IS THIS THE DECK FOR YOU? You will like this deck if you-
1. Like to play decks that have tons of card advantage
2. You enjoy playing out of your graveyard
3. You want to play a deck that can combo off in different ways without trying to
4. You enjoy getting the most value out of every card you play
You will most likely not enjoy this deck if you-
1. Like to play a quick game
2. Do not like to instant win combos
3. Believe the grave is the end of the cards life
4. Want to play control with counterspells
Strengths of the deck
1. In the late game the deck can create massive card advantage
2. Your spells are just better in the long game
3. All of our combo card all work without the combos
4. You have access to white's removal, green's ramp, black's card advantage
Weakness of the deck
1. Slow. All of our spells big and powerful so we wont be able to cast them till later in the game
2. Graveyard hate hurts, but the deck is designed to win around it. Worst cards against us is Rest in Peace and Leyline of the Void because of their continuous effect
How not to get hurt by GY hate
1. Expect it. Always expect that next turn you may not have your GY
2. Change the deck. Make changes to the deck so you can win with creatures attacking
3. Make sure that if you are going to combo off using the grave you don't take your time setting it up over multiple turns. Make sure it is a 1 turn investment and you can win that turn, and not "make it hard" for you not to lose.
History
This is my 8th EDH deck that I have built. First I started with Omath, Locus of Mana because I was wanting something cheap to see if I liked the format. I soon found that EDH was incredible! So naturally I built another deck. Rafiq of the Many was the next deck that I tried. This deck was incredibly fun and it won sometimes but it attracted to much attention and I was hated out of many games with no reason. I soon decided that I was going to play a brand new general that no one had yet built around - Krenko, Mob Boss. That soon became boring to me to win with the token swarm. I soon looked at my Rafiq of the Many deck and decided that I didn't want to play with green and made it a Geist of Saint Traft deck. About 3 months after that my local shop was having a tournament so I built a 1v1 Skullbriar, the Walking Grave with lots of LD and Discard. Finally I build my favorite combo deck Enduring Ideal using Zedruu the Greathearted. I have so much fun with this deck but no one likes to play against it so I usually play with it once when I go to play EDH but then I have to put it away or don't play. After a while of not playing any EDH I went and looked at what cards that I wanted to play with though each of my decks. I soon began to realize that I wanted to play Esper. Esper is what I said. I love Blue and White and black was my favorite colors in EDH. But after testing on Cockatrice I soon learned that I did not want to play counter spells. So I went to the second color combo that I liked. Junk. I started testing generals and I soon found that it was between Karador and Ghave. Well I know 3 other people that play Ghave so it was Karador for me. I soon started to test and I was loving the the card advantage and being able to outlast each of my opponents which this deck can do better then any deck that I have ever faced. Combos
1. Triskelion + Mikaeus, the Unhallowed = Instant win
First Shoot Triskelion using his ability 2 times because of the pump that Mikaeus gives. That marks 2 dmg that is on Triskelion. Then you take the last counter on Triskelion and shoot someone with it. Then the dmg is it toughness and he dies with no +1/+1 counters so he gets an undieing trigger from Mikaeus and then do the same thing as before but putting 2 dmg toward the face and 2 dmg to Triskelion.
This combo is one that you never one that you go and search out. It is one that usually just happens. This one works very well and should be able to go off with no difficulties. First off you need to have a sac outlet on the field and Saffi, Reveillark, Kokusho in the grave with Karmic Guide in your hand. (also works with Reveillark in hand) but when Karmic Guide comes into play you target Reveillark. Then you sac Karmic Guide then Reveillark triggering Reveillarks LTB ability and then you grab Karmic Guide and Saffi. Trigger Karmic Guide and grab Reveillark. Use Saffi's ability and target Karmic Guide. sac Karmic Guide then he comes back into play because of Saffi then you target Kokusho with Karmic Guide. Then you sac Kokusho, Karmic Guide, then Reveillark and repeat.
This one is fun. This is a nice little board wipe. First both Vish and Mikaeus need to be on the board. Then you sac Vish to his own ability triggering Mikaeus's ability for undying and Vish comes back with a +1/+1. Then you use Vish's second ability and give a creature -1/-1 and then repeat till you wipe every ones board.
One of the ones that people do not know about or even expect. (works better with Viscera Seer as your sac outlet so you can search for Bitter Ordeal) [*UPDATE* With Blasting Station this is another 3 card combo that doesn't need Bitter Ordeal.] You need to have Sun Titan trigger while the Hunter is in the grave or cast the Hunter while Sun Titan is on the field. So you exile Sun Titan with the Hunter. Sac the Hunter, Sun Titan comes into play. Target the Hunter and repeat as many times as needed. Then you cast Bitter Ordeal and exile their entire library. Then pass turn and win.
