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Welcome! This is the fourth version of this Karador build, finally getting updated after more than a year. Enjoy!

Creatures are the cornerstone of Magic. Everyone who has played Magic has played a creature. They're easy to understand for new players, and they're the most typical way to end a game, be it via direct combat or other effects (looking at you, Gray Merchant of Asphodel). Over time, the game has seen the evolution of creatures, and cards as a whole, get better, introducing effects to creatures, or making them more powerful through their stat-to-cost ratio. With so many creatures in Magic history, it's not surprising at all that creatures are good in EDH. When combined with the number of recursion options, this makes creature decks that include said recursion a force to be reckoned with, as the decks no longer are limited to just their hand, but now have their graveyard as a tool as well.

Of course, Karador, Ghost Chieftain is hardly an underdog when it comes to this kind of inevitability. While it has been outclassed by newer commanders, it is still the second most played Abzan commander, and the original graveyard commander that returns creatures to play. Karador does lose out a bit compared to other commanders in the same archetypes (sacrifice, graveyard, reanimator), coming in at #6 or lower by EDHREC's counts by number of decks for all of them. That doesn't mean he's bad though, not by a longshot. Most of the other commanders in these do not have white in their color identity. Actually, the only commander that has a higher number of decks than Karador that also runs white is Teneb, the Harvester under the reanimator theme, coming in with 41 decks compared to Karador's 34. We have access to white's powerful recursion effects like Karmic Guide and Reveillark, which allows for massive plays that we wouldn't otherwise consistently get.

Like I said earlier, this deck is my pride and joy, and I've been working on it for years. It started off as a Mazirek, Kraul Death Priest build, focused on making everyone sacrifice. Once I got neutered by wraths one too many times, I swapped over to Savra, Queen of the Golgari, which started me on the path to a more reanimator-centric build. The ability to Grave Pact on command was super useful for board control, and that discovery meant that I began to turn towards graveyard shenanigans. It doesn't matter if I sacrifice creatures if I can get them back, right, so that was where the deck began to go. In 2017, my LGS went out of business, and I snagged Karador, Ghost Chieftain for 7 bucks. Thus began the deep dive into the world of reanimation and abusing effects.

One of the goals I placed for myself when building this deck was to make it have as high of a creature content as possible- that is, if there's an effect on a non-creature that is also on a creature, I want to run the creature over the non-creature. Naturalize turns to Reclamation Sage, Unburial Rites becomes Karmic Guide. Some exceptions are made for effects that are too powerful to pass up, like Greater Good or Buried Alive, but generally I'll choose to play the creature over the non-creature.

General Attributes:

  • Speed: 2/5. This deck likes to grind it out, but can win relatively early with a lucky draw.

  • Newbie Friendly: 2/5. This deck has a lot of triggers and abilities to keep track of, especially during mass resurrection moments. Since it is a toolbox build, it does require at least some level of threat assessment and knowing what is best in any particular situation, which only comes from experience.

  • Commander Dependency: 1/5. Karador is only played as a last resort, as there are a plethora of better ways to recur things.

  • Reputation: 3.5/5. Karador is pretty well known as a commander, usually because of Boonweaver combo, so if this is brought out, expect people to target you.

  • Multiplayer: 4/5. Fortunately, this deck can hold its own in 1v1 as well, but when opponents have 2 other people to attack besides you, you have time to set up your yard to get the ball rolling.

  • Price: 4/5. This deck has some expensive stuff, and works better when you have access to cards like Birthing Pod, Kokusho, the Evening Star, and Razaketh, the Foulblooded.

Game Play Attributes:

  • Acceleration: 3/5. This deck utilizes a 7 card creature based ramp package, preferring creatures that tutor to field rather than to hand. If this feels like too little, feel free to bulk up this package.

  • Tutoring: 4/5. I hope you don't mind being in your library, since you'll be doing a lot of that.

  • Board Control: 3/5. There is a decent suite of removal here, with sacrifice based removal and spot removal. Grave Pact and the 1.5 wraths in here are going to be your best bet for dealing with opponents boards.

