Kardur, Doomscourge

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Pre-release Legal
Standard Legal
Vintage Legal

Kardur, Doomscourge

Legendary Creature — Demon Berserker

When Kardur, Doomscourge enters the battlefield, until your next turn, creatures your opponents control attack each combat if able and attack a player other than you if able.

Whenever an attacking creature dies, each opponent loses 1 life and you gain 1 life. (Dying is being put into the graveyard from the battlefield. Tokens enter the graveyard before they cease to exist.)

Gleeock on Post Power Level Public Play

6 days ago

*Point 3) It is getting hard to average turns. With changing complexity of mechanics, turn wins can have variable dependency. This is very true with groupslug. I have a Kardur, Doomscourge deck that is so parasitic with how it wins.. Just so dependent on what your opponents are bringing to the table.... Basically, I am getting to Goldfish win-turn is becoming a difficult metric to use with the rising complexity of the game (the rise of interdependent mechanics as a legit path to winning).

Point 4) I've gotten stuck on that one too. I often play slug & death by cumulative lifeloss (player removal is* problem removal & life matters). Therefore, I have learned to peck at obvious control players while I can, I chisel at the player that cannot gain the life back to put pressure on them. I played at an LGS a little while ago & killed someone (instead of spreading it out) with their own deck & utilized another player's unwillingness to attack. I think the expectation was to spread around the damage until this person assembled a secondary wincon & they were pretty miffed that I would just kill them before this happened. It is an oddity to me that expected behavior can influence the power level in public play, but I have witnessed it.

Crow-Umbra on Musashi's Mosh Pit [Primer]

3 weeks ago

Nice DaigarStrasis lol.

One of my friends in my playgroup runs decks for both Kardur, Doomscourge and Marisi, Breaker of the Coil. I've definitely experienced firsthand how effective Goad strats can be. Once they get going it's hard to attack them if they can keep their Goad engines going.

multimedia on Rakdos, Lord of Riots Demon Tribal

1 month ago

In my last comment suggested a lot of cards to add, now here's some cards to consider cutting. For cards to consider cutting I would start with all the lower mana cost nonDemon creatures. I would simply replace these with other lower mana cost cards that can better enable Rakdos without attacking and reduce creature mana costs without attacking.

Rather than playing a lot of single creature removal spells, rely more on Demons who can destroy or remove creatures? Especially Demons who have repeatable removal effects. You could cut many creature removal spells and replace them with more draw.

Searing Spear, Shock, Disintegrate can target a player to make them lose life, but you have Lightning Bolt for that and you can make opponent lose life better ways then playing single burn spells. Some budget single removal spells are helpful such as Chaos Warp and Feed the Swarm because these spells can remove an enchantment, Warp any permanent. When attacking is important to your game plan these can remove Ghostly Prison, Propaganda and others.


Rakdos can only reduce the mana cost of creatures therefore play very few noncreature high mana cost spells or spells that require a lot of mana to be useful. Spells that need a lot mana paid to make them decent is not really what you want when playing many high mana cost creatures. Could cut these for more draw and ramp.

Rolling Earthquake is a budget spell like this that's worth playing because you can control how much damage each creature is going to take, most Demons including Rakdos have high toughness. You could cut a few of the lesser Demons.

Master of the Feast is really bad card in multiplayer Commander because only your opponents draw. Awaken the Sky Tyrant, Wretched Confluence and Seal of the Guildpact are subpar for the mana costs.


In my last comment I recommended adding a lot of loot effects for draw. Loot is excellent with Blood Speaker and Speaker is a good reason to play Demon tribal since it's a tribal tutor that can be repeatable, return to your hand from your graveyard. Rakdos can reduce Speaker's mana cost to only 1 mana, making it a mana efficient way to repeatedly tutor for Demons.

Loot can be an enabler for reanimation and recursion which are helpful effects to have with Demons. Reanimation is a way to get Demons onto the battlefield without having to cast them, a backup for when Rakdos is disrupted. Recursion is getting Demons back into your hand or casting them from your graveyard. Patriarch's Bidding can reanimate all Demons in your graveyard. Persist and Exhume can reanimate for only two mana.

Chainer, Nightmare Adept has interaction with looting, getting Demons into your graveyard to cast them using Rakdos mana cost reduction. If you discard a Demon using Chainer's ability you can cast that same Demon giving it haste to attack. Rakdos also gains haste from Chainer when he's cast from the Command Zone. Any creature you reanimate gains haste from Chainer.

