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Eventually, All Will Turn Into Dust.

Commander / EDH Colorless

Dischord


Inspired by several different Kozilek, the Great Distortion commander decks, from Game Knights to this Kozilek primer, and to even other random Kozilek decks on TappedOut and YouTube, comes my personal take on Kozilek!

As with most, if not all Kozilek, the Great Distortion decks, our main win condition is commander damage. Our goal is to swing with Kozilek twice and kill off our opponents one at a time.

Cards like Rouge's Passage and Whispersilk Cloak help Kozilek immensely by allowing him to go by enemy blockers unscathed. On top of that, Kozilek's activated ability is extremely oppressive, allowing the deck to counter almost everything in the game with nearly no countermagic wars, since Kozilek counters spells using an activated ability rather than an instant.

Over a fifth of the deck is dedicated to ramp cards. We need Kozilek out as early as possible, so it's necessary to stuff a bunch of ramp cards in the deck.

There are a lot of ramp cards, and most of them are used in other Kozilek decks, so I won't go over them all. But I will go over the overlooked ramp cards that you'll see here, and one of them is Victory Chimes . Victory Chimes lets us leave up mana for cards like Endbringer , while simultaneously playing politics by feeding our opponents mana if the time arises. We'll backstab them later.

Another card that I really enjoyed in the ramp package is Krark-Clan Ironworks . A once formidable deck in Modern, now banished to wherever Splinter Twin went, Krark-Clan Ironworks (Or KCI for short) is absolutely fantastic in Kozilek. An artifact sacrifice outlet that turns your mana rocks into bigger mana rocks? Sign me up!

They have arrived: Emrakul, Kozliek, Ulamog.

Emrakul, the Promised End isn't like her banned version, but she's still extremely disruptive and devastating in her own right. Stealing someone's turn and turning their cards against them is fitting for Emrakul, and destructive for everyone except you. You can also combo Emrakul's cast trigger with Ugin's Nexus to take your opponent's turn without giving them the extra turn from the cast trigger.

Kozilek, Butcher of Truth loads our hand with up to 4 extra counterspells, and brings the almighty Annihilator 4 to the table. Both Kozileks complement each other well, and Annihilator can quickly salt someone out of the game.

Ulamog, the Infinite Gyre brings us a powerful targeted removal along with even more Annihilator 4. On top of that, The Infinite Gyre has Indestructible. Slowly but surely, your opponents permanents will be ground to dust.

Introducing our Commander all-star, Ulamog, the Ceaseless Hunger . The Ceaseless Hunger's cast trigger targets two things instead of one AND exiles them, perfect for our removal package. In addition, he's indestructible and instills a sense of urgency in our opponents as they run out of answers thanks to The Ceaseless Hunger's attack trigger, exiling the top 20 cards of the helpless player's library.

What's better than tutors? How about ramping on top of tutoring? Conduit of Ruin can put a powerful Eldrazi on top of the deck, and makes it cost 2 less mana to cast if it's the first creature spell we're casting that turn. This is a great deal for only 6 mana!

Geode Golem doesn't let Kozilek dodge commander tax, but reducing Kozilek's cost by 10 mana?! That's a huge advantage for Kozliek. Geode Golem is a kill on sight threat, and if it stays on the battlefield for a single rotation, things are going terribly for your opponents.

Oblivion Sower has a lot of cool utility. Exiling the top 4 cards of someone is cool, but taking all of their lands in exile really speeds up the deck. If we already attacked with Ulamog, the Ceaseless Hunger , then we get even more lands!

Pathrazer of Ulamog 's Annihilator 3 isn't exactly 4, but it has super menace, and your opponents are never happy to sacrifice 3 permanents to Pathrazer of Ulamog.

Steel Hellkite can deliver extreme punishment by wiping an opponent's board of a certain CMC. Overall, Steel Hellkite is another Commander all-star, and certainly shouldn't be passed up.

Finally, Void Winnower might as well be an Eldrazi Titan, considering how oppressive its abilities are. Shutting off half or even more of your opponents' hands and blockers is powerful, and an 11/9 statline to back it up isn't shabby, either.