  • Spell Control: 1/5. There are almost no non-creature spells in the deck, and those that are there are to directly further my game plan. All removal will be on creatures.

  • Card Advantage: 3.5/5. On top of the cards that make you draw, the ability to return creatures from graveyard to battlefield means that nothing really truly dies.

  • Linearity: 4/5. 90% of the time, either infinite combos or Living Death are going to win you the game. The other 10% is because you have big creatures.

  • Combo Potential: 4.5/5. There are a bunch of infinite combos in here, simply because the cards that comprise them are amazing in this kind of build. I personally prefer to not use the infinite combos even if they're available to me, since I would rather win by abusing etb/ltb effects.

Strengths:

  • Toolbox build allows for an answer to nearly all scenarios.
  • Hard to take down due to recursion package.
  • Finding the win-cons are easy.
  • Casting Living Death is just fun.

Weaknesses:

  • Commanders such as Muldrotha, the Gravetide exist, which is just as good if not better than Karador in terms of reanimation capabilities and versatility.
  • Most Karador builds are combo, so it's expected that you will get targeted if you show any signs of searching for combos.
  • Somewhat slow, so fast metas will be a problem.
  • Combo build, not the most original way to win.
  • Graveyard hate will neuter your plans. If it's Leyline of the Void, it's relatively simple to deal with it, but Rest in Peace or Tormod's Crypt will mess up your day.
Abzan (Note: For the sake of brevity, I will not be going over partner combinations.)

  • Ghave, Guru of Spores: Karador's Commander 2012 buddy is the most played Abzan commander, according to EDHREC. The combo potential is higher with this commander, due to the sac outlet being on the commander itself and not needing to find one from your library. This deck also prefers a grindy game, as it wants to go wide and tall at the same time and needs some set up to do it. Despite the sac outlet being built into the commander, I want this deck to be more focused on the graveyard than on counters, so Ghave is out.

  • Nethroi, Apex of Death: Another graveyard commander, Nethroi is very mana intensive, since its mutate cost grows each time our furry friend goes back to the command zone. This is a great card if you're looking for a cheaper build but still want to play around in the graveyard, as it can assemble combos from seemingly nowhere when it mutates. I would run this, but it gets expensive real quick.

  • Kathril, Aspect Warper: If you like counters, you'll like Kathril. This commander doesn't really care about the graveyard, and leans into Abzan's typical counter theme, albeit with new types of counters. However, because it barely even looks at the yard, Kathril doesn't get a spot in here.

  • Tayam, Luminous Enigma: Slightly more graveyard focused than Kathril, Tayam combines two things Abzan are good at: counters and graveyard shenanigans. In theory, this can be a very resilient build due to the abundance of +1/+1 support present. However, the focus on counters doesn't fit with the graveyard idea this deck was built around, so Tayam is going to have to resurrect her creatures elsewhere.

  • Anafenza, the Foremost: Anafenza's main selling point is being a Leyline of the Void for creatures, completely hosing other creature based decks. She works best as a control shell, shutting down other decks that rely on creatures to win, like this one. Her counter synergy can slowly grow her to the point where the opponents have to throw their own creatures under the bus or die to commander damage. Unfortunately, her leyline passive is not good enough to warrant her replacing Karador as the helm of this deck.

  • Doran, the Siege Tower: The OG walls deck, Doran has somewhat faded since Arcades, the Strategist made its debut. However, this gives a better removal suite in black than Arcades has, in my opinion. Doran wants to play creatures with big butts and then slap, which doesn't really fit into the graveyard theme I had in mind when building the deck.

  • Kethis, the Hidden Hand: Kethis is super interesting, but the legendary restriction is difficult to work around for a toolbox build. Like this Karador build, Kethis aims for a grindy game with a decent amount of self mill, and then playing legendary creatures for days. Unlike this Karador build, Kethis cares about a specific type, which is too restrictive for a deck that intends to win via recursion.

  • Teneb, the Harvester: Karador's other Commander 2012 buddy, Teneb, recurs things and flies. Unfortunately, with the evolution of Magic over the last 8 years, fliers are even more common, so it's not unlikely that he just gets bricked. Teneb also likes bigger, splashier creatures rather than smaller utility creatures. A good contender, but ultimately demands a more combat-focused build than Karador offers.