Chainer has excellent interaction with creatures who can sac themselves for value such as Magus of the Wheel and Doomed Necromancer. With Chainer these creatures gain haste when cast from your graveyard allowing them to tap and activate their abilities right away. Doomed Necromancer can reanimate even at instant speed. Chainer is good with Blood Speaker as discard outlet that can keep coming back to your hand.


Some more budget Demons to consider adding:

Some budget land upgrades to consider:

Temple of the False God is not a good land when you have no land ramp. It will not tap for mana until at least turn five and that's if you make all your land drops. Even if playing green and land ramp such as Cultivate I still wouldn't play Temple of the False God, it's just not a good enough land in the early turns of a game.

Crow-Umbra on [retired] Back That Mazz Up

3 months ago

Thank you KBK7101! This is my first time trying out Naya. Once Mazzy was spoiled, I swapped out anything with Blue in the color cost from my Tuvasa deck, and swapped in all the Red stuff I thought would fit. All in all, I think I made about a 45 card swap, including lands.

There was plenty of cool stuff in CLB. I think its proximity to Double Master's 2 dampened its debut and reception; especially given the quality of reprints coming up. I added a handful of CLB stuff to my Isshin deck, and have some other singles in binders for future use. I thought of making Jan Jansen, Chaos Crafter, and combining my Prosper and Osgir decks to make it happen.

I do like both your suggestions. I could see Brought Back as a likely test swap with Faith's Reward. I do like how much cheaper Brough Back is.

Uril, the Miststalker is an absolute house. I could likely swap out Baeloth Barrityl, Entertainer for it, def seems like a more proactive bomb. A friend in my playgroup used to run a Uril deck, and currently runs Marisi, Breaker of the Coil and Kardur, Doomscourge as commanders. I've experienced firsthand how hard Uril can be to deal with lol.

Gleeock on Win Conditions / Near-whining Musings

3 months ago

TypicalTimmy Your Timmytastic take on this makes me want to pull even more hackneyed combos out of decks, though to be fair, I have pulled most my high consistency same-playline temptations already. Or in decks where they remain the critical mass of tutors is so low that I rarely see them. The most hackneyed one that I still have is Godo, Bandit Warlord & Helm of the Host in my Kardur, Doomscourge deck... Where I have rolled into it before & sortof hated it a couple of times. My biggest issue is that both godo & helm are really good as just standalone cards in the deck as the deck runs major ETB advantage along with several alternate equipment that are fun to fetch as well as helm working amazingly with the commander or tons of ETB creatures. Ah well, if I end enough games in that unsatisfying way then I may just pull the combo, right now I am just trying to stay slim on tutors. But you can see how too much of that kind of play runs counterintuitive to what Kardur wants to do: grind out a combaty, group-sluggy, back & forth game.

Gleeock on What makes a deck-worthy commander?

4 months ago

I like to play with aggression & identity along with some level of simplicity of mana base. Thus, for me I don't personally like 4+ colors as I feel some dilution of identity when you approach WUBRG goodstuff, I also dislike a cumbersome manabase. I like commanders who force uncomfortable decisions & playing damage-race style decks.

Back to the question, specifically: I definitely do not need high power, I don't actually typically NEED to play the commander to enjoy most of my decks... often my commander will need to be impactful if I do decide to play them, but also not such a heavy centerpiece that it must be played for the deck to run. I like a commander where I can just build my boardstate & possibly slap down the commander as the "cherry on top". I've won games with Thantis, the Warweaver with or without Thantis & it will be a totally different game if I play Thantis. Same thing with alot of my other decks; MY Kardur, Doomscourge deck is not running right if I am playing Kardur immediately.. He only comes out by neccessity.

Rhadamanthus on Kardur, Doomscourge and attacking planeswalker

4 months ago

You can use double square brackets around a card's name to create a reference link: Kardur, Doomscourge. It's the best way to make sure everyone understands what's going on in the question.

Yes, with the way the ability is written, players get "prioritized" for attacks. If the creatures are able to attack, they have to attack. Then, if they're able to attack a player other than Kardur's controller, they have to attack one of those players. But if they aren't able to attack any of those players, then they have to attack either Kardur's controller or a planeswalker.

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