674 views34 days ago
Commander
Size: 100Salt sum: 43.45
 avatar

BrownCanadian

674 views34 days ago
Commander
Size: 100Salt sum: 43.45

Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.

{"ops":[{"insert":"This deck is to embody the passion of"},{"insert":{"card-link":"Khârn the Betrayer"}},{"insert":". Kharn does not care about where he swings his axe, he just wants to swing! Don't want the constant stress of deciding who the threat is and who swing at? Don't worry, make your opponents decide instead! Make him big but also make sure he doesn't come your way. There are plenty of ways to goad him in this deck, use them on him or maybe even a bigger creature on the board! \n\n"},{"attributes":{"bold":true},"insert":"Preface: "},{"insert":"This is my first time attempting to make a primer. I have been playing this game for little over 2 years, at the time of writing this, and "},{"insert":{"card-link":"Khârn the Betrayer"}},{"insert":" has become one of my favourite commanders to play. I enjoy this game and all the fun and cool interactions I continue to keep discovering. Some cards may be expensive (which I hate), but the fun experiences are priceless (which I love). There will never be a perfect deck. I will most likely continue to update this deck over time and can always learn from other people. \n\nAnd remember, be curious!\n\n"},{"attributes":{"bold":true},"insert":"Goals: "},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"bold":true},"insert":"Voltron."},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"Main goal is to win by commander damage. You want to make Kharn big. "},{"attributes":{"bold":true},"insert":"Power, trample, "},{"insert":"and "},{"attributes":{"bold":true},"insert":"goading"},{"insert":" are your best friends.\n"},{"attributes":{"bold":true},"insert":"Threat."},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"Make sure Kharn is the biggest threat. If there are bigger threats, you can pivot to using your goading on those creatures instead but understand you will be losing your game plan and Kharn can be swung back at you. There is multiple goading enchantmets and one with graveyard recurrsion, "},{"insert":{"card-link":"The Sound of Drums"}},{"insert":", so there is room to pivot away and back to Kharn.\n"},{"attributes":{"bold":true},"insert":"Low Profile."},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"Avoid looking like the threat early game. Try to get equipments in the field and a way to goad "},{"insert":{"card-link":"Khârn the Betrayer"}},{"insert":" after your play him before he starts wreaking havoc. You can play him early and set him loose for some chaos if you prefer but that play style is out of your control. There is not a lot of ramp in mono-red so most likely you will naturally not be the threat early on anyways. Politics is always a strategy. \n"},{"attributes":{"bold":true},"insert":"Prepare to Rebuild."},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Khârn the Betrayer"}},{"insert":" being the biggest threat will mean he will have removal sent at him at some point. It's best to prepare yourself to build him back him. If you have multiple goading enchanments in hand, I prefer to save one in preperation to play him again. There are cheaper cost (money and mana wise) that you can sub in. I prefer equipments due to being able to re-equip them to Kharn when he comes back. Thats a personal preference. \n"},{"attributes":{"bold":true},"insert":"Cheat Equipment Costs. "},{"attributes":{"header":3},"insert":"\n"},{"insert":"Use cards such as "},{"insert":{"card-link":"Thorin, Mountain-king"}},{"insert":", "},{"insert":{"card-link":"Brass Squire"}},{"insert":", "},{"insert":{"card-link":"Magnetic Theft"}},{"insert":", and "},{"insert":{"card-link":"Hammer of Nazahn"}},{"insert":" to get around those expensive equipment costs.\n\n"},{"attributes":{"bold":true},"insert":"Win Conditions:"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"bold":true},"insert":"Commander Damage. "},{"attributes":{"header":3},"insert":"\n"},{"insert":"As mentioned above.\n"},{"attributes":{"bold":true},"insert":"Damage."},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"Whittle away at opponents but spells such as "},{"insert":{"card-link":"Insurrection"}},{"insert":", "},{"insert":{"card-link":"Chandra's Ignition"}},{"insert":" and "},{"insert":{"card-link":"Kazuul's Fury // Kazuul's Cliffs"}},{"insert":" will be your finishers. There are scenarios that "},{"insert":{"card-link":"Thorin, Mountain-king"}},{"insert":" can win you the game as well if you are pairing it with "},{"insert":{"card-link":"Stuffy Doll"}},{"insert":" or "},{"insert":{"card-link":"Brash Taunter"}},{"insert":".\n"},{"attributes":{"bold":true},"insert":"Goad."