  • Daghatar the Adamant: Yet another Abzan counters commander, Daghatar is...meh at best. His ability to move counters around can come in handy, but more often than not, you'd rather just give more counters to everyone rather than redistributing. As I've said before, counters won't cut it in this build.

  • Colfenor, the Last Yew: Similar to Doran, we have another toughness matters commander. Unlike Doran, Colfenor cares about the graveyard, which allows for more resilience in removal-heavy playgroups. Colfenor's toughness clause is what breaks it for this deck, as many of the creatures are small and have the same toughness, which nullifies the effectiveness of its ability.

Graveyard/Reanimator/Sacrifice (AKA other commanders in the same playspace.)

  • Muldrotha, the Gravetide: Well I can't not talk about her. When Muldrotha was spoiled, she sent waves through the community, and is the third most built commander in the last two years according to EDHREC. The ability to play four cards rather than one is huge, and if I didn't already have Karador when she was released I would have built her. Like Karador, Muldrotha is super resilient, and she includes blue, the best color in commander, which adds another layer of versatility.

  • Korvold, Fae-Cursed King: Korvold is the ultimate sacrifice commander, drawing a card and getting bigger with each thing sacrificed. This deck takes a token approach to have the most things to sacrifice without injuring itself too much. A very good commander, but not exactly what I'm looking for - if I wanted sacrifice, I would have stayed with Savra or Mazirek.

  • Meren of Clan Nel Toth: Another graveyard commander, Meren is oppressively good. She usually tends towards stax in the competitive scene, grinding out games with her disgustingly good passive. She was my commander for a couple games, but she was target #1 simply due to her reputation. With Karador, people are wary, but won't necessarily want to eliminate you immediately.

  • Chainer, Nightmare Adept: Chainer likes to play big creatures with splashy effects. Similar to Karador in that he can only reanimate one creature a turn, he also gives them haste, which leads to a more aggressive deck that prefers winning via combat over combos.

In a Nutshell

  • Your games will end via Living Death, Gray Merchant of Asphodel, or an infinite combo most of the time.
  • This deck is meant to be able to deal with a multitude of problems via creatures. While you cast them to deal with threats, you're building your late-game potential.
  • Mana wins games. So do graveyards. If you need to, burn a tutor on something to ramp you, since you can almost always reuse the tutor later in the game.
  • You cannot survive the focus of all three of your opponents. Take it slow in the start and don't pull ahead too quickly. (* you technically can but it's not easy, I do not recommend.)
  • Threat analysis is crucial. Be able to identify the big threats as they come out and make a plan to deal with them. Because you can't really counter effects, you might be able to bait your opponents into playing their threats instead of their baits.
  • Karador should only be used as a last resort, since there rest of the deck is cohesive enough to function without him.
  • If your combo pieces get removed, don't sweat it. It's super easy to bring them back.
Lets start with the combos you want to keep your eyes out for. As a side note, since all these are infinite death loops, Blood Artist or Zulaport Cutthroat can be added to any of these to close out the game via an infinite life loss loop. Everything in this section also requires a free sac outlet, which can be any of the 6 in the deck.

Combos

  • Karmic Guide + Reveillark: This is the standard combo people think of. Use the Guide to bring back the Llark. Sacrifice the Guide, then sac the Llark to bring back Guide and up to one other creature with power two or less. Now Guide is in play and Llark is in yard with a Guide trigger on the stack. Bring back Llark, then sac the Guide. Repeat this cycle ad nauseum.

  • Sun Titan + Saffi Eriksdotter: This is similar to the previous combo. Start with both in play, or bring Saffi back via the Titan. Sacrifice Saffi targeting the Titan, then sacrifice the Titan. It comes back due to Saffi's ability, which brings back Saffi via Titan's triggered ability. Repeat ad ifinitum.

  • Reveillark + Saffi Eriksdotter: Mashup time! Sacrifice Saffi and target Llark, then sacrifice the Llark, brining back Saffi and up to one other thing. Llark comes back due to Saffi's ability, which means you can repeat this forever.

