Narfi, Betrayer King

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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
Penny Dreadful Legal
Pioneer Legal
Pre-release Legal
Standard Legal
Vintage Legal

Narfi, Betrayer King

Legendary Snow Creature — Zombie Wizard

Recommendations View more recommendations

CheapnFast on King Narfi's Revenge

4 weeks ago

Dead_Blue_, I haven't really had the chance to test the deck against more competitive decks than some casual matches with friends, but so far I would call it more of a fun deck than something that would compete against top-tier modern decks. The tap lands are a necessary evil just because you need a critical mass of snow lands to get Narfi, Betrayer King out consistently on turn 3. I also wanted to keep the deck pretty budget-friendly, but if I wanted to make the deck less clunky and less budget, a playset of Polluted Delta instead of Frost Marsh would probably be the way to go without sacrificing access to snow lands. If I was going to move away from the decks budget restrictions, I would probably also play Liliana of the Veil instead of Collective Brutality, but that would really be my only major change that might make the deck slightly more competitive.

paxanimus on Dead of Winter

1 month ago

Great idea! I'm making it with Gutless Ghoul for the Isu the Abominable. It combos with Narfi, Betrayer King for recurring life gain if the games goes long.

wallisface on Jorn's Snakes and the Snakebitten Undead

4 months ago

MadMork what you have there looks pretty good, for the remaining 5 cards i’d suggest adding one more copy of Priest of the Haunted Edge and then a playset of either Frost Augur or Opt. I’m not sure that list has enough lands for Narfi, Betrayer King, but also npt enough lands in general, so maybe also ditch that card and get the land count up to 23.

MadMork on Muldrotha Snow: The Frozen Forest

5 months ago

multimedia Thank you for your comment! Really quality stuff and I appreciate the time it took to go through the deck and generate this feedback.

Weathered Runestone was included as insurance against decks that also want to play out of their graveyard, on the idea that being heavy on creatures that are buffed with tokens will be able to outpace the opponent. In this regard Muldrotha, the Gravetide was selected as a commander to fit my desired color requirements first, and playing Muldrotha was secondary.

I went with snow because the very first cards I got were snow cards (I got into the game after the release of Kaldheim). So I wanted to see what kind of interesting play could be generated from focusing the strategy around the snow supertype! One of the benefits I see to snow is that Boreal Outrider and Narfi, Betrayer King work together to provide +2/+2 to all the snow creatures, which really helps out the weaker creatures, and that in some regards it can function as a pseudo colorless mana which I find to be intriguing.

I am understanding your feedback as focusing the deck to achieve the following:

  1. Get snow lands into hand and onto the board faster in order to more quickly leverage effects regarding snow permanents.
  2. Get Muldrotha into play earlier and focus more on playing out of my commander in addition to the snow supertype.
  3. Get rid of the less efficient creatures because they ultimately don't factor into some of the stronger aspects of the deck.

I have more broadly understood most of the work to improve this deck is in the form of creature and land (and by extension mana) management. Are these the only areas of concern? I tried to ensure I had a variety of ways to control my opponent while still being able to have options around offensive output.

Overall I agree with your reasoning and suggestions on all fronts, and will be implementing quite a number of changes based on the suggestions made.

multimedia on Muldrotha Snow: The Frozen Forest

5 months ago

Hey, well done with such a low budget, The Undead Forest is a cool deck name. Interesting deck idea for your first Commander deck with Muldrotha, but why snow? Weathered Runestone completely shuts down Muldrotha.

Marit Lage's Slumber, Jorn, God of Winter  Flip, Priest of the Haunted Edge, Blood on the Snow, Ice-Fang Coatl these are some reasons to play snow with Muldrotha. Iceberg Cancrix can repeatable self-mill and that's a good effect with Muldrotha. Pilfering Hawk can be repeatable loot which gets cards into your graveyard. Unfortunately, this isn't many cards.

Draugr Necromancer is a good card with snow, but it doesn't have much interaction with Muldrotha. Dead of Winter is another good card with snow, but Muldrotha is not a snow creature. Narfi, Betrayer King is fine, able to reanimate itself with snow, but he's support for snow not really a reason to play snow.