},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"Using your overall goading with help of "},{"insert":{"card-link":"Bothersome Quasit"}},{"insert":", "},{"insert":{"card-link":"Rite of the Raging Storm"}},{"insert":", and "},{"insert":{"card-link":"Vengeful Ancestor"}},{"insert":" will be extremely useful over the time of the game especially if you are utilizing "},{"insert":{"card-link":"Death Kiss"}},{"insert":" and"},{"insert":{"card-link":"Jeska, Thrice Reborn"}},{"insert":" but "},{"insert":{"card-link":"Disrupt Decorum"}},{"insert":" and "},{"insert":{"card-link":"Spectacular Showdown"}},{"insert":" are your finishers when you are relying on your Goad\n\n"},{"attributes":{"bold":true},"insert":"Weaknessess:"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"bold":true},"insert":"Board state. "},{"attributes":{"header":3},"insert":"\n"},{"insert":"This is a glass cannon deck. Putting everything onto Kharn and then giving him away leaves you defenseless. I have added cards to help as much as they can with this such as "},{"insert":{"card-link":"Brash Taunter"}},{"insert":", "},{"insert":{"card-link":"Stuffy Doll"}},{"insert":", "},{"insert":{"card-link":"Pariah's Shield"}},{"insert":", "},{"insert":{"card-link":"Kaldra Compleat"}},{"insert":", and "},{"insert":{"card-link":"Kazuul, Tyrant of the Cliffs"}},{"insert":" to make it less favourable to attack you. With "},{"insert":{"card-link":"Stuffy Doll"}},{"insert":" Make sure you pick the opponent that also has a voltron or go wide deck. You can also consider removing stuffy doll for "},{"insert":{"card-link":"Silent Arbiter"}},{"insert":" or"},{"insert":{"card-link":"Giggling Skitterspike"}},{"insert":". I personally did not add "},{"insert":{"card-link":"Silent Arbiter"}},{"insert":" due to creating crowd controlling restrictions for other players makes it frustrating for opponents and they will more likely choose to use their interactions and removal on you. This is a personal choice within the games I play. "},{"insert":{"card-link":"Silent Arbiter"}},{"insert":" has amazing synergy with Voltron decks. \n"},{"attributes":{"bold":true},"insert":"Flying."},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"Aside from "},{"insert":{"card-link":"Pariah's Shield"}},{"insert":" and "},{"insert":{"card-link":"Vengeful Ancestor"}},{"insert":", you do not have any protection from flying creatures. \n"},{"attributes":{"bold":true},"insert":"Goad. "},{"attributes":{"header":3},"insert":"\n"},{"insert":"With Classic goading, you have to be mindful when it comes down to a 1 v 1 since goading does not prevent creatures from attacking you in this scenario. There are cards such as "},{"insert":{"card-link":"Assault Suit"}},{"insert":", "},{"insert":{"card-link":"Vow of Lightning"}},{"insert":", "},{"insert":{"card-link":"Rite of the Raging Storm"}},{"insert":" and "},{"insert":{"card-link":"Alexios, Deimos of Kosmos"}},{"insert":" that are favourable in this scenario on top of the cards listed above in the "},{"attributes":{"bold":true},"insert":"board state"},{"insert":" sections\n"},{"attributes":{"bold":true},"insert":"Multiple Threats. "},{"attributes":{"header":3},"insert":"\n"},{"insert":"As mentioned before, Kharn excels when he is the biggest threat on the board. When there are bigger and badder threats out there, yes people tend to throw removal and interactions towards that threat instead, but if Kharn cannot get through with trample then he is useless against that opponent.\n"},{"attributes":{"bold":true},"insert":"Removal. "},{"attributes":{"header":3},"insert":"\n"},{"insert":"This deck is all in. There is very little removal in this deck. There is "},{"insert":{"card-link":"Blasphemous Act"}},{"insert":", "},{"insert":{"card-link":"Chain Reaction"}},{"insert":", and other cards listed in "},{"attributes":{"bold":true},"insert":"win conditions "},{"insert":"that can do some removal but you will have to rely heavily on opponents to get rid of big threats if Kharn cannot do it. A fun interaction I've done a couple of time is using a card like "},{"insert":{"card-link":"Loki's Scepter"}},{"insert":" or "},{"insert":{"card-link":"Kari Zev's Expertise"}},{"insert":" then using "},{"insert":{"card-link":"Kazuul's Fury // Kazuul's Cliffs"}},{"insert":" to sacrifice that creature while throwing the damage back at the opponent.\n\n"},{"attributes":{"bold":true},"insert":"Considerations:"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"bold":true},"insert":"Bouncing Kharn. "},{"attributes":{"header":3},"insert":"\n"},{"insert":"Almost every itteration of this deck online leans heavy into the the mechanic "},{"insert":{"card-link":"Khârn the Betrayer"}},{"insert":" has that moves him every time he takes damage for card draw and add a lot of cards that ping Kharn for damage. This is not a bad strategy but I ask myself, what does this really accomplish? I'm not using cards like "},{"insert":{"card-link":"Razorkin Needlehead"}},{"insert":" or "},{"insert":{"card-link":"Scrawling Crawler"}},{"insert":" to win by pinging opponents down. This is a Voltron commander. Make him big, swing him, and have opponents swing him at other opponents. There is "},{"insert":{"card-link":"Desert"}},{"insert":" that you can utilize to move him when he becomes unblocked or many cards that make you gain control of Kharn until end of turn, gain control of permanents you own, or move him around regardless but the plan is if he does not get bounced enough, utilize the cards that give him back to you and throw in back out in the wild again. If you want, you can add cards like "},{"insert":{"card-link":"Cunning Sparkmage"}},{"insert":" or any of the other damage pinging cards that exist to lean into that strategy more. I have personally found this decklist leads to more wins.\n"},{"attributes":{"bold":true},"insert":"Back up Commanders."