We're running a significant amount of removal, since we're playing in a colorless deck with weird timings on removal. Most of the board wipes and removal cards are pretty standard and self-explanatory, so I'll highlight a few of the most important ones to save time.

Ugin, the Ineffable triples as removal, ramp, and card draw, and is probably one of the top 5 cards in the deck, not counting the Eldrazi titans.

A card that really shined for me is Warping Wail , since you can't counter everything with Kozilek. Warping Wail has saved me quite a few times!

To really rub it in, we have the almighty All Is Dust . This card is almost as oppressive as Void Winnower in this deck. A nearly-one sided board wipe that ruins almost all of your opponents' boards? Instant include. I can't see a colorless deck not running All is Dust.

Swiftfoot Boots and Lightning Greaves offer nearly identical benefits to Kozilek - protection and haste! Lightning Greaves are slightly better because it has an equip cost of 0, but other than that, there's no reason to not run these two classic staples.

Whispersilk Cloak also gives protection, but it comes with additional evasion. If you need that one last hit on your opponent, Whispersilk Cloak can get you right past their defenses for the easy knockout.

Soul of New Phyrexia is so hidden, sometimes even I forget that it's in my graveyard. If someone casts a Blasphemous Act , you can sneak in Soul of New Phyrexia's ability if it's on the battlefield, or even from your graveyard to catch your opponents completely off guard.

Last, but not least, we have Platinum Angel . This one is kind of a flex pick - against some decks, a protected Platinum Angel wins the game outright. Other times, it's a 4/4 flier for 7 mana. I like the potential of the card for sure, but I wouldn't be surprised if I end up replacing it for a better card in the future.

Unsurprisingly, card draw is essential to Kozilek. We need to have enough cards in our hand to start countering everything our opponents do to stop us.

Conqueror's Galleon   is, surprisingly, one of the absolute best cards in the deck. When it flips over into Conqueror's Foothold, a crazy amount of shenanigans can happen. Once, in a close 1v1 finish, I had enough mana to keep looping Ulamog, the Ceaseless Hunger from my graveyard each turn to exile my opponents threats before they could hit me once more to finish me off. Drawing a card or looting is great, too! Definitely try it out if you get a copy.

If you're playing Eldrazi, you better be playing Endbringer . It just does so much! Pinging something off, card draw, combat tricks - it's got it all! Untapping every turn is Endbringer's greatest strength, and it generates so much card advantage that you have to play it.

Mind's Eye across the table can draw at least 3, if not more, cards. Mind's Eye is a no brainer!

Skullclamp might seem a bit weird in this deck, but it has combo potential with Myr Turbine and Trading Post , which will be explained in the next section.

Staff of Nin draws us an extra card each turn, and can kill off little creatures. That's all there is to it, really - great card!

I'm currently trying out Karn, Scion of Urza and seeing how well he draws cards & protects the board. I'll report back in a few weeks to share my results!

Here we go - the 11 most confusing cards in the deck, and the ones that need the most explaining. Long section ahead!

Ever just had a lot of artifacts with activated abilities that you just want to keep using over and over again, or had a mana rock like Basalt Monolith that you want to juice out again? Clock of Omens is the card for you! Reusing mana rocks and sweet activated abilities can really start to put the pressure on your opponents. It's an innocent looking card with tons of power behind it!

Expedition Map searches for just the right land we need in almost any situation. We'll discuss the powerhouse lands in the deck in the Land section, but for now, just note that we really, really, really want to run an Expedition Map.

Karn, the Great Creator made a big splash in Modern and even Legacy, and it's just as powerful in Commander as he is in Constructed formats! Shutting off our opponents' equipment, mana rocks, and fun artifacts is an incredible ability, and his [+1] can even expose some artifacts to board wipes or targeted removal. You can also target a card like Darksteel Citadel from your opponents to kill off that land for free! His [-2] ability can get back artifacts that your opponents ended up exiling, or you can do something even more sinister...