Synergies

  • Meren of Clan Nel Toth + Mikaeus, the Unhallowed + Gray Merchant of Asphodel/Kokusho, the Evening Star: You need to have n-2 experience counters, where n is the converted mana cost of the creature you're planning on reanimating. Sacrifice the creature and get a counter. Mikaeus brings the creature back with a counter. Sacrifice it again, then move to your end step. On your endstep, target the creature with Meren, then sacrifice it. Mikaeus brings it back with a counter, and you can either sacrifice it or keep it as a blocker.

  • Angel of Serenity + Any sac outlet: This one may get removed should Angel get cut, but here it is. When the Angel enters the battlefield, put the trigger on the stack and declare targets. Hold priority, and before the etb trigger resolves, sacrifice the Angel. This puts the death trigger on the stack. You can now resolve triggers. Since the death trigger doesn't see anything exiled by the Angel, nothing gets returned. The etb trigger resolves next, and permanently exiles the targeted cards.

  • Living Death + Grave Pact/Dictate of Erebos: Cast LD with one of the Pact effects on the field. The triggers from the Pact will go on the stack after the Living Death resolves, so you can wipe your opponents board while keeping all your stuff.

Of course, before the game really starts, you're gonna need a hand. There's nothing particularly needed in hand besides mana. Ideally, you're looking at 3 lands and one piece of ramp. The majority of the deck's creatures are 3 CMC, so three mana is about where you want to be to keep pace and set up later turns. Don't keep hands with higher costed cards, and look for the <=4 CMC cards to ensure you can consistently play something and you don't become a sitting duck.

Once the game starts, look to keep a low profile. A turn two Sakura-Tribe Elder won't raise any eyebrows, but a Fauna Shaman will. Don't overextend and draw attention to you. A turn 2 Reanimate hitting one of the large targets is sure to draw attention. Of course, if you can keep the steam off the turn 2 Ashen Rider or Sheoldred, Whispering One, go for it. If someone else is threatening a quick kill, either ally with them or accelerate to match them. Continue with the normal, on curve plays or ramp if nobody explodes early. Look to set up some early utility, like Plaguecrafter or a Knight of Autumn to shut down a Sol Ring or Skullclamp.

If an archenemy seems to be developing, focus your attention on them. Actually, just focus on whoever's ahead. Since the curve of this decks is relatively low to the ground, your early plays can put pressure on them and take attention off of you. Look to bin your impactful creatures, either by milling or sacrifice. The great thing about playing a graveyard toolbox build is that spells that kill off weaker commanders like Daxos the Returned don't matter to you. You can consider the early game done once you have some larger creatures in your hand with etb or ltb effects to abuse, and a creature or two in play/yard.

Alright. You've got mana, you've got beefers, you've got utility, maybe a couple of your non-creatures. Time to get started.

The early game was dedicated to protecting yourself and beginning to set up. These turns are when you start building up. Use tutors to find answers to threats to keep up appearances, but also begin to start playing larger/more impactful/more creatures. If you sense an exile wrath coming (Merciless Eviction, Winds of Abandon), play more conservatively, and stick to dealing with threats. Try to get your non-creatures to stick, as they are some of the most powerful effects in the build. Greater Good is one you should keep your eye out for, as you can sacrifice the creatures from earlier to fill up your graveyard and prepare for reanimation shenanigans.

This is where you start tutoring for either reanimation targets or reanimation effects. Birthing Pod to grab something like Reveillark or Karmic Guide isn't bad here. Jarad's Orders can begin to set up combos, or just put powerful creatures in your yard to reanimate later.

In the scenario where you become the archenemy, play it safe. Only play what you need to stay alive, as you don't want to get blown out by a Rest in Peace or anything like that.

The end goal for the midgame is to have a couple good reanimation targets in your yard and at least one way to return things to play.

The transition between mid and late game tends to be the quality of your creatures. Your utility creatures are mostly dead, and you have creatures with hefty effects in your yard, primed for resurrection.