},{"attributes":{"header":3},"insert":"\n"},{"insert":"There are plenty of mono-red voltron commanders out there you can slot in. Utilizing cards already in this deck, I found "},{"insert":{"card-link":"Alexios, Deimos of Kosmos"}},{"insert":" is the best back up commander with "},{"insert":{"card-link":"Slicer, Hired Muscle // Slicer, High-Speed Antagonist"}},{"insert":" following suit. When using these commanders, you will be leaning a little more on the "},{"attributes":{"bold":true},"insert":"goading "},{"insert":"win-con than you would with "},{"insert":{"card-link":"Khârn the Betrayer"}},{"insert":". The cards like "},{"insert":{"card-link":"Brand"}},{"insert":" become a lot less impactful but you are able to use cards like "},{"insert":{"card-link":"Loki's Scepter"}},{"insert":", "},{"insert":{"card-link":"Kari Zev's Expertise"}},{"insert":", and others more on opponents creatures than your commander.\n"},{"attributes":{"bold":true},"insert":"Vigilance. "},{"attributes":{"header":3},"insert":"\n"},{"insert":"When Kharn moves, he stays tapped. I've always gone back and fourth about putting equipment that would give him vigilance for the cases that he gets moved to an opponent whose turn is not next and Kharn can be used to block and clean up opponents creatures but in reality, it just helps that opponent become less favourable to attack, making it more likely you are the target instead. People don't tend to attack opponents with creatures that can't get through anyways.\n"},{"attributes":{"bold":true},"insert":"Land Count. "},{"attributes":{"header":3},"insert":"\n"},{"insert":"Heavily suggest starting with 3 or more lands in hand. This deck has 34 lands if you include "},{"insert":{"card-link":"Kazuul's Fury // Kazuul's Cliffs"}},{"insert":" (This is why I chose this card over "},{"insert":{"card-link":"Fling"}},{"insert":" ) and remember "},{"insert":{"card-link":"Maze of Ith"}},{"insert":" does not produce mana. This deck has a CMC of 2.07 with lands and 3.15 without lands. On top of the cards that help "},{"attributes":{"bold":true},"insert":"cheat equipment costs "},{"insert":"(as listed above), cards like "},{"insert":{"card-link":"Ruby Medallion"}},{"insert":", "},{"insert":{"card-link":"Extraplanar Lens"}},{"insert":", and other mana rocks help the lower than average land count. You may consider substituing in 1-3 more lands. Once you get the ball rolling with base lands, there are lots of treasure creating cards like "},{"insert":{"card-link":"The Reaver Cleaver"}},{"insert":", "},{"insert":{"card-link":"Spiteful Banditry"}},{"insert":", and "},{"insert":{"card-link":"Shiny Impetus"}},{"insert":" to keep you on curve with mana if you fall behind with land draw.\n"},{"attributes":{"bold":true},"insert":"Infinite Combo."},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Jeska's Will"}},{"insert":" and "},{"insert":{"card-link":"Reiterate"}},{"insert":" can make an infinite combo with the conditions of having 9 mana and an opponent with 7 or more cards in hand. Kharn can help opponents have large hand sizes. In a mono-red deck, I consider this a late game infinite to keep this deck in bracket 3. \n"},{"attributes":{"bold":true},"insert":"Snow-Covered Mountains."},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"I added "},{"insert":{"card-link":"Extraplanar Lens"}},{"insert":" in this deck. Using this on a mountain makes all mountains, even opponents, to tap for 2 red. If you want to be cheeky about it, you can substitute your mountains for "},{"insert":{"card-link":"Snow-Covered Mountain"}},{"insert":" so, unless your opponents are also using snow-covered mountains, only your mountains will tap for 2 red. I keep basic mountains in this deck to both lean a little more into the \"group hug\" of this deck but also more likely to have this card stay on the field with opponents can also utilize it. Most multi coloured commander decks have very few basic mountains in their land count. You will almost always be getting the most value out of "},{"insert":{"card-link":"Extraplanar Lens"}},{"insert":".\n"},{"attributes":{"bold":true},"insert":"Underworld Breach."},{"attributes":{"header":3},"insert":"\n"},{"insert":"The inclusion of this card is situational. As listed in the "},{"attributes":{"bold":true},"insert":"win conditions"},{"insert":", I've been in the situation where you a utilized one of your finisher cards early to board wipe/survive and then have no way to finish the game after that because you ran out of steam. "},{"insert":{"card-link":"Underworld Breach"}},{"insert":" is a situational card that can give you a last stand to win the game. \n"},{"attributes":{"bold":true},"insert":"Mass Forced Combat"},{"attributes":{"header":3},"insert":"\n"},{"insert":"I've seen multiple decks and considered adding mass forced combat cards into this deck. As mentioned in weaknesses, you generally will have a constant weak board state. Adding cards like "},{"insert":{"card-link":"Goblin Spymaster"}},{"insert":", "},{"insert":{"card-link":"Total War"}},{"insert":", or another variant of mass forced combat without the constant ability to goad the other threats on the board means they are just as likely to attack you. In my experience, instead of opponents throwing smaller creatures that they want kept alive into other threats, if you are open, they will throw those creatures at you instead. You can consider pairing mass forced combat with cards like "},{"insert":{"card-link":"Disrupt Decorum"}},{"insert":", which is a great combo. If you do go down this road for a Kharn deck, "},{"insert":{"card-link":"Silent Arbiter"}},{"insert":" and more recurring goading cards would be heavily suggested to be added.\n"}]}

