better? It depends on your meta. If your playgroup loves drawing cards (looking at you, Blue players), the original Maro-Sorcerer scales to absurd heights. If your deck is built around "Landfall" or self-mill, the Avatar is your guy.

Personally? I think the Maro-Sorcerer is more "Magic" in its purest form. It punishes opponents for being successful. "Oh, you drew ten cards with Rhystic Study? Thanks for the +10/+10 buff." It's poetic.

Building the Ultimate Multani Commander Deck

If you're going to run Multani as your commander, you need to lean into the chaos of the draw. You want everyone drawing cards. You want "Group Hug" elements that benefit you more than them. Cards like Howling Mine or Font of Mythos aren't just being nice; they are direct stat boosts for your commander.

You also need to solve the Shroud problem. Since you can't target Multani with your own equipment or auras after he's out, you have to use "static" or "global" effects.

  • Akroma's Memorial: This gives him everything. Flying, First Strike, Vigilance, Trample, Haste, and Protection. It doesn't target, so it bypasses Shroud.
  • Brawn: Get this into your graveyard. As long as you have a Forest, Multani has Trample. A 40/40 Multani is useless if a 1/1 Squirrel can block it. Trample is non-negotiable.
  • Overwhelming Stampede: Since Multani usually has the highest power on the board, this spell effectively ends the game. It doesn't target him; it just checks his power.

The Power of Group Draw

Think about the math. In a standard Commander game, there are four players. If everyone has a modest five cards in hand, Multani is a 20/20. If someone casts a Windfall or a Wheel of Fortune, he can easily spike to a 30/30 or higher.

It’s a psychological game. Your opponents want to play their spells to stay in the game, but playing spells reduces Multani’s power. You are essentially taxing their resources just by existing.

The Lore: Why Multani Matters to Dominaria

Multani is the avatar of Yavimaya. But what does that actually mean? In the lore, Yavimaya is a "sentient" forest. It has a hive mind. Multani is the voice of that mind. He was created by Gaea herself to guard the plane.

He has a complicated relationship with Urza. Urza was a utilitarian; he’d burn a forest to build a thopter. Multani didn't love that. However, they shared a common enemy: Yawgmoth. The Phyrexians wanted to turn everything into oil and chrome. Multani wanted life to thrive, even the messy, violent parts of it.

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During the Phyrexian Invasion, Multani used his powers to hide the entire continent of Yavimaya from the invaders. He literally shifted the forest’s frequency. He later helped Gerrard Capashen realize his potential, acting as a spiritual guide. When you play a Multani card, you’re playing one of the most significant "good guys" in the history of the game.

Common Misconceptions About Multani

A lot of players think Multani is weak to board wipes.

"Well, he has Shroud, but Wrath of God still kills him."

True. But in Green, you have ways around this. Heroic Intervention doesn't target. Asceticism (while redundant for Multani) protects your other pieces. More importantly, Multani is a "Commander Damage" threat. You don't need a wide board. You just need him to connect once or twice.

Another mistake? People forget that his power and toughness change in real-time. If an opponent casts an Instant that lets them draw three cards during your combat step, Multani gets bigger before damage is dealt. Conversely, if they dump their hand, he shrinks. You have to be careful with your sequencing.

How to Beat a Multani Deck

If you're on the other side of the table, how do you handle this?

First, stop drawing so many cards. I know, it sounds crazy. But if the Multani player is thriving off your Consecrated Sphinx, you might need to reconsider your strategy.

Second, use non-targeted removal.

  • Toxic Deluge
  • Council's Judgment
  • Sunfall
  • Fleshbag Marauder (Edict effects)

Shroud is a powerful shield, but it isn't invincibility. If you can force the Multani player to sacrifice a creature, they're in trouble because they likely haven't gone wide with many tokens.

Strategy: The "Voltron" Without the Auras

Usually, a "Voltron" deck (one big creature) relies on stacking ten different swords and enchantments on a single guy. Multani doesn't let you do that. This makes him a "Fair Voltron" commander, which often draws less hate from the table initially.

You spend the first four turns ramping. Hard. You want to get to six mana as fast as possible. Then, you drop a draw engine.

Once Multani hits the field, your goal is to give him Haste. Concordant Crossroads or Hall of the Bandit Lord are your best friends here. You want to swing the moment he touches the grass. If you wait a turn cycle, you're giving the table too much time to find a board wipe.

Key Synergy Cards You Should Be Running

If you are serious about building this, look for cards that care about "Greater Power."

  1. Rishkar's Expertise: You draw cards equal to Multani’s power. Since his power is based on cards in hand, this creates a massive feedback loop. You draw 20 cards, Multani gets +20/+20, and then you play a 5-mana spell for free. It’s disgusting.
  2. Greater Good: Someone tries to wipe the board? Sacrifice Multani in response. Draw 20 or 30 cards. You’ll find your land ramp and your recursion pieces to bring him back next turn, and his power will be even higher because of the massive hand you just drew.
  3. Selvala, Heart of the Wilds: She taps for mana equal to the greatest power among creatures you control. In a Multani deck, she basically taps for a full refill of your mana pool.

The Financial Aspect of Multani

Back in the day, Multani was a chase rare. Now? He’s actually quite affordable. You can pick up an original Urza’s Saga Multani for a relatively low price compared to other legends from that era. This makes him a fantastic entry point for players who want to own a piece of Magic history without spending hundreds of dollars.

The Dominaria version is also cheap, though the foil "Retro Frame" versions from Modern Horizons 2 or special promos can get a bit pricier. If you’re a collector, the Urza's Saga version is the one with the most soul. The art by Volkan Baga for the newer version is stunning, but the original Greg Staples art has that gritty, 90s fantasy vibe that defines the game.

Actionable Insights for Multani Players

If you're looking to upgrade your deck or start a new one, here is exactly what you need to do:

  • Priority 1: Trample Sources. Do not rely on Multani alone. Use Brawn, Primal Rage, or Nylea, God of the Hunt. Without Trample, Multani is just a very large wall that gets blocked by 1/1 tokens.
  • Priority 2: Global Haste. Green struggles with Haste, but it’s vital. Surrak and Goreclaw or Crashing Drawbridge are budget-friendly ways to ensure Multani doesn't sit around for a turn.
  • Priority 3: Draw For Everyone. Don't be afraid to let your opponents draw cards. Use Temple Bell or Otherworld Atlas. Their increased hand size is your weapon. You are playing a high-risk, high-reward game.
  • Priority 4: No-Target Buffs. Focus on cards like Gauntlet of Power or Caged Sun. These boost your mana and your creature’s stats without needing to "attach" anything to a Shrouded creature.

Multani is a testament to the fact that old cards don't have to be obsolete. He scales with the power of the table. The more efficient and "draw-heavy" Magic becomes, the stronger Multani gets. He is the ultimate equalizer in a game that has become obsessed with card advantage. While everyone else is trying to draw their entire deck to find a combo, you're just sitting there with a 40/40 elemental ready to end the game in one swing. It’s simple. It’s green. It’s perfect.