Korlash, Heir to Blackblade

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Vintage Legal

Korlash, Heir to Blackblade

Legendary Creature — Zombie Warrior

Korlash, Heir to Blackblade's power and toughness are each equal to the number of Swamps you control.

: Regenerate Korlash.

Grandeur — Discard another card named Korlash, Heir to Blackblade: Search your library for up to two Swamp cards, put them onto the battlefield tapped, then shuffle your library.

Recommendations View more recommendations

EnbyGolem on Worst Mechanics

6 months ago

I’m not sure what kind of format this deck is but if its Commander, Grandeur is pretty hilariously useless:

Baru, Fist of Krosa, Korlash, Heir to Blackblade, Linessa, Zephyr Mage, Oriss, Samite Guardian, Tarox Bladewing

LunchBox1211 on Card creation challenge

11 months ago

Kalemne, Iroas's Champion

Legendary Enchantment Creature - Giant Demigod

Haste, vigilance, trample, double strike.

~ can't be blocked by creatures with power greater than your devotion to red and white.

2/4


Make a Legendary creature that has a Grandeur ability (Tarox Bladewing and Korlash, Heir to Blackblade) AND has the text "A deck may contain up to 5 copies of ~."

trippy_mcfly on Mono Black Death Plague

1 year ago

Cool deck. I'm here to offer some suggestions after you pointed me here from your other deck.

Tergrid, God of Fright  Flip is a powerful commander and generates insane advantage in 4-player games. Let's take a look at this deck and see what it is doing, and then streamline it. I see three main objectives of this deck:

1 - RAMPING.

This is pretty much a primary objective of any commander deck, since if your only source of mana is playing one land per turn, you're going to fall way behind. Your main ramping plan for this deck is to double lands, using Cabal Coffers, Cabal Stronghold, Caged Sun, Crypt Ghast, Extraplanar Lens, Gauntlet of Power, and Nirkana Revenant. This is super cool and probably a pretty strong plan. We want to try to maximize this plan. How can we do that?

All of these cards want you to load up on basic swamps, which you did. We want to make sure we are playing a basic swamp every turn. Solemn Simulacrum is definitely a worthwhile add. Liliana of the Dark Realms is very helpful and I'm happy to see her in this deck. Often times Urborg, Tomb of Yawgmoth is a worthwhile add for decks with Cabal Coffers. I think it is worth it here. Although you yourself don't have many non-swamps that will benefit from Urborg, you are likely going to be stealing people's lands with Tergrid, and counting those as swamps will be helpful for you.

How else can we keep getting swamps onto the battlefield to power up this strategy? Card draw. The more cards in your hand the higher the chance you will have a swamp to play every turn. Night's Whisper and Sign in Blood are great for this. Disciple of Bolas is solid too. Dread Presence loves swamps and is a must-add. I would add Phyrexian Arena, which is great card draw for you. Necropotence, one of the craziest cards in the game, is also a worthwhile addition. Not as good but worth consideration are Yawgmoth's Bargain and Null Profusion. Two other well-known card draw machines in black are Dark Confidant and Bolas's Citadel. You have some costly spells in your deck, so they might be a bit of a liability. If you want to include them, Sensei's Divining Top pairs very well with them.

Just because you are mainly ramping with land doubling doesn't mean there isn't room for other ramping as well. You have Black Market, which I have never personally tested, but is probably decent. Black has some explosive, single-turn ramp with Dark Ritual, Cabal Ritual, and Culling the Weak. These cards would do well in letting you get out expensive plays ahead of schedule, mainly Tergrid. Artifact ramp is also great in any deck. I would add Mana Crypt, Sol Ring, Jeweled Lotus, and Jet Medallion. I would consider adding even more artifact ramp as well. Getting down Tergrid as early as turn 1 or 2 is just so good.

2 - SACRIFICE AND DISCARD.