Commander

Qty: 1 Price: $9.49
Khârn the Betrayer
Berzerker — Khârn the Betrayer attacks or blocks each combat if able.
Sigil of Corruption — When you lose control of Khârn the Betrayer, draw two cards.
The Betrayer — If damage would be dealt to Khârn the Betrayer, prevent that damage and an opponent of your choice gains control of it.
Legendary Creature - Berserker Astartes
Khârn the Betrayer (40k) 79

Commander

(CTRL to add secondary)

Artifact

Qty: 2 Price: $26.48
Loki's Scepter
When Loki's Scepter enters, gain control of target creature until end of turn. Untap that creature. Until end of turn, it becomes a Villain in addition to its other types and gains haste.
: Add one mana of any color.
Legendary Artifact
Loki's Scepter (msc) 56
Mjölnir, Hammer of Thor
When Mjölnir enters, it deals 4 damage to up to one target creature.
Double all damage equipped creature would deal.
Equip worthy
(A creature is worthy if it's a legendary non-Villain that's red and/or white.)
, Discard this card: It deals 2 damage to each creature.
Legendary Artifact - Equipment
Mjölnir, Hammer of Thor (msh) 146

Artifact

(CTRL to add secondary)

Copy

Qty: 3 Price: $36.47
Helm of the Host
At the beginning of combat on your turn, create a token that's a copy of equipped creature, except the token isn't legendary. That token gains haste.
Equip
Legendary Artifact - Equipment
Helm of the Host (dom) 217
Reiterate
Buyback
(You may pay an additional
as you cast this spell. If you do, put this card into your hand as it resolves.)
Copy target instant or sorcery spell. You may choose new targets for the copy.
Instant
Reiterate (tsr) 182
Reverberate
Copy target instant or sorcery spell. You may choose new targets for the copy.
Instant
Reverberate (40k) 207

Copy

(CTRL to add secondary)

Creature

Qty: 1 Price: $6.99
Thorin, Mountain-king
Trample
When Thorin enters, attach any number of target Equipment you control to target creature you control. When one or more Equipment become attached to that creature this way, that creature deals damage equal to its power to up to one target creature.
Legendary Creature - Dwarf Noble
Thorin, Mountain-king (hob) 114

Creature

(CTRL to add secondary)

Cycling

Qty: 1 Price: $4.99
Brand
Gain control of all permanents you own. (This effect lasts indefinitely.)
Cycling
(
, Discard this card: Draw a card.)
Instant
Brand (plst) USG-176

Cycling

(CTRL to add secondary)

Draw

Qty: 3 Price: $22.17
Infiltration Lens
Whenever equipped creature becomes blocked by a creature, you may draw two cards.
Equip
Artifact - Equipment
Infiltration Lens (som) 167
Seize the Spotlight
Each opponent chooses fame or fortune. For each player who chose fame, gain control of a creature that player controls until end of turn. Untap those creatures and they gain haste until end of turn. For each player who chose fortune, you draw a card and create a Treasure token.
Sorcery
Seize the Spotlight (otc) 179
Tome of Legends
This artifact enters with a page counter on it.
Whenever your commander enters or attacks, put a page counter on this artifact.
,
, Remove a page counter from this artifact: Draw a card.
Artifact - Book
Tome of Legends (mkc) 246

Draw

(CTRL to add secondary)

Evasion

Qty: 4 Price: $9.86
Komainu Battle Armor
Menace
Equipped creature gets +2/+2 and has menace.
Whenever this creature or equipped creature deals combat damage to a player, goad each creature that player controls.
Reconfigure
(
: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Creature Artifact - Equipment Dog
Komainu Battle Armor (nec) 60
O-Naginata
This Equipment can be attached only to a creature with power 3 or greater.
Equipped creature gets +3/+0 and has trample.
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
O-Naginata (2xm) 278
Tenza, Godo's Maul
Equipped creature gets +1/+1. As long as it's legendary, it gets an additional +2/+2. As long as it's red, it has trample.
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Legendary Artifact - Equipment
Tenza, Godo's Maul (dmc) 193
Trailblazer's Boots
Equipped creature has nonbasic landwalk. (It can't be blocked as long as defending player controls a nonbasic land.)
Equip
Artifact - Equipment
Trailblazer's Boots (zen) 208

Evasion

(CTRL to add secondary)

Finisher

Qty: 2 Price: $13.98
Alexios, Deimos of Kosmos
Trample
Alexios attacks each combat if able, can't be sacrificed, and can't attack its owner.
At the beginning of each player's upkeep, that player gains control of Alexios, untaps it, and puts a +1/+1 counter on it. It gains haste until end of turn.
Legendary Creature - Human Berserker
Alexios, Deimos of Kosmos (acr) 33
Slicer, Hired Muscle
More Than Meets the Eye
(You may cast this card converted for
.)
Double strike, haste
At the beginning of each opponent's upkeep, you may have that player gain control of Slicer until end of turn. If you do, untap Slicer, goad it, and it can't be sacrificed this turn. If you don't, convert it.
Legendary Creature Artifact - Robot
Slicer, Hired Muscle // Slicer, High-Speed Antagonist (bot) 6Slicer, Hired Muscle // Slicer, High-Speed Antagonist (bot) 6

Finisher

(CTRL to add secondary)

