“It’s easy to yell ‘For Glory!’ and charge those who disagree with you. But it takes finesse to turn enemies into allies rather than corpses.”

~

In Eldraine, a land revered for its stories, there are none more storied than High King Kenrith or his chivalrous vanguard of sworn protectors and court wizards. Knights in shining armor can be found in spades all across the realm, but the stalwart knights serving under the king’s banner shine so blindingly bright that their courage and virtue overawe all who encounter them. The path to knighthood is more perilous than merely saving a damsel in distress or slaying a giant high up in the clouds; it is fraught with arcane trials that require the mettle of a champion, true of heart. With Kenrith’s undying guidance, marshal your fabled forces and ride out to victory!

A Royal Flush:

  1. Command the game though clever politicking and by leveraging alliances with the help of Kenrith, the Returned King. His varied abilities can be used both to give yourself an edge or to benefit your opponents, allowing you to trade favors and get yourself into each of their good graces just as a wise king would. The deck innately produces red, white, and blue mana, but cards like Spinning Wheel and Arcane Signet can produce mana of any color to utilize the full suite of Kenrith’s abilities.

  2. Training Grounds, which can cheapen Kenrith’s abilities (as well as several other cards’ activated abilities like Realm-Scorcher Hellkite or Merchant of the Vale), is a crucial card for helping the deck run more smoothly. As is Silverwing Squadron, who simultaneously develops a board presence and is an endgame finisher. Gather them by rummaging through your deck with cards like Loch Dragon, Boundary Lands Ranger (who will automatically trigger when Kenrith is present), and Midnight Clock and by drawing extra cards with Kenrith or cards like Unexplained Vision. Gadwick, the Wizened and Ingenious Prodigy can also draw you lots of cards— especially if Will, Scion of Peace channels Kenrith’s lifegain ability into paying for their costs. Irencrag Pyromancer can weaponize these effects, giving you some defensive firepower.

  3. Ideally, you won’t need to engage in combat until you’re ready to bring the fight to your opponents towards the end of the game. Freeze creatures in their tracks by tapping them down (Hylda's Crown of Winter, Said / Done, Queen of Ice, etc.) to stave off your opponents' advances. Hylda of the Icy Crown and Solitary Sanctuary can even provide extra payoffs for doing so. Draw out the game however possible (Kenrith’s lifegain, tapping creatures, having opponents fight over the Monarch, etc.) to give yourself enough time to carefully construct a field arrayed with creatures strong and plentiful enough to seize victory.

  4. The deck thrives at playing patiently and passively tapping threats to temporarily subdue them. Going on the offensive should really only come after assembling a game-winning boardstate (which often includes a combination of knight, Faerie, and Hylda’s elemental tokens, Silverwing Squadron, Mace of the Valiant, and/ or powerful dragons like Shimmer Dragon, Realm-Scorcher Hellkite, and Goddric, Cloaked Reveler) and giving your mustered army trample and haste with Kenrith to deliver a finishing blow. Loyal Unicorn and Embercleave can also encourage you to attack with confidence.

  5. With the notable exception of Kenrith himself who should reliably make it out on turn 5 regardless of which lands are available, many cards have particularly punishing mana requirements which may lead to clogged hands early on. Early and mid-game strategies can be improvised while you remain focused on finding aforementioned finishers like Silverwing Squadron and other heavy-hitters. As a last resort, Expel the Interlopers and Realm-Cloaked Giant's adventure ability can level the playing field if things ever get too far out of your control. Land Tax and Discerning Financier will help ensure equal footing with opponents if you get unlucky with your land drops, the latter of which supplies treasure tokens for Kenrith's abilities, mana fixing, or for bartering with opponents for card draw.


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  3. Kingdom Come- A RWU Commander deck with King Kenrtith focused on knights and diplomacy.
  4. Enchanted Uprising- A WUB Commander deck with Alela focused on faeries and enchantments.

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Comments

93% Casual

Competitive

Date added 5 years
Last updated 1 week
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

9 - 0 Mythic Rares

28 - 0 Rares

16 - 0 Uncommons

17 - 0 Commons

Cards 100
Avg. CMC 3.30
Tokens Copy Clone, Elemental 4/4 WU, Faerie 1/1 U, Human 1/1 W, Knight 2/2 W w/ Vigilance, Mouse 1/1 W, On an Adventure, The Monarch, Treasure
Folders Eldraine EDH
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