Once you have Tergrid out, sacrifice and discard become powerful effects that let you take control of your opponent's permanents. This is insane advantage and if left unchecked for very long will win you the game. Syphon Mind while Tergrid is in play not only puts you up 4 cards in comparison to each opponent (since they each went down 1 and you went up 3), but also could net you 3 more cards if they discard permanents that then go onto your field. That's insane. Let's take a look at all the cards you have that enable Tergrid:

SACRIFICE:

Archfiend of Depravity - A one-sided, almost board wipe that repeats every turn? Pretty solid. Getting the creatures onto your field with Tergrid? That is nuts. The one issue is that some commander decks won't have that many more than 2 creatures on the field when this comes down, and if they do, then this card and/or Tergrid become a big target, but if you survive the turn, this and your commander will put you ahead so far.

Butcher of Malakir - Similar to Archfiend. If this guy sticks around for a bit, you're going to be at such an advantage. It costs 7 which is a bit high and very vulnerable to something like Mana Drain, so I wouldn't be super upset if you cut it, but it is great with Tergrid.

Gatekeeper of Malakir - This guy only costs three and steals a creature if Tergrid is on the field. Love it.

Phyrexian Obliterator - If someone is dumb enough to deal damage to this guy, then you're getting a lot of their permanents! I don't love this card for you. People will just leave it alone and then you just hit someone for 5 each turn or leave up a blocker, which is a bit slow.

Sheoldred, Whispering One - Similar to Archfiend. If this guy sticks around for a bit, you're going to be at such an advantage. It costs 7 which is a bit high and very vulnerable to something like Mana Drain, so I wouldn't be super upset if you cut it, but it is great with Tergrid.

Torment of Hailfire - Expensive and liable to be countered but if it resolves then you will get a ton of value!

Dictate of Erebos - I like it. Let's say you have 10 mana. Cast Tergrid, then somebody goes to kill him. Flash this card in. Now, you at least get 3 of your opponents creatures on the way out!

Grave Pact - I like this as well. You can't flash it in, but if you put this card on the field, then people will have to kill this before Tergrid comes down or else end up giving you their creatures.

The Eldest Reborn - Immediate impact with Tergrid on the field, pretty good value on its own. Definitely a keep.

DISCARD:

Liliana, Defiant Necromancer - You need to flip her first, but once flipped she is great.

Syphon Mind - Great.

Torment of Hailfire - Expensive and liable to be countered but if it resolves then you will get a ton of value!

The Eldest Reborn - Immediate impact with Tergrid on the field, pretty good value on its own. Definitely a keep.

... and that's it. We need more cards that are busted with Tergrid! The following would be great adds to your deck: Smallpox, Dark Deal, Liliana's Triumph, Plaguecrafter, Soul Shatter, Mire in Misery, Innocent Blood, Vona's Hunger, Death Cloud, Burglar Rat, Demon's Disciple, Fleshbag Marauder, Elderfang Disciple, Liliana, Waker of the Dead, Bottomless Pit, Fraying Omnipotence, Rotting Rats, Cunning Lethemancer, Merciless Executioner, and a personal favorite: Smokestack.

Notice that all of these cards are typically even trades (ex: I play Elderfang Disciple, going down 1 card, everyone else goes down 1 card.) These aren't great on their own since it costs you mana to do so, and, in the case of discard and sacrifice, the opponent gets to choose an asset that they are least upset to get rid of, making them actually below-even trades. However, they become insanely busted with Tergrid. (ex: I play Elderfang Disciple, going down 1 card in hand for a measly 1/1. But, I get a Carpet of Flowers, basic plains, and Birds of Paradise on my field? Now that's an amazing play). Therefore, the ones that are recurring are better, since they give you more chances to make sure they resolve while Tergrid is on the field. (ex: I play Cunning Lethemancer and my opponent kills Tergrid. Later in the turn I play Tergrid again, albeit for 7 mana now due to commander tax. Next turn, with the Lethemancer trigger, I get some great value!)