Land

Qty: 34 (35 w/ MDFC)Price: $70.68
Desert
: Add
.
: This land deals 1 damage to target attacking creature. Activate only during the end of combat step.
Land - Desert
Desert (plst) AFC-233
Homeward Path
: Add
.
: Each player gains control of all creatures they own.
Land
Homeward Path (c13) 295
Maze of Ith
: Untap target attacking creature. Prevent all combat damage that would be dealt to and dealt by that creature this turn.
Land
Maze of Ith (dmr) 398
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (j25) 91
Reliquary Tower
You have no maximum hand size.
: Add
.
Land
Reliquary Tower (m3c) 368
Rogue's Passage
: Add
.
,
: Target creature can't be blocked this turn.
Land
Rogue's Passage (fdn) 264
Sanctum of Eternity
: Add
.
,
: Return target commander you own from the battlefield to your hand. Activate only during your turn.
Land
Sanctum of Eternity (c19) 59
War Room
: Add
.
,
, Pay life equal to the number of colors in your commanders' color identity: Draw a card.
Land
War Room (who) 330

Land

(CTRL to add secondary)

Protection

Qty: 11 Price: $103.65
Assault Suit
Equipped creature gets +2/+2, has haste, can't attack you or planeswalkers you control, and can't be sacrificed.
At the beginning of each opponent's upkeep, you may have that player gain control of equipped creature until end of turn. If you do, untap it.
Equip
Artifact - Equipment
Assault Suit (40k) 230
Bolt Bend
This spell costs
less to cast if you control a creature with power 4 or greater.
Change the target of target spell or ability with a single target.
Instant
Bolt Bend (fdn) 619
Bothersome Quasit
Menace
Goaded creatures your opponents control can't block.
Whenever you cast a noncreature spell, goad target creature an opponent controls. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Creature - Demon
Bothersome Quasit (clb) 674
Brash Taunter
Indestructible
Whenever this creature is dealt damage, it deals that much damage to target opponent.
,
: This creature fights another target creature.
Creature - Goblin
Brash Taunter (m21) 133
Circle of Flame
Whenever a creature without flying attacks you or a planeswalker you control, this enchantment deals 1 damage to that creature.
Enchantment
Circle of Flame (m15) 135
Commander's Plate
Equipped creature gets +3/+3 and has protection from each color that's not in your commander's color identity.
Equip commander

Equip
Artifact - Equipment
Commander's Plate (tmc) 135
Hammer of Nazahn
Whenever Hammer of Nazahn or another Equipment you control enters, you may attach that Equipment to target creature you control.
Equipped creature gets +2/+0 and has indestructible.
Equip
Legendary Artifact - Equipment
Hammer of Nazahn (msc) 286
Kaldra Compleat
Living weapon
Indestructible
Equipped creature gets +5/+5 and has first strike, trample, indestructible, haste, and "Whenever this creature deals combat damage to a creature, exile that creature."
Equip
Legendary Artifact - Equipment
Kaldra Compleat (mh2) 227
Kazuul, Tyrant of the Cliffs
Whenever a creature an opponent controls attacks, if you're the defending player, create a 3/3 red Ogre creature token unless that creature's controller pays
.
Legendary Creature - Warrior Ogre
Kazuul, Tyrant of the Cliffs (scd) 148
Pariah's Shield
All damage that would be dealt to you is dealt to equipped creature instead.
Equip
Artifact - Equipment
Pariah's Shield (rav) 267
Stuffy Doll
Indestructible
As this creature enters, choose a player.
Whenever this creature is dealt damage, it deals that much damage to the chosen player.
: This creature deals 1 damage to itself.
Creature Artifact - Construct
Stuffy Doll (m13) 218

Protection

(CTRL to add secondary)

Pump

Qty: 4 Price: $22.96
Death Kiss
Whenever a creature an opponent controls attacks one of your opponents, double its power until end of turn.
: Monstrosity X. (If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.)
When this creature becomes monstrous, goad up to X target creatures your opponents control.
Creature - Beholder
Death Kiss (clb) 675
Jeska, Thrice Reborn
Jeska enters with a loyalty counter on her for each time you've cast a commander from the command zone this game.
0: Choose target creature. Until your next turn, if that creature would deal combat damage to one of your opponents, it deals triple that damage to that player instead.
−X: Jeska deals X damage to each of up to three targets.
Jeska, Thrice Reborn can be your commander.
Partner
Legendary Planeswalker - Jeska
Jeska, Thrice Reborn (cmr) 186
Lizard Blades
Double strike
Equipped creature has double strike.
Reconfigure
(
: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Creature Artifact - Equipment Lizard
Lizard Blades (neo) 153
The Sound of Drums
Enchant creature
Enchanted creature is goaded.
If enchanted creature would deal combat damage to a permanent or player, it deals double that damage instead.
: Return this card from your graveyard to your hand.
Enchantment - Aura
The Sound of Drums (who) 97

Pump

(CTRL to add secondary)