Some advice to consider is to play nonsnow cards that can put snow-covered permanents (lands) onto the battlefield to meet the snow requirement for snow cards without playing lots of unnecessary snow creatures. The best way to get snow permanents is with snow-covered lands. You really don't need lots of other subpar snow creatures here.

All these creatures could be cut to improve your deck.


Instead of playing lots of lesser snow creatures, play just the better snow creatures here?

Use other deck slots for cards that can search for and get snow-covered lands onto the battlefield?

Consider adding some spells that are not permanents that can search for and put snow-covered lands onto the battlefield?

Cards that can get snow-covered lands into your hand as well as get cards into your graveyard can be helpful with Muldrotha.

Could also add some snow mana rocks and mana dorks?

Land ramp for snow-covered lands and mana from mana rocks is more ramp which also helps to cast 6 mana Muldrotha as well as having more mana to cast permanents from your graveyard when you control Muldrotha.


Example of a budget more refined creature base with snow.

Good luck with your deck.

LinkOpensChest_wav on Rotcleaver

1 year ago

I use the original art version of Narfi, Betrayer King, but I like this showcase version because it makes me think of the draugr in Skyrim.

TypicalTimmy on Attempting to make the perfect …

1 year ago

Minotaur are a very tricky tribe to play with. They have a good amount of Lords. For just having merely 95 creatures to their tribe in total, they have six Lords. They are:

Now, while this may pale in comparison to the total number of Lords for, say, Vampires or Zombies, you need to consider the population density. Roughly 15.83% of the Minotaur base is tribal, which is quite powerful. Meanwhile, Zombies appear to have 16 true Lords, with 17 being if you include The Scarab God. Those being:

16 Zombies in total that act as true Lords (Being defined as a continual boon to all creatures of that type, not an activated ability for just one of them) out of 522 is only a population density of 0.03%.

So the question is, how do we maximize the potential for Minotaur, despite the lower physical number of Lords - even though they contain more percentage-wise?

Simple: We need to be able to create tokens, tutor or have graveyard effects. This makes Sethron, Hurloon General actually a very well-designed Commander, in terms of tribal support. He can be activated multiple times per turn, has a flexible activation cost, and gives you a token with each successful ETB. But the issue is that he doesn't get you the Lords in play, nor does he assist you once they are removed.

So, we need something that does that as well.


Mortha, Ancestral Shaman

Legendary Creature - Minotaur Shaman

Minotaur you control have haste.

You may cast Minotaur creature spells from your graveyard by paying life equal to their mana value in addition to paying their other costs.

, discard a card: Create a 2/3 red Minotaur Spirit creature token. If that card was a land, create two 2/3 red Minotaur Spirit creature tokens instead.

Exile four cards from your graveyard: Search your library for a Minotaur card and reveal it and put it into your hand. Shuffle your library.

3/4


Being a Haste Lord means your Minotaur are always ready to charge in for their attacks. Giving a means to cast from your graveyard is extremely important as you will want to ensure replayability. The token option means you will always have a base ready to fight with, and having the discard payment means you can pitch a Rageblood Shaman to make a 2/3, then pay + 3 life to get the Rageblood Shaman right back and swing with the 2/3, who is now a 3/4 with trample that very same turn. Alternatively, because Rakdos has limited ramp, you are rewarded with an extra 2/3 token if you pitch a land - which objectively sets you back in the game. Finally, you have a means to merely get the Minotaur you are looking for, by paying a very hefty price - exiling four cards from your library. However, her discard cost means you should always have the ability to do this. With instant / sorcery removal as well as combat trick spells, you should always have a full yard, ripe for exploitation.

When her engine is rolling and online, you can do the following:

  • Exile 4 cards to tutor a Cow
  • Pitch the Cow for to get a 2/3 token with Haste
  • Cast the Cow for it's casting cost + life

Each ability feeds into the next ability, and they can be used multiple times per turn. You could actually exile 16 cards and tutor out 4 Lords if you really want to and have the ability to. Then on your end step dump your mana and discard since you're probably above 7. Now you have a bunch of 2/3 tokens. Next turn, bring the lords into play and swing.

It's not a very competitive deck, but Minotaur aren't a very competitive tribe. But what it does do is apply and maintain the pressure at all times, which is something that is important - especially in Rakdos.

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