Card Explanation-
Creatures-
1cc: Viscera Seer- Provides a search engine depending on the combo and is a free sac which is what this deck wants all the time
2cc: Stoneforge Mystic- Has been a hard card to include without filling the deck with tons of equipment cards. Right now Stoneforge only has one target (Skullclamp) and and that is good enough for this deck. Scaenging Ooze- One of the forms of graveyard hate. It was really nice of wizards to print another round of this in M14. Now it is only $20 rather than the $50 that it was for the longest time. Sakura-Tribe Elder- Great ramp and late game if you do not need the land then he can be equipped to Skullclamp and you get value from him in a different way. Qasali Pridemage- Great card that should be in any GW deck. Being able to destroy both artifacts and enchantments for the cost of 1GW is incredible. Saffi Eriksdotter- This card is "valuetown." You get you create one of the most well known combo in EDH, you can just get value off of ETB and LTB creatures.
3cc: Eternal Witness- Get any card in the grave back to hand...SIGN ME UP! She is recurable with Sun Titan and can has the great ability to die to Skullclamp Yavimaya Elder- Fixes mana and draws cards on his own. Such a good card for a format like EDH. Also has the ability to die to Skullclamp. Wood Elves- Searches for the best type of land. Forest. You can search for a Bayou and put it into play untapped or you can get an Overgrown Tomb if you do not need the land at that moment. Also dies to Skullclamp. Fierce Empath- Creature tutor that puts into your hand is great. Also dies to Skullclamp! Aven Mindcensor- Really under rated card in EDH. When do your opponents not have things to search their libraries? Best card to search up when someone plays Maralen of the Mornsong Fleshbag Marauder- Good card that I like to go and play every turn with Karador. Has a great ability that doesn't target a player and it can get ride of problematic creatures like Geist of Saint Traft Knight of the Reliquary- Allows you to run more utility lands and it allows you to search up non-basic lands
4cc: Academy Rector- Searches up some of the best cards in the deck. It searches Survival of the Fittest and Defense of the heart. One of the neat things to do is have Academy Rector in play with your opponent controling 3 or more creatures and then you sac Academy Rector at the end of the turn, search Defense of the heart and then at your upkeep you trigger Defense of the heart and then you go get Mikaeus, the Unhallowed and Triskelion to win the game. Disiple of Bolas- Great card late game and gains you some life and draws you lots of cards. Really good I would advice everyone try it some amount of times because in this deck the sacrifice is not a draw back at all. Also Skullclamp kills it. Oracle of Mul Daya- One of the best ramp spells in the deck. Truly amazing when you can filter your draws so you never draw another land off the top. Just one of the best. Jarad, Golgari Lich Lord- Goes along with the theme of the deck of put creatures in the grave and also has the ability to Fling creatures to each opponent. Sadly he cannot sacrifice himself as well. Solemn Simulacrum- Best mana fixer for any deck. Being colorless is amazing because then you can get any color no matter what lands you have. Also being able to draw when he dies is really important. Spike Weaver- More of a pet card. Fogs are good in EDH and having a fog that I can do 3 times and the play him again to do it 3 more times is great and buys a lot of time. Also can be used to make friends.
5cc:Archon of Justice- One of the best removal cards in the game. Being able to target any permanent is great and the exile part is so much better. Acidic Slime- Fits right into the Reveillark combo and can get rid of all players lands/enchantments/artifacts if you want to. Reveillark- Combo town is written all over this creature and everyone knows it. Still a great creature on its own just to get back utility creatures. Karmic Guide- The other half of the Reveillark combo. And this has the added benefit of getting any creature when he comes into play.
6cc: Sun Titan- Gets back some of the most important spells in the deck and with fetchlands he can be used as a ramp spell. Also combos with Fiend Hunter Kokusho, the Evening Star- This card was banned, now that it isn't we have to play it. It is just too good. Mikaeus, the Unhallowed- This card has so much value and being able to combo off with Triskelion is so good. Triskelion- Never want to see this without Mikaeus. If it is in my opening hand I usually shuffle him back in.
7cc: Vis Kal, Blood Arbiter- Provides a board wipe with Mikaeus on the battlefield. And a great sac outlet. Rune-Scarred Demon- Demonic Tutor on a stick. There is no reason not to run him. Sheoldred, Whispering One- Getting creatures back and making your opponent's sacrifice creatures is so good. And swampwalk is such a good ability for a huge creature like this.