Cards to reanimate at this stage are Gray Merchant of Asphodel, Kokusho, the Evening Star, Avenger of Zendikar, and other creatures that have effects that can slingshot you to the top. Razaketh, the Foulblooded's repeatable tutor can help you find Living Death or Rise of the Dark Realms, if you prefer to abuse etbs, or any of the combo pieces. If Razaketh isn't instantly answered, the game is basically in the bag.

If you haven't been able to pitch some high powered creatures at this point, it's time to start digging. Utilize draw (Disciple of Bolas) or tutors to find the key pieces of your engine. Aim for your win cons as soon as possible, but don't forget your role as a toolbox. Continue answering your opponents' threats.

To close out the game, do what I've been saying for this entire primer: drop a fat Living Death and watch as your opponents die inside. If it gets countered? Eternal Witness it and just try again. You should have enough mana at this point to cast it twice in a turn if you need to.

If you won, congratulations! You have been introduced to the wonderful (and terrible) world of reanimation/utility builds. If not, that's okay too! You win some, you lose some. It could be because you got crushed by higher power decks, or just got super unlucky. Either way, shuffle up and prepare to go again.

Creatures Show

Artifacts Show

Enchantments Show

Instants + Sorceries Show

These are cards I either don't have and are trying to get or things that I'm considering for the build. Any updates will be added in the changelog, and the primer will be updated accordingly.

  • Fiend Artisan: A slightly different version of Birthing Pod, this acts more like Green Sun's Zenith and would most likely replace Evolutionary Leap. It has the upside of being a creature and a lot of control what you tutor for. Downsides are that it will attract removal and it costs a lot to find the more expensive things.

  • Luminous Broodmoth: Functionally another copy of Mikaeus, the Unhallowed (okay not really but close enough), Mothra here gives all creatures unflying. While the percentage of creatures without flying isn't nearly as high as the number of non-Human creatures, I think this will be a good addition.

  • Mindslicer: This one is fairly common in sacrifice builds, and I foresee it doing work here. It shuts down combos while hardly hindering you, as the graveyard is basically your hand.

  • Ravenous Chupacabra: You'd think I'd have this since I played during Ixalan, but nope. Universal removal on a four drop to smooth out the curve, I just need to get my hands on one and then it's going in. Nekrataal works as a substitute if you have one on hand, but this is the ideal creature.

  • Reclamation Sage: This was originally cut for Knight of Autumn, but I'm not opposed to slotting it back in, should I find space for it. With the amount of exile and other removal for artifacts and enchantments, I'm not super hopeful, but we'll see.

  • Remorseful Cleric: This is slightly better than Angel of Finality due to its lower cost. It still flies, and can completely brick a flying attacker if you exile someone's yard before damage is dealt.

  • Austere Command: Utility board wipe, what more is there to say? I'm on the fence about this one: on one hand, its a powerful modal wipe, and on the other it's a high costed non-creature spell. Fortunately Commander Legends has dropped the price of this, so it's not too big of a blowout if I decide I don't like it. Regardless, I'm still going to try it.

  • Dead of Winter and Snow Lands: This seems like a lot of hoops to jump through for maybe -7/-7 at greatest, but who knows? This was suggested as a replacement for Toxic Deluge, since I don't actually own one.
There are some cards that are in a lot of other builds that I just didn't like in this one.

  • Satyr Wayfinder: At first glance, this seems like a great card. Mills for up to four and puts a land in your hand, what's not to like? I've never really been impressed with this guy, honestly. He doesn't actually ramp, just ensures that you hit your next land drop. I'd rather play even something like Knight of the White Orchid over this guy, since the deck wants to put lands into play rather than just into hand. Still, if you want to bulk up the lands package, Satyr is a good budget choice for that.

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Casual

93% Competitive

Date added 7 years
Last updated 3 years
Exclude colors UR
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

42 - 0 Rares

14 - 0 Uncommons

13 - 0 Commons

Cards 100
Avg. CMC 4.11
Tokens Experience Token, Human Cleric 1/1 BW, Morph 2/2 C, Plant 0/1 G
Folders stuff, Fun Decks
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