Kurkesh, Onakke Ancient

Kurkesh, Onakke Ancient

Legendary Creature — Ogre Spirit

Whenever you activate an ability of an artifact, if it isn't a mana ability, you may pay {R}. If you do, copy that ability. You may choose new targets for the copy.

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Set Rarity
Magic 2015 (M15) Rare

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Format Legality
Vintage Legal
Commander / EDH Legal
Tiny Leaders Legal
Highlander Legal
Limited Legal
Leviathan Legal
1v1 Commander Legal
Oathbreaker Legal
Modern Legal
Block Constructed Legal
Canadian Highlander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pioneer Legal
2019-10-04 Legal
Legacy Legal

Kurkesh, Onakke Ancient Discussion

Monomanamaniac on Bosh throws a fit

3 weeks ago

So you might think if adding even more mana rocks like Mind Stone, Thran Dynamo, Hedron Archive, Worn Powerstone, Blinkmoth Urn, Everflowing Chalice, Gilded Lotus, Palladium Myr, or Iron Myr. You should be ramping as much as possible, you could even consider Extraplanar Lens if budget is no concern. You could consider cards like Myr Retriever, Goblin Welder, Buried Ruin, Goblin Engineer, Junk Diver, purphorous, bronze-blooded or Daretti, Scrap Savant to bring artifacts back from the graveyard. You could consider Mystic Forge, Planar Bridge, or Kuldotha Forgemaster for getting artifacts out of your deck and onto the battlefield. Darksteel Forge, Soul of New Phyrexia, or Eldrazi Monument so you're killing your artifacts only when you want to. Unwinding Clock it's good if you combine it with flash from Shimmer Myr or Vedalken Orrery. Ugin, the Ineffable or Foundry Inspector to reduce the casting cost of your artifacts without affecting the cmc. You could go full ham on some big artifact creatures like Myr Battlesphere, Meteor Golem, Duplicant, Ancient Stone Idol, Mycosynth Golem, Darksteel Colossus, Blightsteel Colossus, Platinum Angel, or Platinum Emperion just to name a few. Other ideas might be Hellkite Tyrant to steal your opponents artifacts Mycosynth Lattice to turn your non-artifacts into artifacts, Illusionist's Bracers or Kurkesh, Onakke Ancient to copy bosh's abilities, Swiftfoot Boots and/or Lightning Greaves to protect your big guy, Voltaic Key or Manifold Key to untap your rocks, or Mind's Eye or incidental card draw. Some lands to think about are Myriad Landscape, Darksteel Citadel, and Phyrexia's Core but not much else.

As per suggestions to take out : Catalyst Elemental, Destructive Digger, Forge Armor, Walking Atlas, Nahiri's Wrath, Wily Goblin (use Dockside Extortionist), Azor's Gateway  Flip, Furious Rise, Generator Servant, Pirate's Pillage, Scarecrone, Filigree Familiar just to name a few.

I would like to start by saying I'm not trying to say your deck is bad, just trying to give you a lot of ideas to go off of and pointing out things that don't really go with the theme of the deck, which is ramp super hard, drop a bunch of big threats, drop bosh and kill opponents. Secondly, I am not a competitive deck builder by any means, I just use the data I have and suggest the things I like. I actually like seeing gosh in the command zone.

Oni44444 on Golos, Tireless Pilgrim

1 month ago

Phyrexian Metamorph: ETB creature to copy a Nyxbloom Ancient, Gilded Lotus, Sol Ring, Savannah Lions. Whatever your heart desires.

Solemn Simulacrum: 5 basics in the deck. Finds them.

Agent of Treachery: Usually targets the most expensive cards on the table. Masterpiece Mana Crypt or a Sheoldred. Taking that Mana Crypt.

Bloom Tender: Mana dork.

Charming Prince: ETB bounce creature. Also sets up the top of the deck for a Golos activation.

Deadeye Navigator: Soulbonds with most ETB creatures listed here. Favorite, Resolute Archangel.

Eternal Witness: Returns fetch lands, removal, Aminatou's Augury to hand.

Faeburrow Elder: Mana dork.

Laboratory Maniac: One somewhat win con. Self-mill.

Progenitor Mimic: Imagine having a few copies of Nyxbloom or Terror of the Peaks.

Reclamation Sage: Destroys those pesky signets.

Resolute Archangel: See Deadeye.

Rune-Scarred Demon: Searches for things you need. Sensei or Soothsaying comes in handy.