Mana:
Being able to sac creatures is one of the important goals in this deck, and that is why we are running 3 sac lands in the deck. High Market, Phyrexian Tower, Miren, the Moaning Well. These are the best sac lands for the budget that I am on. Also to note that each produces Colorless as well, meaning that they do not bring down the land count in mana producing ways.
This deck has 2 main ways to get rid of someones lands. The first one is Dust Bowl. I like this card for 2 reason, first you will not get hated out as much because of the destroy nonbasic clause and second it is repeatable without any other card. The next is Strip Mine. While not repeatable without another card this is good enough to have. Also to note that if you want to be mean then you add Wasteland and Crucible of Worlds.
Some unusual choices for the next 3 lands are for mostly for ether having late game draw if you have enough lands or early game lands if you do not have enough lands. Secluded Steppe, Barren Moor, Tranquil Thicket. These also work well with Life of the Loam!
The utility lands of the deck are simple-
First Bojuka Bog for addition GY hate without another devoted spot to the deck.
Then Temple of the False God for a version of ramp w/o ramp. Maze of Ith is really useful for generals that want to win on turn 5 with general dmg
Cards to be tested- Gift of Immortality - Newest card from Theros that I think will be very good. This may better in a deck that has lots of sweepers.
Ashen Rider - Another new card that does what we want, I don't know if he will able to fit in the deck but if he does come in it should be in place of Angel of Despair since they do the same thing in all reality.
Hero's Downfall - I think this is good just because it gives us some reach to deal with planeswalkers and creatures that are just hard to kill.
Whip of Erebos - Another card possible card for this deck but right now we really don't want to exile things out of the graveyard.
Temple of Silence - Or any of the scry lands - I don't think that this is where I want to be because of the natural slowness of them. I think with my deck I do not need them due to the fetches and beta lands.
Grand Abolisher - For even more counterspell protection imo this is the best one
Hokori, Dust Drinker - Interesting ways to work with him is to play him, sac him at the end of the last persons turn and then replay him with Karador on your turn. Then let his effect take effect.
Necromancy - I just got done playing a cube and I drafted Mono Black control and this was one of the best card in the deck for when they had their fatties hit the grave. I have found a love for this card and it is even recur-able with Sun Titan.
Boseiju, Who Shelters All - I really want to play this card for the ability to cast Tooth and Nail and have it resolve to combo out easier. That being said I would need to switch out a Colorless Non-Basic Land in order to do it.
Captain Sisay - I want to try this card...I feel like it would be a reasonable include in this deck full of 7 Legendary Creatures. If I were to include this I would need to find some more Legends for the deck. Two notes though. This finds our best creature sac outlet - Varolz, the Scar-Striped and it finds lots of the cards that I am interested in trying for this deck.
Cards that did not work
Ashnod's Altar-
Currently I am not running the Nim Deathmantle combo with Grave Titan/Wurmcoil Engine so this was moved out and Blasting Station was put in. I haven't seen any side effects of this change yet. Angel of Despair-
This is out for Sylvan Primordial for testing reasons but I feel like the Angel will be back in the deck because you can remove any permanent not just non-creatures Avenger of Zendikar-
This card is great but in the current form of the deck I do not want to be attacking so much. This card should make its way back in the deck but there are other cards that needed to be tested first. Wurmcoil Engine-
Was in the deck and was always good when you got to play him. The only problem that I had with him was that I felt that the list was getting heavy on the 6cmc creatures so I made the decision that he was the weakest of the bunch so he needed to be cut to make the curve better. Massacre Wurm-
Another card that got cut to make the curve better. I just felt that he was one of the weakest. Stinkweed Imp-
Really great creature but I never wanted to cast him. So he was out. He may make it back into the deck because of the strong interaction of him and Survival of the Fittest always having a creature to discard. Deadbridge Chant-
I liked this card in theory...but in practice all it did was get me a land most of the time. The only reason this is good and that it would make its way back into the deck is because almost every time it makes Karador be cast for 3. Woodfall Primus-
This makes another combo with Mikeous which I like but the mana cost is high for me. I am going to retest this card in place of Vraska the Unseen
3. Vish Kal, Blood Arbiter, Mikaeus, the Unhallowed - This one is fun. This is a nice little board wipe. First both Vish and Mikaeus need to be on the board. Then you sac Vish to his own ability (setting his ability on the stack) triggering Mikaeus's ability for undying and Vish comes back with a +1/+1 then you resolve his ability and put an addition +5/+5 counters. Then you use Vish's second ability and give a creature -6/-6 and then repeat.
