
Narfi, Betrayer King
Legendary Snow Creature — Zombie Wizard
Combos Browse all Suggest
Legality
Format | Legality |
1v1 Commander | Legal |
Alchemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Brawl | Legal |
Canadian Highlander | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | 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 |
Casual | Legal |
Custom | Legal |
Quest Magic | Legal |
Latest Decks as Commander
Latest Decks
Narfi, Betrayer King Discussion
LinkOpensChest_wav on
Rotcleaver
4 months 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 …
7 months 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:
- Anaba Spirit Crafter
- Felhide Petrifier
- Kragma Warcaller
- Neheb, the Worthy
- Rageblood Shaman
- Sethron, Hurloon General
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:
- Bladestitched Skaab
- Cemetery Reaper
- Death Baron
- Diregraf Captain
- Dreadhorde Twins
- Eternal Skylord
- Gleaming Overseer
- Hordewing Skaab
- Lord of the Accursed
- Lord of the Undead
- Narfi, Betrayer King
- Risen Executioner
- Tomb Tyrant
- Undead Warchief
- Vizier of the Scorpion
- Zombie Master
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.
amicdeep on
8 months ago
i second Unearth as a must run. it brigs back skaab constantly, id also run Egon, God of Death Flip his face side is another solid beater (like skaab) but most importantly he's also a solid turn one mill engin. he's also targetable with unearth which is nice. Rotting Regisaur also fits in this bracket
considering your tying to get down the big fatties, id also look at some protection for them. Stubborn Denial seems pretty well suited to the deck.
theres also probably an argumnet for more of a controling them with the deck Rotting Rats style. with skaab being the midrange wincon.
another possibility for the deck is Narfi, Betrayer King ok weird i know. but hes a relevant lord, an easiy reanimate target that's instant speed. and he's legendary so multiples i the gy are solid exile targets.
finaly you now have access to Persist as a secondary game plan. reanimate big stuff is pretty much what this card is made for,
TheMeadiator on
Norse Mythology
10 months ago
This was great fun to read and very educational too! I had no idea that all women learned magic. If only that tradition still survived...
Kaldhiem is such a great set! This is a perfect homage to it. Two questions: 1) Have you played with this deck, and if so, does it perform the way you want it to? And 2) Is Narfi, Betrayer King drawn from any Norse myth, or is he the product of WOTC minds?
multimedia on
varina. resurrectile disfunction.
10 months ago
Hey, well done on a budget so far for a first tribal deck. You have a nice tribal concept going and your card sense is good especially if you're a beginner.
You have 19 cards too many, some cards to consider cutting to make 100 cards:
- 3x Snow-Covered Swamp
- 2x Snow-Covered Island
- Bloodsoaked Altar
- Sanitarium Skeleton
- Marang River Skeleton
- Caged Zombie
- Severed Legion
- Circular Logic
- Gisa's Bidding
- Desecrated Tomb
- Grave Scrabbler
- Liliana's Reaver
- Eternal Skylord
- Narfi, Betrayer King
- Liliana's Steward
- Necromancer's Covenant
42 lands is a lot and there's also six ramp sources. You could cut 5-6 lands and be fine. I don't think adding Snow-Covered basic lands is worth it just for Narfi, Betrayer King . There's much better five drops and three drops here than Narfi to have to worry about having three Snow lands to cast him from your graveyard. The Snow duals that are an Island are good to keep because they help to activate Wonder . The other cards to consider cutting are simply not as good as other cards or Zombies at the same mana cost or have similar effects.
I offer more advice. Would you like more advice? Good luck with your deck.
Brutal_B on
Sultai Snow tribal
1 year ago
Draugr Necromancer goes well with your kill spells. Restricts opponent's battlefield to graveyard too since Necromancer exiles the dead.
Spirit of the Aldergard fetches a snow land and gets bigger.
Blood on the Snow ? Narfi, Betrayer King ? Hailstorm Valkyrie ?
If you wanted to go the mill route, there's King Narfi's Betrayal and Iceberg Cancrix .
Blizzard Brawl for a bit more removal.
Mechanon on
Zombies, Birds, Gods Foretell Doom
1 year ago
It's an interesting deck, but I think you are trying to do too many things with it. I prefer to have a playset (4) of core cards in my deck. There's lots of 1 card of this, one card of that. For the few white cards you have, you're probably better to stick with just black and blue. Cards like Narfi, Betrayer King and Avalanche Caller you probably want to have more of. I'd drop Orvar, Furneral Longboat, and some of the less useful draugr cards.
Future_Leader on
The Scarab God - Zombie Tribal
1 year ago
Reliquarian Thanks for the suggestions! I think there is definitely a place for most of those cards in this deck. Especially Rise of the Dread Marn and Narfi, Betrayer King . I think I will try to find a place for Ashnod's Altar and Night's Whisper as well. Chromatic Lantern was added after a few of us started running Blood Moon so I think I'll keep it in there for now but I might swap Coalition Relic in for one of the other rocks that come in tapped.