...like use Karn's [-2] with Ugin's Nexus ! If you have a sacrifice outlet, say Krark-Clan Ironworks , you can keep using Karn's [-2] to fetch Ugin's Nexus again to take multiple turns. In Kozilek's case, taking multiple turns to finish off people with commander damage is a really sweet win condition. With enough cards on the battlefield, yes, you can loop Ugin's Nexus if you're tricky enough, but that really isn't the point of running Ugin's Nexus. Oh yeah, it also stops our opponents from taking extra turns, too. Additionally, it has extra synergy with Emrakul, the Promised End - just like I mentioned earlier in the Titans section!

Let's talk Planar Bridge . One of the most unfair cards in the deck by a long shot, Planar Bridge pulls almost any card from our deck onto the battlefield, granting us a huge advantage and potentially winning the game all on its own if left unchecked. There is one huge priority target for Planar Bridge that you should definitely slam down first, and that's...

Unwinding Clock ! Other Kozilek decks have discussed this combo before, but I'll explain it again for those unaware: imagine activating Planar Bridge...but at least once every turn, not just on your turn! Leaving mana open for cards like Endbringer and Mind's Eye also helps a lot, too! Unwinding Clock is a fantastic addition to the deck.

If Planar Bridge is so good, why don't we go searching for it? Kuldotha Forgemaster does just that - searches for important artifacts like Planar Bridge to start out-valuing our opponents. We can sacrifice a whole host of different artifacts, from our mana rocks to our Myr tokens!...Myr tokens? Yeah, Myr Tokens! Like...

Myr Turbine ! Myr Turbine is a very innocent card. It creates a...1/1 Myr token every turn. Not that exciting, unless you pair it with Skullclamp , Clock of Omens , Kuldotha Forgemaster , and even to crew Conqueror's Galleon  ! Unwinding Clock also works fantastically here, since it generates a 1/1 Myr token each turn!

Good ol' Mimic Vat . We can stick a lot of fantastic card underneath Mimic Vat, like Meteor Golem or even an Eldrazi Titan! Unfortunately it doesn't work with Skullclamp since the token gets exiled, rather than destroyed/sacrificed, but it can absolutely end the games out of nowhere.

Basically a staple in every deck that runs artifacts, we have Trading Post ! Recurring our powerful artifacts and turning our tokens into card advantage is a fantastic way to get ahead. It works with Skullclamp if you create Goats, too!

Voltaic Key might be the last card on this list, but it certainly isn't least. On top of juicing out the obvious extra use of Planar Portal and Trading Post, we can even use it as a mana rock if we're untapping a mana rock that produces 2 or more mana! It's cute, but powerful - there's a reason why this card keeps coming back and back again to haunt players.

We have a ton of lands to cover, since the lands are the backbone of a colorless deck. Which land is correct to get with Expedition Map ? Let's cover the strengths of each land!

Arch of Orazca , Geier Reach Sanitarium - card draw! You're going to be hearing me say this a lot, but since we're in colorless, we can run as many utility lands as we want without messing up the mana base too much. Arch of Orazca can start drawing us cards in the mid-game, while Geier Reach Sanitarium can dig us a little deeper towards our mana rocks early on.

Buried Ruin , Haunted Fengraf - recursion lands! If we really need something back from our graveyard, these two cards are the ones to do it. The random factor of Haunted Fengraf doesn't matter, since most of our creatures are fantastic targets for Haunted Fengraf anyways.

Crystal Vein , Eldrazi Temple , Eye of Ugin , Mage-Ring Network , Temple of the False God , Shrine of the Forsaken Gods , Untaidake, the Cloud Keeper - accelerator lands! These lands can tap for 2 mana, or provide us with a 2 mana advantage in the case of Eye of Ugin, to cast Kozilek fast and early. Some of these lands have weird tapping effects, which is why we're running...

Urborg, Tomb of Yawgmoth - enabler land! You can run Urborg since Urborg doesn't have a color identity, so we're free to throw down Urborg to start tapping cards like Eye of Ugin for mana!