For the sake of correctness, this doesn't work exactly the way you think. When you sac Vish to himself, the original ability will "fizzle" when it goes to resolve. Although there is a Vish Kal on the field, he is a brand new object and not the one that activated the ability. The actual outcome is similar though. You just only have the 1 counter to remove instead of 6. Which means more loops but generally you can just establish a shortcut and say "I'm doing this enough times to kill all the things." Other than that, it looks like a nice, strong Karador deck.
That's neat. I've never thought of saccing Vish to himself with Mike out. Have you thought about adding Woodfall Primus in the Birthing Pod chain to use with Dark Mike?
For the sake of correctness, this doesn't work exactly the way you think. When you sac Vish to himself, the original ability will "fizzle" when it goes to resolve. Although there is a Vish Kal on the field, he is a brand new object and not the one that activated the ability. The actual outcome is similar though. You just only have the 1 counter to remove instead of 6. Which means more loops but generally you can just establish a shortcut and say "I'm doing this enough times to kill all the things." Other than that, it looks like a nice, strong Karador deck.
AHH ok, well thank you for the help correcting that. I haven't actually done it yet but I have heard and seen of the possibility of the combo many times. I will fix this in the main post.
if your goal is to be as competitive as possible consider yosei, the morning star. it's a pretty effect softlock combo with your commander and a sac outlet.
I like Yosei, the Morning Star but I do not know how well this will work. I have been testing some cards and this will be tested before the Commander tourny in the next month. But I do like the suggestion...what would you consider taking out?
Have you thought about adding Woodfall Primus in the Birthing Pod chain to use with Dark Mike?
I have and the card is in my Commander binder which means will never be traded away, but to get to your question it isn't where I am looking to be. I want to keep the curve down as far as I can. But that doesn't mean he is a bad card for this deck at all! He is probably really good, I just do not see a reason to run him being his high CMC.
I have and the card is in my Commander binder which means will never be traded away, but to get to your question it isn't where I am looking to be. I want to keep the curve down as far as I can. But that doesn't mean he is a bad card for this deck at all! He is probably really good, I just do not see a reason to run him being his high CMC.
Well once you get him in play, with Dark Mike and a sac outlet it's pretty much GG, especially if you have a board wrath. In my build, it's all about redundancy.
After playing many games today (9/8/13) Stoneforge Mystic is a must in the deck. I drew this in 3 different games getting Skullclamp and it was amazing with the great amount of sac outlets. Sooo good.
Also I drew into Mikaeus and Vis Kal and instant board wiped and made everyone scoop. Great Combo!
Deadbridge Chant - Been testing this out recently and am liking it. It is lots of card advantage and fills the grave up so you can be cast Karador for only 3.
Still testing and loving the interactions between the grave being a second hand.
Phyrexian Altar needs to be added to your Sun Titan + Fiend Hunter combo. You get infi mana, which with Kdor you can sack him infi times, resetting his reanimation ability. Basically, infi etbs of whatever is on field or graveyard.
"Some of the other guys dared me to go out, but I knew it weren't no ordinary giant giga-blasting blaze of unending flames that would scorch the whole world."
—Norin the Wary
Phyrexian Altar needs to be added to your Sun Titan + Fiend Hunter combo. You get infi mana, which with Kdor you can sack him infi times, resetting his reanimation ability. Basically, infi etbs of whatever is on field or graveyard.
I dont feel that this is necessary to this edition of the deck. I already have 11 sac outlets and just by adding one more we are just getting to much. I have been testing them and the 11 almost seems to much most of the time.
