pie chart

Karador's Halloween Party - A Narrative Deck Tech

Commander / EDH BG (Golgari) BGW (Abzan, Junk) Reanimator Theme/Gimmick

Ehlesdi


Karador's Halloween Party

Hello, and welcome to this narrative deck tech. Take a spooky stroll through the dark woods with Karador and friends. Full of spirits, horrors, zombies, dark elves, witches and warlocks, this deck aims to fill the graveyard and grind out value through sacrifice and recursion. Honestly, the main goal here is to fill the graveyard for an explosive All Hallow's Eve! I have aimed to make this deck as flavorful as possible without sacrificing synergy. If you have any questions about card choice/theme drop them in the comments! Hope you enjoy!
The air is cold and the moon is full on this All Hallow's Eve. A dense mist hinders your vision as you and your friends make your way across the empty Plains and approach the edge of the Forest. The locals in the city you're traveling from told you it would be best to avoid the Swamp, but your only other option is to travel through the Forbidden Orchard on the outskirts of town. Reluctantly, you decided to take their advice despite the stories of horrors and haunts which lurk in those Grim Backwoods.
You and your friends discuss the stories you were told of the dark shaman, Meren of Clan Nel Toth, the Cavalier of Night, Syr Konrad, the Grim, the Grim Haruspex, Sidisi, Undead Vizier and the ancient vampire, Vish Kal, Blood Arbiter. You try to dismiss them as simply old legends, despite a feeling of uneasiness growing inside you. After a short time you reach an opening in the trees and realize you have stumbled upon a Woodland Cemetery. Suddenly, you begin to hear a soft wailing coming from behind a large Overgrown Tomb. As the wailing gets louder you notice the Keening Apparition of a Remorseful Cleric making its way towards you through the mist. Paralyzed with fear, you and your friends stand frozen until you notice another figure, draped in white, emerge from the shadows. You feel a small sense of warmth as the Hallowed Spiritkeeper standing before you beckons a Selfless Spirit to intercept the attack. Seeing an opening for escape you dash into the Haunted Fengraf, running deeper into the Twilight Mire.
After ten minutes of breathless running you find yourself in another Foul Orchard. As you try and orient yourself you look to the sky for any point of reference. Aside from the full harvest moon hiding behind the clouds a lone light penetrates the thick trees. Kokusho, the Evening Star flickers across the sky, dimly lighting a path in front of you. A small clearing along the path reveals a dimly lit Gingerbread Cabin a short way into the woods. Warily, you approach the dimly lit structure in hopes of finding some helpful directions. As you approach you see an old Hermit Druid tending to some strangely raised plots in the earth. The disheveled man looks up from his work as you slowly approach. Suddenly, the piercing sounds of a Shriekmaw fills the woods around you. The hermit offers some refuge and invites you inside. In a turn of seemingly good fortune, this Karmic Guide explains that you will find your way by heading West past the old Dakmor Salvage and Bojuka Bog and into the Marsh Flats. Thankful for the rest, you begin to take particular notice of your surroundings. A strange musk lingers in the room and you begin to notice large, strangely colored, mushrooms on a table. Inquiring about the stench leads the old druid to ramble on about the old Sakura-Tribe Elder practices of burying the dead with a tree saproling as a way of becoming new Life from the Loam. Upon hearing this you instantly recall the strangely raised plots of earth out front. You realize this is no ordinary Deathcap Cultivator. Despite being thankful for the help your fear of being Buried Alive leads you and your friends to quickly be on their way.
As you continue on you can't help but think of warnings the old hermit gave you. Thoughts of Llanowar Dead, Elves of Deep Shadow and a Stinkweed Imp emerging from the darkness fill your mind. As you drudge onwards your thoughts are penetrated by the sound of a low, distant, yet captivating voice. As the sounds of the Deadbridge Chant beckon you forward you can't help but wonder if the siren song of Sheoldred, the Whispering One draws you to your doom. Just as quickly as you lost yourself to the melodic chant you find yourself gazing upon an eerie sight. An Isolated Chapel in the middle of the Barren Moor reveals the source of the hymns.
You fear this Godless Shrine will provide little sanctuary, wondering what sort of Spirit of the Night or Crypt Ghast may lurk within. As you approach you notice a faint light escaping through the gap in the massive wooden cathedral doors. You and your group quietly peer inside to see a Deathrite Shaman performing some sort of Dance of the Dead. Entranced, you watch as the Underrealm Lich known as Jarad, Golgari Lich Lord performs the Dark Ritual. In the dim light you can see a Fleshbag Marauder lying atop the lich's Altar of Dementia. As you try to make out what he is saying you catch a few of the words being uttered under his breath. "Come forth, Razaketh, the Foulblooded, rise and lend me your power." Awestruck by the ritual, you watch as a massive Grave Titan arises from within the Cabal Coffers, breaking through the tattered floor boards of the cathedral. Soon, another creature lurks from the shadows into view, a lumberingGolgari Grave-Troll. You wonder what sort of nefarious plans this Skull Prophet has until you realize things aren't going as planned for the lich. Damnation seems to have befallen him as he continues to Reanimate the dead. You watch as the Living Death Victimize their own summoner. It appears the Midnight Reaper has come to collect on whatever sort of Grave Pact this Doomed Necromancer has made. You decide it is for the Greater Good to make your escape before you uncover any more Mausoleum Secrets this Temple of Malady keeps hidden in the shadows.
As you continue your journey you and you friends wonder if you will ever find your way to safety. Shortly you reach a Hissing Quagmire where all sorts of peculiar noises come from the darkness. You hear the creaking sounds of a Splinterfright as you make haste towards what seems to be a clearing in the forest. As you approach the clearing you are filled with relief to see open Brushland in front of you. Off in the distance you make out the silhouette of a small village in the mist. With a renewed sense of hope you run towards it. Your hopefulness soon fades when you realize this is nothing more than an abandoned Ghost Quarter of a village.