Ramp

Qty: 12 Price: $179.74
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (fdc) 1
Brass Squire
: Attach target Equipment you control to target creature you control.
Creature Artifact - Myr
Brass Squire (mbs) 101
Curse of Opulence
Enchant player
Whenever enchanted player is attacked, create a Gold token. Each opponent attacking that player does the same. (A Gold token is an artifact with "Sacrifice this token: Add one mana of any color.")
Enchantment - Aura Curse
Curse of Opulence (tdc) 209
Extraplanar Lens
Imprint — When this artifact enters, you may exile target land you control.
Whenever a land with the same name as the exiled card is tapped for mana, its controller adds one mana of any type that land produced.
Artifact
Extraplanar Lens (cmm) 656
Glóin, Dwarf Emissary
Whenever you cast a historic spell, create a Treasure token. This ability triggers only once each turn. (Artifacts, legendaries, and Sagas are historic.)
, Sacrifice a Treasure: Goad target creature. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Legendary Creature - Advisor Dwarf
Glóin, Dwarf Emissary (ltr) 132
Jeska's Will
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Add
for each card in target opponent's hand.
• Exile the top three cards of your library. You may play them this turn.
Sorcery
Jeska's Will (cmr) 187
Ruby Medallion
Red spells you cast cost
less to cast.
Artifact
Ruby Medallion (mh3) 295
Shiny Impetus
Enchant creature
Enchanted creature gets +2/+2 and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
Whenever enchanted creature attacks, you create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Enchantment - Aura
Shiny Impetus (tdc) 231
Sol Ring
: Add
.
Artifact
Sol Ring (40k) 250
Sword of Feast and Famine
Equipped creature gets +2/+2 and has protection from black and from green.
Whenever equipped creature deals combat damage to a player, that player discards a card and you untap all lands you control.
Equip
Artifact - Equipment
Sword of Feast and Famine (acr) 99
Sword of the Animist
Equipped creature gets +1/+1.
Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Equip
Legendary Artifact - Equipment
Sword of the Animist (msc) 289
The Reaver Cleaver
Equipped creature gets +1/+1 and has trample and "Whenever this creature deals combat damage to a player or planeswalker, create that many Treasure tokens."
Equip
Legendary Artifact - Equipment
The Reaver Cleaver (m3c) 217

Ramp

(CTRL to add secondary)

Recursion

Qty: 1 Price: $10.99
Underworld Breach
Each nonland card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.)
At the beginning of the end step, sacrifice this enchantment.
Enchantment
Underworld Breach (pza) 10

Recursion

(CTRL to add secondary)

Removal

Qty: 16 Price: $77.66
Acquired Mutation
Enchant creature
Enchanted creature gets +2/+2 and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
Whenever enchanted creature attacks, defending player gets two rad counters.
Enchantment - Aura
Acquired Mutation (pip) 53
Blasphemous Act
This spell costs
less to cast for each creature on the battlefield.
Blasphemous Act deals 13 damage to each creature.
Sorcery
Blasphemous Act (40k) 204
Bloodthirsty Blade
Equipped creature gets +2/+0 and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
: Attach this Equipment to target creature an opponent controls. Activate only as a sorcery.
Artifact - Equipment
Bloodthirsty Blade (mkc) 225
Chain Reaction
Chain Reaction deals X damage to each creature, where X is the number of creatures on the battlefield.
Sorcery
Chain Reaction (drc) 47
Chandra's Ignition
Target creature you control deals damage equal to its power to each other creature and each opponent.
Sorcery
Chandra's Ignition (m3c) 209
Chaos Warp
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
Instant
Chaos Warp (40k) 205
Disrupt Decorum
Goad all creatures you don't control. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.)
Sorcery
Disrupt Decorum (mkc) 151
Kazuul's Fury
As an additional cost to cast this spell, sacrifice a creature.
Kazuul's Fury deals damage equal to the sacrificed creature's power to any target.
Instant
Kazuul's Fury // Kazuul's Cliffs (znr) 146Kazuul's Fury // Kazuul's Cliffs (znr) 146
Magnetic Theft
Attach target Equipment to target creature. (Control of the Equipment doesn't change.)
Instant
Magnetic Theft (5dn) 74
Pyroblast
Choose one —
• Counter target spell if it's blue.
• Destroy target permanent if it's blue.
Instant
Pyroblast (ice) 213
Spectacular Showdown
Put a double strike counter on target creature, then goad each creature that had a double strike counter put on it this way. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.)
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery
Spectacular Showdown (clb) 634
Spiteful Banditry
When this enchantment enters, it deals X damage to each creature.
Whenever one or more creatures your opponents control die, you create a Treasure token. This ability triggers only once each turn.
Enchantment
Spiteful Banditry (ltr) 149
Untimely Malfunction
Choose one —
• Destroy target artifact.
• Change the target of target spell or ability with a single target.
• One or two target creatures can't block this turn.
Instant
Untimely Malfunction (dsk) 161
Vandalblast
Destroy target artifact you don't control.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery
Vandalblast (cmm) 646
Vengeful Ancestor
Flying
Whenever this creature enters or attacks, goad target creature. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Whenever a goaded creature attacks, it deals 1 damage to its controller.
Creature - Dragon Spirit
Vengeful Ancestor (tdc) 242
Vow of Lightning
Enchant creature
Enchanted creature gets +2/+2, has first strike, and can't attack you or planeswalkers you control.
Enchantment - Aura
Vow of Lightning (mkc) 164

Removal

(CTRL to add secondary)

Theft

Qty: 3 Price: $17.47
Frenzied Fugue
Enchant permanent
When this Aura enters and at the beginning of your upkeep, gain control of enchanted permanent until end of turn. Untap that permanent. It gains haste until end of turn.
Enchantment - Aura
Frenzied Fugue (plst) C16-18
Insurrection
Untap all creatures and gain control of them until end of turn. They gain haste until end of turn.
Sorcery
Insurrection (tle) 31
Kari Zev's Expertise
Gain control of target creature or Vehicle until end of turn. Untap it. It gains haste until end of turn.
You may cast a spell with mana value 2 or less from your hand without paying its mana cost.
Sorcery
Kari Zev's Expertise (aer) 88

Theft

(CTRL to add secondary)