Ghost Quarter , Tectonic Edge , Thespian's Stage - dealing with our opponents' lands! Ghost Quarter and Tectonic Edge are really great at stopping cards like Glacial Chasm from taking over the game. Thespian's Stage can also copy a powerful land that our opponent has, like Cabal Coffers if they're running the Urborg/Coffers combo!

High Market , Phyrexia's Core - sacrifice outlets! If one of our things is targeted by something like Path to Exile , we want to try and sacrifice the targeted card to stop it from getting exiled in case we need it later.

Inventors' Fair , Sanctum of Ugin - tutor lands! Tutors on lands are really powerful, and these two are no exception! We can look for any artifact using Inventors' Fair, and a powerful Eldrazi Titan with Sanctum of Ugin. On top of that, Inventors' Fair gains us life, just in case we ever drop to a dangerous life total.

The rest of the lands don't really have a category, so I'll explain each one individually.

Darksteel Citadel is a unique land in that it's also an artifact. The main benefit is for cards like Trading Post , Unwinding Clock , and Clock of Omens . It's a cool land, and great in all artifact decks!

Emergence Zone lets us have additional interaction on our opponents turn. Did someone slam down a protection card out of nowhere, and you can't counter it? Why not flash in something like Meteor Golem to stop whatever they just put down?

Karn's Bastion proliferates. You can use this on Ugin, the Ineffable or Karn, the Great Creator or play politics with your opponents to try and squeak out a small advantage later on.

Mirrorpool - the main benefit to Mirrorpool is copying Eldrazi Titans that are about to get removed, or other powerful Eldrazi like Void Winnower to further keep your opponents shivering in fear. It comes in tapped, but that shouldn't be that much of an issue!

Reliquary Tower - Sometimes, we have a large hand, and we don't want to discard to hold up more counterspell fodder. That's okay, we have Reliquary Tower! If you drew a ton of cards off of something like Mind's Eye , Reliquary Tower is a fine target for Expedition Map .

Rogue's Passage is simple. Give Kozilek or another Eldrazi Titan unblockable to deliver misery. You can also use it on your opponents' creatures if they swing at other people!

Scavenger Grounds is our graveyard hoser. Against opponents like Muldrotha, the Gravetide , we want to have some way to slow them down!

Zhalfirin Void can help us out immensely in the early or late game by manipulating the top card of our deck. There's no reason to not run Zhalfirin Void!

This deck runs 8 Wastes . Why Wastes and not more utility lands? Cards like Back to Basics , Ghost Quarter , and Wave of Vitriol can destroy us, and we need to run at least a few basics so we don't get hosed by those kinds of cards.

Alright, the obvious: Karn Liberated and Ugin, the Spirit Dragon are the two best colorless planeswalkers in the game. I'm not running them because...well, I don't have a copy of them yet! Ugin, the Spirit Dragon is particularly important because he's another one-sided board wipe, which makes the deck even more oppressive. I would take out Platinum Angel and Artisan of Kozilek for those two, since the impact of the planeswalkers is way higher than Platinum Angel or Artisan of Kozilek.

Mana Vault , Mana Crypt , Ancient Tomb , and Grim Monolith are also things that I have to pick up. Great mana accelerators! I'd replace Untaidake, the Cloud Keeper with Ancient Tomb, Hedron Crawler for Mana Vault, Fractured Powerstone for Mana Crypt, and Victory Chimes with Grim Monolith.

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Updates Add

Currently testing out Karn, Scion of Urza and seeing how well he draws cards/protects the board.

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Revision 4 See all

(4 years ago)

-1 Artisan of Kozilek main
-1 Hedron Crawler main
+1 Karn, Scion of Urza main
+1 Manifold Key main
+1 Relic of Progenitus main
-1 Warping Wail main
Date added 4 years
Last updated 4 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

14 - 0 Mythic Rares

37 - 0 Rares

35 - 0 Uncommons

6 - 0 Commons

Cards 100
Avg. CMC 4.55
Tokens City's Blessing, Clue, Construct 0/0 C, Copy Clone, Goat 0/1 W, Myr 1/1 C, Spirit 2/2 C
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