Kor Scythemaster

Kor Scythemaster

Creature — Kor Soldier Ally

Kor Scythemaster has first strike as long as it's attacking.

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Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper EDH Legal
Pioneer Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Kor Scythemaster Discussion

BrassLord on Firja's Dark Disciples

2 months ago

Looks like a fun starter commander! Black White lifegain is a definite fun archtype to build, maybe work up towards something like Karlov of the Ghost Council or Oloro, Ageless Ascetic ! I know starting out budget is important as you don't want to invest in cards you might not like, so I've made the recommendations with that in mind!

On the first look, your commander can filter through your deck fairly consistently, so some reanimation spells like Dread Return Unburial Rites Victimize might work out for you!

Revival / Revenge and Light of Promise are both fun cards that offer some utility and can get out of hand.

Spirit Loop seems like it could have a home in your deck, as it's a consistent 2cmc spell that you can keep casting and getting back to trigger your commander.

Well of Lost Dreams Dawn of Hope Cosmos Elixir Are all sources of card draw that synergize with your lifegain gameplan! Your commander's colors are notoriously known for lacking card draw and ramp, so these might help keep you in the game!

Soul Warden Soul's Attendant and Suture Priest are decent lifegain triggers, as they trigger on each creature entering the battlefield.

Blind Obedience seems perfect for your deck!

Vampire Nighthawk Indulging Patrician Basilica Bell-Haunt Angel of Vitality are creatures that seem to fit with your gameplan.

Lurrus of the Dream-Den offers consistent recursion and allows you to cast lower cmc permanents. Kami of False Hope could also pair with this really well, as it's basically a fog effect that you can cast for cheap over and over!

In your current list, it appears a little removal light (which to be fair is meta dependent). since you're playing white, you have access to cards like Darksteel Mutation and Reprobation , which can be a headache for your opponents to deal with if you enchant their commander. Also Victimize is a great catchall removal spell.

Colored mana seems at a premium in your deck, so I'd also look into getting some cheaper artifact ramp like Marble Diamond and Charcoal Diamond .

For cuts, I'd recommend evaluating your cards in terms of whether they actively win the game or help you do what you want. In your current list Fortified Rampart I've found to be underwhelming and doesn't further your gameplan. I'd also recommend replacing the following: Star-Crowned Stag Skeleton Archer Reaper of Night Kor Scythemaster Inspiring Captain Hailstorm Valkyrie Gargoyle Sentinel Fiend Binder Angel of the Dawn Courier Griffin Silverflame Ritual Chaplain's Blessing Splendid Agony Djeru's Renunciation Sinister Possession .

That being said, it can sometimes be fun just trying your best with whatever cards are lying around! Hopefully the suggestions can give your deck a little pep!

Tyrant-Thanatos on Does Gyrus' ability triggers Balefire …

1 year ago

Correct. Anytime a creature is "put onto the battlefield attacking", it was never declared as an attacker, and thus never "attacked", even though it is "attacking".

It is still considered an attacking creature, so cards that specifically interact with attacking creatures, including the card itself, can still function. For instance, a Kor Scythemaster that is put onto the battlefield attacking would have first strike during that combat phase.

kamelyan on Rally Time (Incomplete)

3 years ago

You need to cut the lame stuff, like Kor Scythemaster and Affa Protector, to have a land base between 36-40. I know Cavern of Souls is expensive nowadays, but maybe Path of Discovery and Unclaimed Territory will help out.

TheDuggernaught on

3 years ago

With your limited card pool, I would suggest sticking to mono white weenies. This means cutting your big creatures (I would say anything over 4 cmc), and just sticking with the small creatures that are low to the ground. This strategy utilizes a "go wide" approach where you simply spit out too many creatures for your opponent to block. Things with flying are also very good with this strategy as once your opponent has creatures, they still might have difficulty blocking the ones with flying. The artifacts can also go. Artifacts generally cost a lot of tempo to both play and then equip. It is usually better to just play another creature. I would also consider adding the following cards from your collection: Bygone Bishop, Fiend Hunter, Bonds of Faith (acts as a pump if you need it, or pseudo-removal if you need it), Doomed Traveler, Steadfast Guard, Inspiring Captain, Steadfast Cathar, Kor Scythemaster, Kor Castigator, Mardu Hordechief, Fiend Binder, Elder Cathar, Dauntless Cathar, Cliffside Lookout, Nearheath Chaplain, Courageous Outrider, Sanctifier of Souls, Retreat to Emeria, Chapel Geist, Kor Bladewhirl. Serra Angel can be a good top end finisher. Most things with flying, produce tokens, and/or pump all creatures are good additions to a weenie deck.

