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The Spirits Call You

Commander / EDH

Rawbzilla


Maybeboard


Karador was the first deck I ever made for commander, so I revisited it and made it a control deck! I had originally planned on making it a bit spirit-based, because Karador is a spirit, and I got a few things that trigger off that, but it's hardly in the deck now. Lots of solid control though! Appreciate any comments/criticism, as the deck definitely still has problems, but I think I have a core idea down at least.

Multiple ways to sacrifice creatures then replay them through Karador to take advantage of their enter the battlefield effects.

Deck Strategy:

The first thing you have to remember about Karador, is that he can bring back anything that your opponents, or you, kill of yours, so don't worry about letting creatures die. This brings us to one of the major themes in the deck..board wipes! There are many the deck uses and clearing the board will almost always set the Karador deck in the lead as while many decks must draw new cards and get new stuff going, your power cards are still within your grasp. Many of the creatures in your deck do great things when they enter, so sometimes boardwiping or letting them die is actually a bonus for you. Now, since this makes Karador rather central to the deck, you must move on to the second thing..

The second thing you have to remember? Protect Karador! He will often be shuffled away into your deck if not shrouded, and hey, maybe even if shrouded! So have ways at least on the board to sac him to in case an enemy tries this. Also, use your hand more often than playing Karador early, easier to get them to shuffle a big bomb of a creature instead of your commander because they have to. Though, if you can play him and he doesn't seem threatening at the time, people sometimes let him slide on table, he won't have the effect some of the other commanders will in a bigger multiplayer game. And luckily, if they just keep killing your commander? Yours is one of the few where the cost increase won't matter as much since his ability lowers it based on your graveyard, which should be constantly growing. If Karador is shuffled, there are a couple cards in the deck to help tide you over, and the constant process of your deck moving to graveyard can cycle him back to the command area as well. When in doubt, tutor him as well!

And finally, the third thing you must remember! At what points in the game does Karador bring back what? Early on, you use him to call back the land grabbing minions of your deck, then work toward combo creatures in the mid game, things that are threatening but will not draw all the aggro. Once you have a comfortable position and hand, just start playing all the craziest creatures you can possibly play, drawing out all their removal until you can play a combo or a 1-shot card.

Notable Combos:

Crucible of Worlds + Terramorphic Expanse = Grab Land every turn!

Crucible of Worlds + Glacial Chasm = Never pay the life, but keep the land out forever!

Mikhaeus the Unhallowed + Triskelion = Infinite Damage

Mikhaeus the Unhallowed + Kharmic Guide = Insane Retrieval

Natural Affinity + Massacre Wurm = All Opponents Lands Dead

Natural Affinity + Decree of Pain (Cycle) = All Lands Dead! Including your own, but hey, you probably have lots of creatures out!

Jarad, Golgari Lich Lord + Bonehoard/Mortivore/Nighthowler = All Opponents are probably dead.

He Who Hungers + Hokari, Dust Drinker = Lock Down Opponents, then Sac him and lock down your enemy's hand to take your turn normally. This can also be done with other sac outlets less effectively.

Eternal Witness + Sac Oulet + Ethereal Haze = Can Stop 1 Turns Worth of Damage, every turn. Good in lower player games.

Instant Win Cards:

Tooth and Nail - Bring out one of the two creature combos and just win the game. Pretty simple.

Genesis Wave - Not always instant, but damn, a lot of stuff happens usually, and can also get your combo.

Rise of the Dark Realms - Enemy better hope they have a counterspell as usually 40-60% of your deck's creatures hit the table, plus all the strong ones the enemies have been playing.

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Date added 9 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

43 - 0 Rares

17 - 0 Uncommons

17 - 0 Commons

Cards 100
Avg. CMC 4.48
Tokens Phyrexian Germ 0/0 B, Saproling 1/1 G, Spirit 1/1 W
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