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1 Viscera Seer
2 Scavenging Ooze
2 Stoneforge Mystic
2 Qasali Pridemage
2 Saffi Eriksdotter
2 Sakura-Tribe Elder
3 Varolz, the Scar-Striped
3 Eternal Witness
3 Yavimaya Elder
3 Aven Mindcensor
3 Fleshbag Marauder
3 Knight of the Reliquary
3 Fiend Hunter
3 Fierce Empath
3 Wood Elves
4 Dimir House Guard
4 False Prophet
4 Mindslicer
4 Jarad, Golgari Lich Lord
4 Academy Rector
4 Solemn Simulacrum
4 Spike Weaver
4 Oracle of Mul Daya
4 Disciple of Bolas
5 Archon of Justice
5 Acidic Slime
5 Reveillark
5 Karmic Guide
6 Mikaeus, the Unhallowed
6 Kokusho, the Evening Star
6 Sun Titan
6 Triskelion
7 Rune-Scarred Demon
7 Sheoldred, Whispering One
7 Vish Kal, Blood Arbiter
7 Sylvan Primordial
1 Vraska the Unseen
Spells: 13
1 Swords to Plowshares
1 Path to Exile
1 Vampiric Tutor
1 Life from the Loam
1 Demonic Tutor
1 Beast Within
1 Bitter Ordeal
1 Maelstrom Pulse
1 Day of Judgment
1 Skyshroud Claim
1 Damnation
1 Tooth and Nail
1 Decree of Pain
Artifact: 5
1 Sol Ring
1 Skullclamp
1 Sensei's Divining Top
1 Blasting Station
1 Birthing Pod
Enchantment: 6
1 Survival of the Fittest
1 Sylvan Library
1 Animate Dead
1 Phyrexian Arena
1 Greater Good
1 Defense of the Heart
Lands: 38
1 Overgrown Tomb
1 Temple Garden
1 Godless Shrine
1 Woodland Cemetery
1 Isolated Chapel
1 Sunpetal Grove
1 Bojuka Bog
1 Verdant Catacombs
1 Twilight Mire
1 Strip Mine
1 Fetid Heath
1 Golgari Rot Farm
1 High Market
1 Orzhov Basilica
1 Selesnya Sanctuary
1 Temple of the False God
1 Barren Moor
1 Secluded Steppe
1 Tranquil Thicket
1 Dust Bowl
1 Command Tower
1 Miren, the Moaning Well
1 Windswept Heath
1 Marsh Flats
1 Wooded Bastion
1 Bayou
1 Scrubland
1 Savannah
1 Phyrexian Tower
3 Plains
3 Forest
3 Swamp
You will like this deck if you-
1. Like to play decks that have tons of card advantage
2. You enjoy playing out of your graveyard
3. You want to play a deck that can combo off in different ways without trying to
4. You enjoy getting the most value out of every card you play
You will most likely not enjoy this deck if you-
1. Like to play a quick game
2. Do not like to instant win combos
3. Believe the grave is the end of the cards life
4. Want to play control with counterspells
Strengths of the deck
1. In the late game the deck can create massive card advantage
2. Your spells are just better in the long game
3. All of our combo card all work without the combos
4. You have access to white's removal, green's ramp, black's card advantage
Weakness of the deck
1. Slow. All of our spells big and powerful so we wont be able to cast them till later in the game
2. Graveyard hate hurts, but the deck is designed to win around it. Worst cards against us is Rest in Peace and Leyline of the Void because of their continuous effect
How not to get hurt by GY hate
1. Expect it. Always expect that next turn you may not have your GY
2. Change the deck. Make changes to the deck so you can win with creatures attacking
3. Make sure that if you are going to combo off using the grave you don't take your time setting it up over multiple turns. Make sure it is a 1 turn investment and you can win that turn, and not "make it hard" for you not to lose.
History
This is my 8th EDH deck that I have built. First I started with Omath, Locus of Mana because I was wanting something cheap to see if I liked the format. I soon found that EDH was incredible! So naturally I built another deck. Rafiq of the Many was the next deck that I tried. This deck was incredibly fun and it won sometimes but it attracted to much attention and I was hated out of many games with no reason. I soon decided that I was going to play a brand new general that no one had yet built around - Krenko, Mob Boss. That soon became boring to me to win with the token swarm. I soon looked at my Rafiq of the Many deck and decided that I didn't want to play with green and made it a Geist of Saint Traft deck. About 3 months after that my local shop was having a tournament so I built a 1v1 Skullbriar, the Walking Grave with lots of LD and Discard. Finally I build my favorite combo deck Enduring Ideal using Zedruu the Greathearted. I have so much fun with this deck but no one likes to play against it so I usually play with it once when I go to play EDH but then I have to put it away or don't play. After a while of not playing any EDH I went and looked at what cards that I wanted to play with though each of my decks. I soon began to realize that I wanted to play Esper. Esper is what I said. I love Blue and White and black was my favorite colors in EDH. But after testing on Cockatrice I soon learned that I did not want to play counter spells. So I went to the second color combo that I liked. Junk. I started testing generals and I soon found that it was between Karador and Ghave. Well I know 3 other people that play Ghave so it was Karador for me. I soon started to test and I was loving the the card advantage and being able to outlast each of my opponents which this deck can do better then any deck that I have ever faced.
Combos
1. Triskelion + Mikaeus, the Unhallowed = Instant win
First Shoot Triskelion using his ability 2 times because of the pump that Mikaeus gives. That marks 2 dmg that is on Triskelion. Then you take the last counter on Triskelion and shoot someone with it. Then the dmg is it toughness and he dies with no +1/+1 counters so he gets an undieing trigger from Mikaeus and then do the same thing as before but putting 2 dmg toward the face and 2 dmg to Triskelion.