Tokens

Qty: 1 Price: $1.79
Rite of the Raging Storm
Creatures named Lightning Rager can't attack you or planeswalkers you control.
At the beginning of each player's upkeep, that player creates a 5/1 red Elemental creature token named Lightning Rager. It has trample, haste, and "At the beginning of the end step, sacrifice this token."
Enchantment
Rite of the Raging Storm (mkc) 159

Tokens

(CTRL to add secondary)

Tutor

Qty: 1 Price: $27.99
Gamble
Search your library for a card, put that card into your hand, discard a card at random, then shuffle.
Sorcery
Gamble (ema) 132

Tutor

(CTRL to add secondary)

Deck Info

Deck stats

0 pips - 0 cards
0 mana - 4 cards
0 pips - 0 cards
0 mana - 4 cards
0 pips - 0 cards
0 mana - 4 cards
58 pips - 46 cards
33 mana - 33 cards
0 pips - 0 cards
0 mana - 4 cards
0 pips - 0 cards
8 mana - 7 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"This deck is to embody the passion of"},{"insert":{"card-link":"Khârn the Betrayer"}},{"insert":". Kharn does not care about where he swings his axe, he just wants to swing! Don't want the constant stress of deciding who the threat is and who swing at? Don't worry, make your opponents decide instead! Make him big but also make sure he doesn't come your way. There are plenty of ways to goad him in this deck, use them on him or maybe even a bigger creature on the board! \n\n"},{"attributes":{"bold":true},"insert":"Preface: "},{"insert":"This is my first time attempting to make a primer. I have been playing this game for little over 2 years, at the time of writing this, and "},{"insert":{"card-link":"Khârn the Betrayer"}},{"insert":" has become one of my favourite commanders to play. I enjoy this game and all the fun and cool interactions I continue to keep discovering. Some cards may be expensive (which I hate), but the fun experiences are priceless (which I love). There will never be a perfect deck. I will most likely continue to update this deck over time and can always learn from other people. \n\nAnd remember, be curious!\n\n"},{"attributes":{"bold":true},"insert":"Goals: "},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"bold":true},"insert":"Voltron."},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"Main goal is to win by commander damage. You want to make Kharn big. "},{"attributes":{"bold":true},"insert":"Power, trample, "},{"insert":"and "},{"attributes":{"bold":true},"insert":"goading"},{"insert":" are your best friends.\n"},{"attributes":{"bold":true},"insert":"Threat."},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"Make sure Kharn is the biggest threat. If there are bigger threats, you can pivot to using your goading on those creatures instead but understand you will be losing your game plan and Kharn can be swung back at you. There is multiple goading enchantmets and one with graveyard recurrsion, "},{"insert":{"card-link":"The Sound of Drums"}},{"insert":", so there is room to pivot away and back to Kharn.\n"},{"attributes":{"bold":true},"insert":"Low Profile."},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"Avoid looking like the threat early game. Try to get equipments in the field and a way to goad "},{"insert":{"card-link":"Khârn the Betrayer"}},{"insert":" after your play him before he starts wreaking havoc. You can play him early and set him loose for some chaos if you prefer but that play style is out of your control. There is not a lot of ramp in mono-red so most likely you will naturally not be the threat early on anyways. Politics is always a strategy. \n"},{"attributes":{"bold":true},"insert":"Prepare to Rebuild."},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Khârn the Betrayer"}},{"insert":" being the biggest threat will mean he will have removal sent at him at some point. It's best to prepare yourself to build him back him. If you have multiple goading enchanments in hand, I prefer to save one in preperation to play him again. There are cheaper cost (money and mana wise) that you can sub in. I prefer equipments due to being able to re-equip them to Kharn when he comes back. Thats a personal preference. \n"},{"attributes":{"bold":true},"insert":"Cheat Equipment Costs. "},{"attributes":{"header":3},"insert":"\n"},{"insert":"Use cards such as "},{"insert":{"card-link":"Thorin, Mountain-king"}},{"insert":", "},{"insert":{"card-link":"Brass Squire"}},{"insert":", "},{"insert":{"card-link":"Magnetic Theft"}},{"insert":", and "},{"insert":{"card-link":"Hammer of Nazahn"}},{"insert":" to get around those expensive equipment costs.\n\n"},{"attributes":{"bold":true},"insert":"Win Conditions:"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"bold":true},"insert":"Commander Damage. "},{"attributes":{"header":3},"insert":"\n"},{"insert":"As mentioned above.\n"},{"attributes":{"bold":true},"insert":"Damage."},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"Whittle away at opponents but spells such as "},{"insert":{"card-link":"Insurrection"}},{"insert":", "},{"insert":{"card-link":"Chandra's Ignition"}},{"insert":" and "},{"insert":{"card-link":"Kazuul's Fury // Kazuul's Cliffs"}},{"insert":" will be your finishers. There are scenarios that "},{"insert":{"card-link":"Thorin, Mountain-king"}},{"insert":" can win you the game as well if you are pairing it with "},{"insert":{"card-link":"Stuffy Doll"}},{"insert":" or "},{"insert":{"card-link":"Brash Taunter"}},{"insert":".\n"},{"attributes":{"bold":true},"insert":"Goad."