I am relatively new to commander (my first deck was the Anje Falkenrath precon in 2019), so I was directly in when some friends proposed to get a brawl precon each and upgrade it to a commander deck. None of my friends wanted the Korvold deck, but I liked the colors so I took it. Little did I know how powerful the card Korvold Fae Cursed King is as a commander. After some testing I decided on a Voltron strategy even though that is not the strongest strategy in a 4 player game, but since it is possible to get Korvold to 21/21 within a single round it still can keep up with the other strong decks in my playgroup.

CMC:

Korvold has a CMC of 5 which makes it important to include enough ramp. Not necessarily to cast Korvold ahead of curve, but to recast him.

Power/Toughness and static abilities:

4/4 Flying

Korvold has a solid body with an invasive ability

Triggered abilities:

Whenever Korvold, Fae-Cursed King enters the battlefield or attacks, sacrifice another permanent.

Due to the second ability this downside is oftentimes an upside, but one has to take it into account a bit when playing the game.

Whenever you sacrifice a permanent, put a +1/+1 counter on Korvold and draw a card.

Whenever you sacrifice anything, you can profit from it- in two different ways. The fact that Korvold grows is the reason to build a voltron deck around him. The card draw is just insane value, since you directly draw a replacement for the thing you sacrificed. And this triggers for ANYTHING you sacrifice, so if you are not able to sacrifice creatures (due to Yasharn, Implacable Earth or other stax pieces), you can still sacrifice lands.

As already mentioned the main WinCon of this deck is Korvold killing the opponents with commander damage. Since that way only one opponent per turn can be killed, a viable way to kill the last opponent is often using Fling. If Korvold gets removed too often, it becomes expensive to pay the commander tax.Therefore, there are some alternative ways to win the game for example: Revel in Riches and Overwhelming Stampede. None of these two cards is a dead card, while Korvold is on the battlefield, too.
In the first few turns you want to ramp and build a bit of board state (so that you don't have to sac a land when Korvold comes in). A perfect start would be to ramp T2 or T3 and some sac fodder T4. Then cast a T5 Korvold and start smashing peoples faces. If you have a haste enabler you can start hitting faster, but in the first turns it is not clever to sacrifice lands just to attack earlier with Korvold.

In the mid game you want to sacrifice a bit to fill your hand up again. It is often clever to start slowly and try to kill the first opponent in two to three swings. At the same time you slowly progress your board state with more token generators (you do not need more than one sac outlet on the battlefield at any point). Once the first opponent died, you can have an "all-in" turn where you draw a lot of cards and try to one hit another opponent. To achieve this treasure or Eldrazi Spawn/Scions generators like Brass's Bounty or Pitiless Plunderer are insane. Since they give you the mana (and the card draw triggers from Korvold) to cast more spells.

Strengths

  • Card draw-> there are only two other card draw spells in the deck, since casting Korvold once can fill your hand up completely (even when he is removed before he can attack)
  • Going off in a single turn-> with a good board state Korvold can grow to 21/21 within a single turn
  • Board wipes don't hurt as much -> often you can sacrifice you whole board before the board wipe resolves and gain a lot of value from it which makes rebuilding easier

Weaknesses

  • Few ways to prevent other people from comboing -> often the only solution against combo players is player removal
  • Only one player killed at a time -> Often you can kill a second player after combat using Fling
  • Commander tax -> can be solved by using alternative wincons or Road of Return
There are a lot of cards in Jund that synergize with sacrificing, I tried to focus a bit on Treasures, Eldrazi Spawns and Eldrazi Scions, since they can sacrifice themselves to give mana, which can help with commander tax or more expensive spells.

Most Valuable Cards

Random inclusions

  • Reliquary Tower: I am just too lazy to discard to handsize, when the deck explodes...
  • Zulaport Cutthroat: I find keeping track of too many death triggers incredible annoying, but having one card that is able to efficiently gain you life is quite useful

Notable exclusions

Food Chain: I don't want this deck to be a combo food chain deck.

  • bring the mana curve down a bit

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99% Casual

Competitive

Date added 3 years
Last updated 1 year
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

4 - 0 Mythic Rares

38 - 0 Rares

28 - 0 Uncommons

17 - 0 Commons

Cards 100
Avg. CMC 2.92
Tokens 2/2 C Artifact Creature Spawn, Bear 2/2 G, Beast 3/3 G, Copy Clone, Eldrazi Scion 1/1 C, Eldrazi Spawn 0/1 C, Goblin 1/1 R, Ooze 1/1 G, Ooze 2/2 G for Mitotic Ooze, Rat 1/1 B, Rhino 4/4 G, Spider 1/2 G, Squirrel 1/1 G, Thrull 1/1 B, Treasure, Zombie 2/2 B
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