2. Reveillark, Saffi Eriksdotter, Karmic Guide, Kokusho, the Evening Star
This combo is one that you never one that you go and search out. It is one that usually just happens. This one works very well and should be able to go off with no difficulties. First off you need to have a sac outlet on the field and Saffi, Reveillark, Kokusho in the grave with Karmic Guide in your hand. (also works with Reveillark in hand) but when Karmic Guide comes into play you target Reveillark. Then you sac Karmic Guide then Reveillark triggering Reveillarks LTB ability and then you grab Karmic Guide and Saffi. Trigger Karmic Guide and grab Reveillark. Use Saffi's ability and target Karmic Guide. sac Karmic Guide then he comes back into play because of Saffi then you target Kokusho with Karmic Guide. Then you sac Kokusho, Karmic Guide, then Reveillark and repeat.
3. Vish Kal, Blood Arbiter, Mikaeus, the Unhallowed (with Blasting Station or Bitter Ordeal this isn't just remove all creatures. This wins the game) *Viscera Seer/Greater Good helps you find the other cards*
This one is fun. This is a nice little board wipe. First both Vish and Mikaeus need to be on the board. Then you sac Vish to his own ability triggering Mikaeus's ability for undying and Vish comes back with a +1/+1. Then you use Vish's second ability and give a creature -1/-1 and then repeat till you wipe every ones board.
4. Sun Titan, Fiend Hunter, Bitter Ordeal/Blasting Station
One of the ones that people do not know about or even expect. (works better with Viscera Seer as your sac outlet so you can search for Bitter Ordeal) [*UPDATE* With Blasting Station this is another 3 card combo that doesn't need Bitter Ordeal.] You need to have Sun Titan trigger while the Hunter is in the grave or cast the Hunter while Sun Titan is on the field. So you exile Sun Titan with the Hunter. Sac the Hunter, Sun Titan comes into play. Target the Hunter and repeat as many times as needed. Then you cast Bitter Ordeal and exile their entire library. Then pass turn and win.
Card Explanation-
Creatures-
1cc:
Viscera Seer- Provides a search engine depending on the combo and is a free sac which is what this deck wants all the time
2cc:
Stoneforge Mystic- Has been a hard card to include without filling the deck with tons of equipment cards. Right now Stoneforge only has one target (Skullclamp) and and that is good enough for this deck.
Scaenging Ooze- One of the forms of graveyard hate. It was really nice of wizards to print another round of this in M14. Now it is only $20 rather than the $50 that it was for the longest time.
Sakura-Tribe Elder- Great ramp and late game if you do not need the land then he can be equipped to Skullclamp and you get value from him in a different way.
Qasali Pridemage- Great card that should be in any GW deck. Being able to destroy both artifacts and enchantments for the cost of 1GW is incredible.
Saffi Eriksdotter- This card is "valuetown." You get you create one of the most well known combo in EDH, you can just get value off of ETB and LTB creatures.
3cc:
Eternal Witness- Get any card in the grave back to hand...SIGN ME UP! She is recurable with Sun Titan and can has the great ability to die to Skullclamp
Yavimaya Elder- Fixes mana and draws cards on his own. Such a good card for a format like EDH. Also has the ability to die to Skullclamp.
Wood Elves- Searches for the best type of land. Forest. You can search for a Bayou and put it into play untapped or you can get an Overgrown Tomb if you do not need the land at that moment. Also dies to Skullclamp.
Fierce Empath- Creature tutor that puts into your hand is great. Also dies to Skullclamp!
Aven Mindcensor- Really under rated card in EDH. When do your opponents not have things to search their libraries? Best card to search up when someone plays Maralen of the Mornsong
Fleshbag Marauder- Good card that I like to go and play every turn with Karador. Has a great ability that doesn't target a player and it can get ride of problematic creatures like Geist of Saint Traft
Knight of the Reliquary- Allows you to run more utility lands and it allows you to search up non-basic lands
4cc:
Academy Rector- Searches up some of the best cards in the deck. It searches Survival of the Fittest and Defense of the heart. One of the neat things to do is have Academy Rector in play with your opponent controling 3 or more creatures and then you sac Academy Rector at the end of the turn, search Defense of the heart and then at your upkeep you trigger Defense of the heart and then you go get Mikaeus, the Unhallowed and Triskelion to win the game.
Disiple of Bolas- Great card late game and gains you some life and draws you lots of cards. Really good I would advice everyone try it some amount of times because in this deck the sacrifice is not a draw back at all. Also Skullclamp kills it.