Here are some other cards that work well with Tergrid, although they only target one opponent: Sudden Edict, Hellish Rebuke, Pharika's Libation, Diabolic Edict, Duress, Thoughtseize, Hymn to Tourach, Chain of Smog, Despise, and Divest.

Notice that in the absence of Tergrid, these cards are negative trades. They set you and an opponent back by putting you both down one card. The other two opponents are left untouched. Seeing them early in the game is not particularly helpful since you'd rather spend the early game ramping. They are great and slowing down whoever is winning, but at the expense of your own board. There is a trade-off here, since these can be leveraged politically. "Each opponent discards a card"" can give you tons of value with Tergrid on the field but makes you 3 enemies. "Target opponent discards a card"" gives you not as much value in general but you can leverage this to make someone else the common enemy or make a deal with a player ("if you don't attack me next turn I won't target you with my Duress"). Things like Duress can also target specific cards, which is an added benefit for you and an added detriment to the opponent.

I would run some from each category, probably with an emphasis on maximizing Tergrid value.

3 - DRAIN AND GAIN.

Blood Artist and other cards gain you one life and drain your opponent one life. This is cool and certainly an interesting archetype of a deck. It doesn't synergize with Tergrid particularly well. I personally would not use this strategy at all in this deck and maximize the Tergrid plan. However, Exquisite Blood + Sanguine Bond is an awesome combo and an unexpected way to finish the game for you while people are busy dealing with Tergrid. If you want to keep this, I would trim some of the other cards, such as Exsanguinate and maybe Underworld Dreams.


So, now that we know what the 3 objectives are, and have maybe cut the third, we have a bit more of a plan. I've suggested adding some card draw and mana rocks for ramp, and tons more Tergrid synergy. What are the cuts? I would say anything that doesn't fit in with the objectives, so basically any card I haven't mentioned already, unless it gives great value on its own. I'll go through some:

Demonic Tutor and Vampiric Tutor are incredible cards and provide great value. Diabolic Tutor, Scheming Symmetry, and Shrouded Lore are worse tutor effects and should probably be moved to the maybe board. Sudden Spoiling is interesting and stops somebody from comboing off on their turn so is probably worth it. Reanimate is good value and should probably stay, same with Animate Dead. Demonic Vigor protects creatures but not Tergrid, unless you want him going to your hand. This is risky but probably fine. I could see him getting countered and then removed from your graveyard which puts you back majorly, but I could also see you avoiding commander tax. Worth looking into. Undying Evil is strictly better since it has instant speed and keeps him on the field. We might also want to protect him with Lightning Greaves or Swiftfoot Boots

Coffin Queen is too expensive and vulnerable. Drana, Liberator of Malakir is cool for aggressive strategies and can help you close out the game but is out of place in this deck. Falkenrath Noble is an overcosted Blood Artist. Gonti, Lord of Luxury is a value creature that if you can get his ETB many times, which your deck can't really do. Grave Titan isn't worth it in this deck. Gravedigger is fine but might be a bit slow. Helldozer is probably not worth it unless you want to pick on somebody lol. Korlash, Heir to Blackblade is not worth it. Massacre Wurm might not be worth it. Nighthowler isn't worth it. Opposition Agent is always a good add. Phage the Untouchable is too slow and vulnerable. Sepulchral Primordial might not be worth it. Skirsdag High Priest is probably not worth it. Syr Konrad, the Grim is not worth it. Wight of Precinct Six is not worth it. Tainted Strike is not worth it. Lashwrithe is not worth it. That's about 15 cuts right there.

Props to you for building Tergrid and having an interesting ramp strategy. I think if you go more in on the Tergrid plan by cutting unrelated cards for cards that ramp or are good with Tergrid then your deck will be a lot more reliable. After all, the most fun part of this deck is going off with Tergrid!

Hope this helps.

