Maybeboard


K'rrik, son of yawgmoth Combo


Its not fun until someone loses an eye
---Vexing Devil

Like using your life as a resource? Like speed, not quite cEDH speed, but a fast and loose almost reckless abandon speed? Than this is the deck for you.

This decks strategy is to get K'rrik, Son of Yawgmoth on the field as quick as possible, and utilize its ability to pay 2 life for in costs to get through your deck and cast your wincons at a breakneck speed.

K’rrik’s ability lets you pay 2 life for {B} in any cost you pay, including casting costs, activation costs, and even costs for special actions (such as morph). Any time you pay mana, that’s a cost.

Having a suitable starting hand is key to being successful. Your starting hand should include some fast mana, some draw, likely 2 lands, and a wincon piece or a tutor. Use your judgement, but you need enough gas to not fizzle out, and enough speed to be competitive.

Your main setups:
Vilis, Broker of Blood + Skirge Familiar
This combination of cards allows you to essentially draw out your deck, create mana as you go, cast life siphon spells, and ultimately cast a wincon. This setup is not perfect, but it is a go to staple because of its consistancy.
Bolas's Citadel + Aetherflux Reservoir + Greed
This combination lets you play the top card of your library for life, gain life back for casting it, and clearing lands off the top to continue. Greed or greed like effects are not required, but most of the time you will want to find one.
Stunning Reversal + Ad Nauseam
This combination allows you to draw your entire library. Make sure to leave 7+ cards in your library or you will loose upon resolution anyways. It is also noteworthy that you should have some mana available to you already or things can get difficult here even with all the fast mana. be careful.

Your win cons:
Mikaeus, the Unhallowed + Walking Ballista
This is a premier combo, as it has little moving parts and almost always wins on the spot. Cast or reanimate Mikaeus, than cast or reanimate Ballista. Remove +1/+1 counters to deal damage, when Ballista dies it returns with a +1/+1 counter due to undying. Repeat.
Gray Merchant of Asphodel + Strands of Night + Viscera Seer
This is your other go to option. There are a lot of interchangeable parts so it is not difficult to assemble all of the pieces. Gray merchant enters siphoning life from your opponents, Seer sacrifices Gray merchant, Strands of Night returns Gray merchant to the battlefield. Repeat for each land you have. Usually only requires about 3 Gray merchant triggers to win.
Interchangeable parts:
Gray Merchant of Asphodel = Kokusho, the Evening Star
Strands of Night = Multiple reanimation spells
Viscera Seer = Ashnod's Altar, Phyrexian Altar, and multiple single use spells with sacrifice as part of the cost.

Alternative win cons:
Casting a bunch of spells with multiple Extort creatures on the field
Getting a bunch of mana, potentially from Skirge Familiar and casting a large Exsanguinate
Casting a bunch of spells into a Tendrils of Agony

These are how I am defining each category. They are not universal. There is some overlap. This is purely for mentally separating the different facets of the deck and their purposes so that modification is more easily accessible.

Fast Mana: Mana acceleration that is typically very cheap, sometimes single use, and sometimes acquirable at instant speed
Ramp: Mana acceleration that is typically more expensive, has extra addition costs, typically only produces +1 mana
Tutors: Lets you directly search your library for a specific card, sometimes with restrictions.
Draw: Allows you to draw one or multiple cards from your library, sometimes with additional costs.
Life Siphon: Allows you to deal damage/force an opponent to lose life while gaining the amount of damage or life lost this way.
Reanimate: Allows for a creature, or creatures to be brought from the graveyard to the battlefield, sometimes with restrictions.
Utility: Cards that do not fit any of the other categories well, typically have multiple uses.
Ideal Setup (x): Set of cards described in the "How to win" section that provide optimal advantages to win. Look for these set ups when navigating this deck to a win.
Ideal Wincon (x): Set of cards described in the "How to win" section that typically win the game on the spot if assembled properly.

This is a glass cannon shell. Meaning it does not have a lot of interaction, or a lot of protection outside of redundancy. If your meta is faster than this shell, add more removal or interaction like key stax pieces. If your meta is slower and more interactive, add more protection spells. Typically something that protects K'rrik.

I am not convinced this is 100% optimized yet, so please provide any reasonable suggestions. Please note that everything in the maybe board has been tested in this list at some point, most of which were either too expensive, did not do what you wanted it to do, or too clunky.

Just remember, this deck is all about the journey to the wincon. Many of your wins will be from a long chain of spells and ability activation's. Sometimes you will fizzle, or run out of life. But, each time you do achieve victory, it will likely be a bit of a wild ride. Please use responsibly

Also, I would love to hear about your version. How does it differ in strategy, style, card selection, ect.?

Suggestions

Updates Add

Comments

Attention! Complete Comment Tutorial! This annoying message will go away once you do!

Hi! Please consider becoming a supporter of TappedOut for $3/mo. Thanks!


Important! Formatting tipsComment Tutorialmarkdown syntax

Please login to comment

Revision 4 See all

(3 years ago)

-1 Carnival of Souls main
+1 Exhume main
Date added 4 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

27 - 0 Rares

21 - 0 Uncommons

14 - 0 Commons

Cards 100
Avg. CMC 2.51
Tokens Morph 2/2 C
Votes
Ignored suggestions
Shared with
Views