In the center of the village is a large Ancient Tomb, flanked on either side by Verdant Catacombs. The dead foliage of what was once a beautiful Temple Garden covers the ground in front of you. You brush away the dirt and moss that has grown over the ornate engraving at the base of the tomb, revealing the words 'Urborg, Tomb of Yawgmoth'. You try to recall where you have heard the name before until your friend makes the connection. He reminds you of the old legends you had heard about Yawgmoth and the legendary Phyrexian Elesh Norn, Grand Cenobite. Chills run down your spine and you urge your friends to leave the village. As you reach the edge of town you notice a soft, warm, light off in the distance. Hesitantly, you make your way for the softly glowing Witch's Cottage hoping for some sort of help in finding your way back home.
As you approach the small, dimly lit, shack you feel a sense of warmth and comfort. A welcome feeling after your harrowing night in the woods. You and your friends can hear the murmurings of someone inside and notice smoke billowing out of the chimney. Tentative, you softly rap on door. After a few moments, and many more murmurs, the door swings open revealing a short and elderly Bog Witch. After a brief interrogation, and a rushed recount of your evening, you are invited inside. The cottage is cozy and inviting with a large fire burning in the fire place. Hanging in the hearth is a large Witch's Cauldron.
As you and the witch get to chatting you explain how you have been trying to make it out of the woods and back home. The witch informs you that you must have made a few wrong turns quite a way back. This comes to no surprise to you and your friends. Your evening has been nothing short of hectic and downright frightening. The witch inquires more about your evening and you and your friends indulge them, thankful for the comforting rest. The witch seems particularly interested in your story of the lich at the cathedral. She tells you that she, too, is trained in the arts of necromancy and is an old Disciple of Bolas who learned much of what she knows from the legendary Liliana of the Veil. However, she reassures you that she no longer fancies to Animate Dead. The witch offers you new directions to your destination. It seems you are about two hours off track, but should be able to reach the city by sunrise. Unfortunately, you must pass back through a small section of the dark forest to reach a main road. The witch offers you a potion that should ward off any bad spirits and ghouls. Assured that this witch is no Plaguecrafter you gladly accept, hoping to avoid any more harrowing run-ins. You watch as the witch tosses an entire, still croaking, Spore Frog into the cauldron. Along with it go a Caustic Caterpillar and three legs of a large Nyx Weaver. Smoke billows out of the cauldron and you watch in awe as this Viscera Seer repeats the words of a spell. After a few moments the cauldron begins to bubble over with what looks like Acidic Slime. It steams as it runs down the side of the large cauldron. The witch promptly scoops it up into three cups and offers it to you. Timidly, you drink the cup of mysterious green goo, pleasantly surprised by the taste. Without wanting to waste too much time you and your friends thank the witch and insist that it would be best for you to get back on your way. You bid a hearty farewell to the witch and you make your way back into the edges of the forest, happy to be on your way home to safety...
You and your friends chat about the unbelievable evening you have experienced, convinced that the witch's potion must be working, as you make your way through the woods without any further incident. Through your conversation and the maze of trees you have lost track of time until you start to notice a faint orange glow in the sky. You realize dawn is on the horizon and notice that the trees are beginning to thin out around you. Off in the distance you see the edge of the forest and your heart fills with joy. Despite being utterly exhausted you make haste to escape these woods once and for all. You think about how you Dread Return to this forsaken place. As you run you notice what sounds like thunder a little off in the distance. The thundering sounds become louder with every passing second. Confused, you look up to see a beautifully clear sky filled with colors of purple and orange as the sun is breaking the horizon line. There is not a cloud in sight and, suddenly, you discover the source of this 'thunder'. As you look back down from the sky you find yourself face to face with a large spectral centaur at the edge of the forest. You turn to your friends in shock and awe.
They are frozen in place, staring at Karador, Ghost Chieftain. Suddenly, they gasp, and as you turn you see the beast lunge towards you with it's long spectral spear. Before you can yell, a bright white light envelops you, blinding your vision. Just as quickly as everything goes white it fades back into darkness. After what feels like an eternity you begin to come to. You feel as though you just had the strangest dream of your life as you slowly begin to wake up. As you gather your senses, you hear the sound of rustling leaves and realize you are lying on the forest floor. You turn to find your friends but they are nowhere in sight. Quickly, you jump up to try and gain your bearings and see your traveling pack at your feet. You reach down to grab it and are horrified when you see a spectral white hand go right through it. In this moment the crushing realization hits you that this was no dream and that your Halloween journey is ending ghostly Ever After.

Suggestions

Updates Add

Comments

Attention! Complete Comment Tutorial! This annoying message will go away once you do!

Hi! Please consider becoming a supporter of TappedOut for $3/mo. Thanks!


Important! Formatting tipsComment Tutorialmarkdown syntax

Please login to comment

Casual

97% Competitive

Revision 1 See all

(3 years ago)

+1 Ancient Tomb main
-1 Castle Locthwain main
Date added 3 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

12 - 0 Mythic Rares

40 - 0 Rares

20 - 0 Uncommons

15 - 0 Commons

Cards 100
Avg. CMC 3.59
Tokens Experience Token, Food, Morph 2/2 C, Spirit 1/1 C, Spirit 1/1 W, Zombie 2/2 B
Folders My Decks
Votes
Ignored suggestions
Shared with
Views