If you control a commander, you may cast this spell without paying its mana cost.
You may choose new targets for target spell or ability.
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Deflecting Swat Discussion
3 days ago
5 days ago
Easy to place in:
- Valakut Awakening Flip --> Mountain
- Kazuul's Fury Flip --> Mountain
- Command Beacon --> Mountain
- Bonders' Enclave --> Mountain
- War Room --> Mountain
2 weeks ago
Control_Train I notice that you're not running Deflecting Swat or Flawless Maneuver. Is there any particular reason for not including these? I know we don't get them back with feather but I feel they fill enough of a role that our other spells don't cover that it's worth, especially Deflecting Swat.
3 weeks ago
In a recent game with my Ragavan, Nimble Pilferer deck, I got a player to waste 10 mana using the Avarice Totem I let them keep because I had Deflecting Swat in hand and was going to win through commander damage the next turn.
I was like...sure, I don't need to use it right now, and I don't have enough mana to stack the activations so that I end up with the card again, but if I give him the card, I pretty much know how the next turn will play out, and I'd rather give him the rope to hang himself with.
4 weeks ago
He's also great for a turn 1 Fierce Guardianship and Deflecting Swat. I'm surprised no one has mentioned this, yet. So if you have say a Dark Ritual, Mana Vault, Ad Nauseam and fetch in hand alongside some of that nice free protection, you can win on the first turn.
1 month ago
Hey Mark3sie, I have a few suggestions. I don’t run Edgar, but I do run Kaalia of the Vast, so I have experience with mardu colors. I am making suggestions regardless of budget since I don’t see the budget tag.
Deflecting Swat is awesome as well and has saved me many times.
Hope this helps! :)
1 month ago
To be honest, the reason I swapped from Tymna/Thrasios to Kenrith, Returned King is threefold.
Access to red lets me get Dockside Extortionist, and as explained above by RambIe, any infinite mana combo leads to a win without needing any specific cards in deck with kenrith in the command zone. It also lets me have some of the best interaction in the format, the best sweeper in Fire Covenant, the best free counter in Deflecting Swat (imo), two of the best dorks in the format (Ragavan, Nimble Pilferer and Ignoble Hierarch), as well as a slew of other options from Red Elemental Blast/Pyroblast to Mayhem Devil (an immediate threat against any LED Breach piles, especially if they set up with an ad nauseam/peer, it's great against Tithe, or against Ragavan, or against dockside, but it's also insane with any of them on your side of the field), and a personaly new favorite Expressive Iteration, the 2 mana dig 3 draw 2.
Kenrith also allows access to some of the most efficient win lines. My personal favorite is how it interacts with Hermit Druid. Not only in a dedicated deck can it immediately give it haste, active it, and be the recursion piece to bring back Thassa's Oracle, but it can also reanimate the Druid if you Entomb it, or abuse Intuition like Kess, etc.
Kenrith does something else I find great, which is simply have some serious potential to abuse any boardstate, often under most any stax. With just 4 mana invested, it can become a 7/7 that can kill in three turns, or give itself and other creatures you control more counters, trample, and haste and one-shot if draw lines aren't available and you have infinite mana (I did this two nights ago when a Winota managed to pull out a Spirit of the Labyrinth). The deck is so efficient early, mid, and late game in this fashion that it is one of the most popular stax commanders in cEDH, one of the most popular midrange commanders in cEDH, and one of the most popular fast combo commanders as well.
Tbh, Kenrith is busted.
2 months ago
king-saproling, I agree with CalebKT regarding Deflecting Swat in particular. It's way too powerful to ignore (unless there's a reason not to be added aside from price). Counter counterspells, redirect targetted removal, draw, extra turns, etc.... very powerful effect that allows you to bluff interaction and most importantly, protect your glass cannon (your commander).
On a similar note, have you considered Lightning Greaves to protect your commander and give it haste, along with your 2 creatures that are combat dependent? Or is it not included due to only having 9 creatures? Would love to hear your thoughts regarding these 2 ideas.