Oracle of Mul Daya- One of the best ramp spells in the deck. Truly amazing when you can filter your draws so you never draw another land off the top. Just one of the best.
Jarad, Golgari Lich Lord- Goes along with the theme of the deck of put creatures in the grave and also has the ability to Fling creatures to each opponent. Sadly he cannot sacrifice himself as well.
Solemn Simulacrum- Best mana fixer for any deck. Being colorless is amazing because then you can get any color no matter what lands you have. Also being able to draw when he dies is really important.
Spike Weaver- More of a pet card. Fogs are good in EDH and having a fog that I can do 3 times and the play him again to do it 3 more times is great and buys a lot of time. Also can be used to make friends.
5cc: Archon of Justice- One of the best removal cards in the game. Being able to target any permanent is great and the exile part is so much better.
Acidic Slime- Fits right into the Reveillark combo and can get rid of all players lands/enchantments/artifacts if you want to.
Reveillark- Combo town is written all over this creature and everyone knows it. Still a great creature on its own just to get back utility creatures.
Karmic Guide- The other half of the Reveillark combo. And this has the added benefit of getting any creature when he comes into play.
6cc:
Sun Titan- Gets back some of the most important spells in the deck and with fetchlands he can be used as a ramp spell. Also combos with Fiend Hunter
Kokusho, the Evening Star- This card was banned, now that it isn't we have to play it. It is just too good.
Mikaeus, the Unhallowed- This card has so much value and being able to combo off with Triskelion is so good.
Triskelion- Never want to see this without Mikaeus. If it is in my opening hand I usually shuffle him back in.
7cc:
Vis Kal, Blood Arbiter- Provides a board wipe with Mikaeus on the battlefield. And a great sac outlet.
Rune-Scarred Demon- Demonic Tutor on a stick. There is no reason not to run him.
Sheoldred, Whispering One- Getting creatures back and making your opponent's sacrifice creatures is so good. And swampwalk is such a good ability for a huge creature like this.
Mana:
Being able to sac creatures is one of the important goals in this deck, and that is why we are running 3 sac lands in the deck. High Market, Phyrexian Tower, Miren, the Moaning Well. These are the best sac lands for the budget that I am on. Also to note that each produces Colorless as well, meaning that they do not bring down the land count in mana producing ways.
This deck has 2 main ways to get rid of someones lands. The first one is Dust Bowl. I like this card for 2 reason, first you will not get hated out as much because of the destroy nonbasic clause and second it is repeatable without any other card. The next is Strip Mine. While not repeatable without another card this is good enough to have. Also to note that if you want to be mean then you add Wasteland and Crucible of Worlds.
For color fixing I am running every possible way to fix mana in the land base. First of the best lands in the game Savannah, Scrubland, Bayou. Then we have their little brothers nicknamed the shocklands - Temple Garden, Godless Shrine, Overgrown Tomb. I have Filter Lands Wooded Bastion, Fetid Heath, Twilight Mire. After that we get to the Buddy Lands of Sunpetal Grove, Isolated Chapel, Woodland Cemetery. The bounce lands Selesnya Sanctuary, Orzhov Basilica, Golgari Rot Farm. And I am choosing to only run the three Fetch lands in our color even though we have access to 9 of them. Windswept Heath, March Flats, Verdant Catacombs.
Some unusual choices for the next 3 lands are for mostly for ether having late game draw if you have enough lands or early game lands if you do not have enough lands. Secluded Steppe, Barren Moor, Tranquil Thicket. These also work well with Life of the Loam!
The utility lands of the deck are simple-
First Bojuka Bog for addition GY hate without another devoted spot to the deck.
Then Temple of the False God for a version of ramp w/o ramp.
Maze of Ith is really useful for generals that want to win on turn 5 with general dmg
Cards to be tested-
Gift of Immortality - Newest card from Theros that I think will be very good. This may better in a deck that has lots of sweepers.
Ashen Rider - Another new card that does what we want, I don't know if he will able to fit in the deck but if he does come in it should be in place of Angel of Despair since they do the same thing in all reality.
Hero's Downfall - I think this is good just because it gives us some reach to deal with planeswalkers and creatures that are just hard to kill.
Whip of Erebos - Another card possible card for this deck but right now we really don't want to exile things out of the graveyard.
Temple of Silence - Or any of the scry lands - I don't think that this is where I want to be because of the natural slowness of them. I think with my deck I do not need them due to the fetches and beta lands.