Seedborn Muse: Activate Golos on everyone's turn.

Soulherder: EOT bounce.

Terror of the Peaks: Creatures entering and leaving the battlefield all the time. Deals damage.

Wayward Swordtooth: Extra land dork.

Nyxbloom Ancient: Mana dork with trample.

Ramos, Dragon Engine: Golos activation adds a few counters to this.

Emiel the Blessed: If you want to have fun with your opponents. Golos out in play. Have enough mana to activate Golos twice. But, instead, you play Emiel. Pay three to activate Emiel 4 or 5 or 6 times to flicker Golos in and out. Find a bunch of lands. Amulet of Vigor out. Those lands come in untapped. Then you tap them for things.

Keruga, the Macrosage: Draws a bunch of cards.

Kurkesh, Onakke Ancient: If 1 activation from Golos isn't enough. Double it.

Maelstrom Wanderer: More than 90 percent of the deck is CMC 7 or less. Some free spells when this ETB's with Golos activation. Or you can just cast it normally. Whatever you want.

Yarok, the Desecrated: Double triggered abilities. Zacama entering is a wild ride.

Zacama, Primal Calamity: Untaps lands. Destroys artifacts/enchantments. Kills opponents.

Zirda, the Dawnwaker: Why pay 7 to activate Golos. Pay 5.

Thassa, Deep-Dwelling: EOT bounce.

Greater Good: Draw engine.

Guardian Project: Another little draw engine. Awesome with ETB triggers.

Mirari's Wake: Mana doubler.

Mystic Remora: Draw.

Omniscience: Let's start a new game.

Rhystic Study: Draw.

Smothering Tithe: Best feeling ever is asking: "paying for smothering tithe".

Soothsaying: Fixes the top of your deck.

Aetherflux Reservoir: Unnecessary in the deck but always fun to take someone out early.

Amulet of Vigor: Untapps tapped lands when they enter with a Golos trigger.

Arcane Signet, Chromatic Lantern, Commander's Sphere, Izzet Signet, Mana Crypt, Sol Ring, Thran Dynamo, Chromatic Orrery: Mana Rocks.

Conjurer's Closet: EOT bounce.

Sensei's Divining Top: Fixes top of the deck.

Only have removal in the deck. Removed all counter spells.

Ephemerate and Eerie Interlude: Bounces creatures in and out.

Aminatou's Augury: Play a bunch of free cards.

Demonic Tutor: Find a card.

Genesis Ultimatum: Play permanents, put the rest in your hand.

In Garruk's Wake: Destroy all creatures and PW you don't control.

Time Stretch: Gives your friends and even longer time in wondering why they let you play with them.

ive-been-degaussed on Breya and zirda are companions

4 months ago

Can't run Kurkesh, Onakke Ancient with Zirda as companion, since Kurkesh has no activated abilities.

Same goes for Mirrorworks.

ive-been-degaussed on Breya and zirda are companions

4 months ago

Can't run Kurkesh, Onakke Ancient with Zirda as companion, since Kurkesh has no activated abilities.

TypicalTimmy on Infinite Superfriends

5 months ago

I just discovered a very complex but solid method to gain up to 15 activations of all Planeswalkers you control. But it requires a lot of pieces - something I just happened to fall into while playtesting my new deck.

DISCLAIMER: In my text, I use Sol Ring as my example of a source you tap to generate mana. Any source works that does this: Mana Crypt, an online Temple of the False God, Shrine of the Forsaken Gods, Ancient Tomb, etc. It doesn't matter, as long as it is a single source that produces at minimum mana. There is one caveat in which the source can not ask for a payment to generate it. This means Rakdos Signet, as an example, does not work. You want to be +2 mana ahead, not +1 and color fixing.

If you can get TWO sources that produce , this will be far easier. This is considering you don't have it and going off of bare minimums.

The number of activations you have in total will be explained in text: It is up to you, the player, to responsibly remember to activate all activations of other Planeswalkers as you see fit.

You have 1 normal activation of all Planeswalkers

You have 1 normal activation and 1 bonus activation of all Planeswalkers

You have 1 normal activation and 2 bonus activations of all Planeswalkers

Now that you have the abilities setup, you'll do the following:

  • Activate all desired abilities of all Planeswalkers you see fit, saving Teferi, Temporal Archmage for last.
  • It is important you use all activations of all other Planeswalkers right now. If you don't, you may forget just how many you have left as this can become quite complicated. When in doubt, activate all other Planeswalkers 3x and save Teferi, Temporal Archmage for last
  • When you finally get to Teferi, you'll use his -1

Teferi now has 2 bonus activations left and will be at 4

Now you have The Chain Veil untapped again, sources of mana ready for use, and two more activations left on Teferi, Temporal Archmage.