Necrosis24 on Looking For Inspiration

1 year ago

I think I would more or less do the same with the commanders you have laid out so I don't have much to offer there. Instead here are some deck ideas I have planned/currently working on:

zapyourtumor on Orzhov Warrior White/Black Deck

1 year ago

I know it's a retired standard deck, but I think there are some decent budget options in modern that you could upgrade the deck with (don't get me started on modern manabases though ugh).

For warriors, there are a few decent options in BW colors. Gatekeeper of Malakir is a removal option. Hero of Precinct One makes soldier tokens instead of warriors unfortunately but it could be built around in a build with more multicolored spells. Korlash, Heir to Blackblade is one of my all-time favorite black cards but would require you to build a more expensive manabase. Resplendent Marshal is an interesting lord. Solemn Recruit can get big.

For hand control, if you want discard I think it's worth swapping out Duress for 4x Inquisition of Kozilek (around $3 each). Honestly, I don't think discard is needed in this deck since it's more aggressive and less of a midrange deck.

For removal, there are definitely better options. Fatal Push isn't that expensive, and neither is Path to Exile. Vindicate and Vanishing Verse are some higher costed removal choices.

Metroid_Hybrid on Changing Commanders

1 year ago

There is a section in my Yargle deck where I describe how the deck went through an identity crisis at one point and (temporarily) switched up Commanders for a minute.

Sorry for the copy & paste, but here it is..

Upon seeing the original Yargle, Glutton of Urborg spoiler, I knew that the Meme-experience that is Yargle was going to become my next Commander deck. And so the epic Voltron-Meme deck was born, and it was good...

However over the course of playing and refining, off & on for over a year or so, I had eventually painted myself into corner. This led to me (temporary) turning this into a Korlash, Heir to Blackblade deck. But Korlash just never hit as hard as Yargle, and in the end just wasn't as strong overall...

Then the Happy Yargle Day Secret Lair came out. This inspired me to reconvert this back into a Yargle deck, in order to have a proper home for my copy of Fatal Push .

The primary difference from the original build is that I largely retained the heavy emphasis on "hard" Ramp > Mana Rocks, and the general Swamp -based subtheme from the Korlash build.

Mavalava on Living Weapon Slayer

1 year ago

CaveBoy - LOL, Thud is fantastic. I do have Fling in the Maybeboard. Thud economically is good value for sure -- 1 Red to fling our buffed creature? Fantastic! My only concern is the sorcery speed of Thud , however since a part of the idea of this deck is to lean more on the casual side, Thud does make a good fit if you wanted to go through the fling-card route. I'm holding off on that personally to give more of a chance for the Living Weapon themed Mortarpod to shine in combination with a pumped up Fireblade Charger , in terms of big damage. Thud / Fling is technically better, as it's basically doubling Fireblade Charger 's effect, but this is supposed to be a Living Weapons deck! I wanna use Mortarpod ! Haha. That being said, it does become even more compelling to use if you were to swap out Warren Instigator for the Maybeboard-card, Korlash, Heir to Blackblade . A lovely card for the deck in many aspects and to myself (I love the look of that Future Sight border sooo much -- they're my favorite aesthetically), Korlash, Heir to Blackblade with a Lashwrithe and/or Cranial Plating will make him a big boy. If you happen upon a 2nd copy in hand, you can buff while also ramp, and of course if you were to have Thud or Fling , you're dishing out some spicy damage. Lots of fun ideas here!

LunchBox1211 on Card creation challenge

1 year ago

Atraxa, Gift of the Cenobite

Legendary Creature - Phyrexian Angel

Flying, infect, deathtouch.

Whenever another Phyrexian enters the battlefield, proliferate. If that creature has infect, scry 2.

4/6


Back in future sight, there was a mechanic called "Grandeur" (see Korlash, Heir to Blackblade and Tarox Bladewing ). Make another legendary creature with grandeur.

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