Defence Grid - For counterspell protection
Yosei, the Morning Star - provides a soft lock on the game
Crucible of Worlds - If you can get a strip mine lock on the last opp. its pretty much game over.
Dosan the Falling Leaf - For more counterspell protection
Grand Abolisher - For even more counterspell protection imo this is the best one
Hokori, Dust Drinker - Interesting ways to work with him is to play him, sac him at the end of the last persons turn and then replay him with Karador on your turn. Then let his effect take effect.
Necromancy - I just got done playing a cube and I drafted Mono Black control and this was one of the best card in the deck for when they had their fatties hit the grave. I have found a love for this card and it is even recur-able with Sun Titan.
Boseiju, Who Shelters All - I really want to play this card for the ability to cast Tooth and Nail and have it resolve to combo out easier. That being said I would need to switch out a Colorless Non-Basic Land in order to do it.
Captain Sisay - I want to try this card...I feel like it would be a reasonable include in this deck full of 7 Legendary Creatures. If I were to include this I would need to find some more Legends for the deck. Two notes though. This finds our best creature sac outlet - Varolz, the Scar-Striped and it finds lots of the cards that I am interested in trying for this deck.
Cards that did not work
Currently I am not running the Nim Deathmantle combo with Grave Titan/Wurmcoil Engine so this was moved out and Blasting Station was put in. I haven't seen any side effects of this change yet.
Angel of Despair-
This is out for Sylvan Primordial for testing reasons but I feel like the Angel will be back in the deck because you can remove any permanent not just non-creatures
Avenger of Zendikar-
This card is great but in the current form of the deck I do not want to be attacking so much. This card should make its way back in the deck but there are other cards that needed to be tested first.
Wurmcoil Engine-
Was in the deck and was always good when you got to play him. The only problem that I had with him was that I felt that the list was getting heavy on the 6cmc creatures so I made the decision that he was the weakest of the bunch so he needed to be cut to make the curve better.
Massacre Wurm-
Another card that got cut to make the curve better. I just felt that he was one of the weakest.
Stinkweed Imp-
Really great creature but I never wanted to cast him. So he was out. He may make it back into the deck because of the strong interaction of him and Survival of the Fittest always having a creature to discard.
Deadbridge Chant-
I liked this card in theory...but in practice all it did was get me a land most of the time. The only reason this is good and that it would make its way back into the deck is because almost every time it makes Karador be cast for 3.
Woodfall Primus-
This makes another combo with Mikeous which I like but the mana cost is high for me. I am going to retest this card in place of Vraska the Unseen
Currently testing Blasting Station in the place of Ashnod's Alter. Reason being that I am not running the Nim Deathmantle + Grave Titan / Wurmcoil Engine combo so it is not needed and being able to combo off with the Sun Titan + Fiend Hunter and this for dmg is better and adds redundancy to the deck.
Changed for sure-
+Blasting Station
-Ashnod's Alter
For the sake of correctness, this doesn't work exactly the way you think. When you sac Vish to himself, the original ability will "fizzle" when it goes to resolve. Although there is a Vish Kal on the field, he is a brand new object and not the one that activated the ability. The actual outcome is similar though. You just only have the 1 counter to remove instead of 6. Which means more loops but generally you can just establish a shortcut and say "I'm doing this enough times to kill all the things." Other than that, it looks like a nice, strong Karador deck.
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Resources:Commander Rulings FAQ | Commander Deckbuilding Guide
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AHH ok, well thank you for the help correcting that. I haven't actually done it yet but I have heard and seen of the possibility of the combo many times. I will fix this in the main post.
I have and the card is in my Commander binder which means will never be traded away, but to get to your question it isn't where I am looking to be. I want to keep the curve down as far as I can. But that doesn't mean he is a bad card for this deck at all! He is probably really good, I just do not see a reason to run him being his high CMC.
Well once you get him in play, with Dark Mike and a sac outlet it's pretty much GG, especially if you have a board wrath. In my build, it's all about redundancy.
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Resources:Commander Rulings FAQ | Commander Deckbuilding Guide
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Ashnod's Alter is being replaced with Blasting Station opening up more combo possibilities.
Also I drew into Mikaeus and Vis Kal and instant board wiped and made everyone scoop. Great Combo!
Deadbridge Chant - Been testing this out recently and am liking it. It is lots of card advantage and fills the grave up so you can be cast Karador for only 3.
Still testing and loving the interactions between the grave being a second hand.
Cockatrice Username: seriph0
I dont feel that this is necessary to this edition of the deck. I already have 11 sac outlets and just by adding one more we are just getting to much. I have been testing them and the 11 almost seems to much most of the time.