  • Using 1 of Teferi's bonus activations, you'll want to -1 a second time. This will give you back the additional land that can produce , as well as any other things you may want to untap.

Teferi will have 1 bonus activation left, and will be at 3 right now with all required permanents untapped.

  • Tap Sol Ring and the two lands you just untapped. This will add worth of mana to your pool. Don't worry about the colors; Again, we don't care about those just yet.
  • Activate The Chain Veil again, tap your land for and copy the ability just like you did before.

All of your Planeswalkers now have an additional 2 bonus activations, and Teferi now has 3 total bonus activations. The 1 from just before we did this and now 2 more from doing this.

At this point, you're back to having all of your required permanents tapped. Teferi, Temporal Archmage will be at 3 left and will have 3 total activations allowed to him.

To make this easy, you will +1 him. Get your card, bump him up to 4 and bring him back down to 2 bonus activations.

  • Activate all loyalty abilities of all other Planeswalkers two more times again. You've now activated all other Planeswalkers five total times in this single turn. All of them should be able to use their ultimates, if they haven't already
  • Activate Teferi, Temporal Archmage for -1. This will untap your Sol Ring, The Chain Veil and two lands again

Teferi will now be at 3 and have 1 activation left.

  • Activate Teferi, Temporal Archmage again for -1. This brings him down to 0 activations left for the turn and down to +2 left.
  • There is no symbol for 2 initial loyalty, sorry :(
  • You already have the other permanents untapped, so use this to untap everything else again and generate another .
  • Spend and tap The Chain Veil
  • Copy with

All Planeswalkers now have an additional 2 bonus activations

  • Teferi, Temporal Archmage is at +2 and has 2 bonus activations again, as do all other Planeswalkers you control.
  • Again, no symbol for 2 initial loyalty
  • Use him to untap Sol Ring, The Chain Veil and your two lands
  • Use his last activation on -1. This brings him to 0 and kills him off, giving you 2 more bonus activations of all other Planeswalkers

In total, you have now been able to activate ALL Planeswalkers you control 7 total times in a single turn.

If you have TWO sources of , such as both a Sol Ring and a Mana Crypt then you'd be able to go a lot further as with each activation of Teferi, Temporal Archmage's -1 you'd be able to untap the following four permanents:

Each -1 will net you +2 bonus activations on all Planeswalkers. With Teferi, Temporal Archmage starting at 5 this becomes a grand total of 12 bonus activations of all Planeswalkers.

With their original activation all Planeswalkers are granted, this grants you a grand total of 13 activations of all Planeswalkers you control in a single turn.

You can go even further if you +1 Teferi, Temporal Archmage twice, first. This brings him up to 7. This leaves him 1 final bonus activation, and a total of 14 additional bonus activations from using his -1 7x in rapid succession.

Doing this, you get a grand total of 15 activations of all Planeswalkers during your turn.

BMHKain on A Primordial God needs your …

1 year ago


Since nobody seems to want to help out on this deck, I'll give you the link as a result:

Kruphix, One who X-costs Infinity itself...

Commander / EDH* BMHKain


Now, I have a Key as a weapon to use...

Suspects: Distorting Lens , Jaya Ballard, Task Mage , & Kurkesh, Onakke Ancient . Sadly I have no Replacement effect for Discard in case one ends up Resting in Peace in Hell... Any ideas in Boros Color?

K1ngMars on Commander combos w/ Artifact 4 …

1 year ago

I think it all depends on what you want your infinite loop to do. As previously stated, you generally need a minimum of 2 cards to create a loop, but that's useless if there's no triggered ability that continuously goes on the stack adding mana/doing damage/drawing cards/milling your opponents.

Thus, all infinite combos trying to pull off some of the aforementioned effects need at least 3 cards.

My commander suggestions and best best for highly combo intensive decks based on artifacts would be Sharuum the Hegemon , Breya, Etherium Shaper (which includes most of the Sharuum combos) and Kurkesh, Onakke Ancient .

kanokarob on Understimated Commanders

1 year ago

A major part of why And I'll Pay a Red | Only 5 Red Spells! *PRIMER* does so well is because Kurkesh, Onakke Ancient is so underestimated. He comes out of nowhere and steals games, its fantastic.

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