I would up your lands count to 22, and I would try to have about seven 1-drops, about fifteen 2-drops, about twelve 3 drops, about five 4/5-drops. 22 lands will mean that you will hit your third land drop on turn 3 90% of the time when you are on the draw, and 85% of the time on the play. I would aim to have about 28-30 creatures creatures, and about 8-10 instants/sorceries/enchantments. This gets you to exactly 60 cards -- which is important. I could get into a lengthy mathematical explanation into why 60 cards is always the best -- but it essentially boils down to increasing the chances of drawing your best cards when you need them. It increases the consistency of the deck.

Crayfish on Opinions of my personal starter …

4 years ago

I've always wanted to make some simple 40-card beginner decks to teach people how to play, and with the combination of me moving to a new school district and my girlfriend saying she is willing to learn, I have finally built them. I would like your opinions on them, and if they seem easy enough for a newer player to understand. (As a note, I tried to include a wide cast of keywords to emphasize the diversity of the game.)

Each deck has 17 lands and one rare, which the deck is themed around

mana symbol g Hero of Leina Tower-Pump and Smash mana symbol g Show

mana symbol w Captain of the Watch-Soldiers mana symbol w Show

DasKoonce on Standard FNM Black/White Deck

5 years ago

I just really got into magic, though I played for the first time in elementary school and I've had two decks for years. I bought a Shadows on Innistrad deckbuilders toolkit as a friend advised me to, and I built the following deck:

Black/White (And a few colorless decklist)

Creatures: (16 Total)-Vampire Envoy X2-Stone Haven Medic X2-Zulaport Cutthroat X2-Kor Sky Climber X1-Kor Scythemaster X1-Sengir Vampire X1-Malakir Familiar X1-Nirkana Assassin X1-Kozilek's Channeler X1-Farbog Revenant X1-Bane of Bala Ged X1-Serra Angel X1-Aegis Angel X1

Mana: (26 Total)-Sandstone Bridge X1-Evolving Wilds X1-Sanctum of Ugin X1-Forsaken Sanctuary X2-Plains X10-Swamp X11

Sorcery: (6 Total)-Macabre Waltz X2-Chaplain's Blessing X1-Angelic Purge X1-Shamble Back X1-Mind Rot X1

Instant: (5 Total)-Scour from Existence X1-Immolating Glare X1-Inspired Charge X1-Grotesque Mutation X1-Tandem Tactics X1

Enchantment: (6 Total)-Angelic Gift X1-Dead Weight X1-Marked by Honor X1-Gryff's Boon X1-Stasis Snare X2

I'm going to my local gamestore tomorrow to pick up cards, and get advice from people there. If there is anything that would improve my deck, please help me out and tell me. I know I need to build more consistency, and I probably need to take out some cards, but which? The idea behind this deck was to generate and steal health while going for the kill with creatures. I'm not trying to win anything big, just have a decent time at FNM and have fun. (Though winning will certainly never be a bad thing)

gvlassek on Sorin, Grim Nemesis B/W

5 years ago

Based on what your deck looks like, I'm gonna guess you're using what you have and not trying to buy any expensive cards. So here are my suggestions:

  1. Based on the description, what you want to accomplish here is the old "gain-n-drain" strategy (if nit and you just want to play Sorin, rethink your deck). So for starters, you'll want to move Ayli, Eternal Pilgrim, Cliffhaven Vampire (maybe), and Drana's Emissary (and Anguished Unmaking because that card is just too good) to the mainboard, and get some Kalastria Healer.

  2. You have quite a bit of cards that don't fit in this deck, such as Kor Scythemaster, Thraben Inspector, Call the Gatewatch, Oath of Gideon, Corrupted Grafstone, and Tamiyo's Journal. Also, Alms of the Vein isn't too good unless you have a way to discard it, and Ruinous Path should be more of a sideboard card against planeswalkers.

farrowking37 on W/Blk Ally (Need help!)

5 years ago

I'd run Kor Bladewhirl rather than Kor Scythemaster, because as long as you can play an ally every turn you'll give everyone first strike rather than just the one creature.

You should also include Captain's Claws. Since you have a lot of creatures with flying that you'll want to be attacking with, you can trigger rally more consistantly or maybe even twice a turn.

Zulaport Cutthroat should be an inclusion as well, as it makes opponents less winning to block your creatures, especially the 1/1 kor ally tokens that Captain's Claws makes.

I'd cut Mighty Leap and Gideon's Reproach in favor of 4 Anguished Unmaking so that way you can protect yourself from cards like Tainted Remedy, and you can easily regain the three life you lose by casting it.

Speaking of Tainted Remedy, it would be a good idea to run a couple in the sideboard for the mirror match.

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