},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"Using your overall goading with help of "},{"insert":{"card-link":"Bothersome Quasit"}},{"insert":", "},{"insert":{"card-link":"Rite of the Raging Storm"}},{"insert":", and "},{"insert":{"card-link":"Vengeful Ancestor"}},{"insert":" will be extremely useful over the time of the game especially if you are utilizing "},{"insert":{"card-link":"Death Kiss"}},{"insert":" and"},{"insert":{"card-link":"Jeska, Thrice Reborn"}},{"insert":" but "},{"insert":{"card-link":"Disrupt Decorum"}},{"insert":" and "},{"insert":{"card-link":"Spectacular Showdown"}},{"insert":" are your finishers when you are relying on your Goad\n\n"},{"attributes":{"bold":true},"insert":"Weaknessess:"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"bold":true},"insert":"Board state. "},{"attributes":{"header":3},"insert":"\n"},{"insert":"This is a glass cannon deck. Putting everything onto Kharn and then giving him away leaves you defenseless. I have added cards to help as much as they can with this such as "},{"insert":{"card-link":"Brash Taunter"}},{"insert":", "},{"insert":{"card-link":"Stuffy Doll"}},{"insert":", "},{"insert":{"card-link":"Pariah's Shield"}},{"insert":", "},{"insert":{"card-link":"Kaldra Compleat"}},{"insert":", and "},{"insert":{"card-link":"Kazuul, Tyrant of the Cliffs"}},{"insert":" to make it less favourable to attack you. With "},{"insert":{"card-link":"Stuffy Doll"}},{"insert":" Make sure you pick the opponent that also has a voltron or go wide deck. You can also consider removing stuffy doll for "},{"insert":{"card-link":"Silent Arbiter"}},{"insert":" or"},{"insert":{"card-link":"Giggling Skitterspike"}},{"insert":". I personally did not add "},{"insert":{"card-link":"Silent Arbiter"}},{"insert":" due to creating crowd controlling restrictions for other players makes it frustrating for opponents and they will more likely choose to use their interactions and removal on you. This is a personal choice within the games I play. "},{"insert":{"card-link":"Silent Arbiter"}},{"insert":" has amazing synergy with Voltron decks. \n"},{"attributes":{"bold":true},"insert":"Flying."},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"Aside from "},{"insert":{"card-link":"Pariah's Shield"}},{"insert":" and "},{"insert":{"card-link":"Vengeful Ancestor"}},{"insert":", you do not have any protection from flying creatures. \n"},{"attributes":{"bold":true},"insert":"Goad. "},{"attributes":{"header":3},"insert":"\n"},{"insert":"With Classic goading, you have to be mindful when it comes down to a 1 v 1 since goading does not prevent creatures from attacking you in this scenario. There are cards such as "},{"insert":{"card-link":"Assault Suit"}},{"insert":", "},{"insert":{"card-link":"Vow of Lightning"}},{"insert":", "},{"insert":{"card-link":"Rite of the Raging Storm"}},{"insert":" and "},{"insert":{"card-link":"Alexios, Deimos of Kosmos"}},{"insert":" that are favourable in this scenario on top of the cards listed above in the "},{"attributes":{"bold":true},"insert":"board state"},{"insert":" sections\n"},{"attributes":{"bold":true},"insert":"Multiple Threats. "},{"attributes":{"header":3},"insert":"\n"},{"insert":"As mentioned before, Kharn excels when he is the biggest threat on the board. When there are bigger and badder threats out there, yes people tend to throw removal and interactions towards that threat instead, but if Kharn cannot get through with trample then he is useless against that opponent.\n"},{"attributes":{"bold":true},"insert":"Removal. "},{"attributes":{"header":3},"insert":"\n"},{"insert":"This deck is all in. There is very little removal in this deck. There is "},{"insert":{"card-link":"Blasphemous Act"}},{"insert":", "},{"insert":{"card-link":"Chain Reaction"}},{"insert":", and other cards listed in "},{"attributes":{"bold":true},"insert":"win conditions "},{"insert":"that can do some removal but you will have to rely heavily on opponents to get rid of big threats if Kharn cannot do it. A fun interaction I've done a couple of time is using a card like "},{"insert":{"card-link":"Loki's Scepter"}},{"insert":" or "},{"insert":{"card-link":"Kari Zev's Expertise"}},{"insert":" then using "},{"insert":{"card-link":"Kazuul's Fury // Kazuul's Cliffs"}},{"insert":" to sacrifice that creature while throwing the damage back at the opponent.\n\n"},{"attributes":{"bold":true},"insert":"Considerations:"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"bold":true},"insert":"Bouncing Kharn. "},{"attributes":{"header":3},"insert":"\n"},{"insert":"Almost every itteration of this deck online leans heavy into the the mechanic "},{"insert":{"card-link":"Khârn the Betrayer"}},{"insert":" has that moves him every time he takes damage for card draw and add a lot of cards that ping Kharn for damage. This is not a bad strategy but I ask myself, what does this really accomplish? I'm not using cards like "},{"insert":{"card-link":"Razorkin Needlehead"}},{"insert":" or "},{"insert":{"card-link":"Scrawling Crawler"}},{"insert":" to win by pinging opponents down. This is a Voltron commander. Make him big, swing him, and have opponents swing him at other opponents. There is "},{"insert":{"card-link":"Desert"}},{"insert":" that you can utilize to move him when he becomes unblocked or many cards that make you gain control of Kharn until end of turn, gain control of permanents you own, or move him around regardless but the plan is if he does not get bounced enough, utilize the cards that give him back to you and throw in back out in the wild again. If you want, you can add cards like "},{"insert":{"card-link":"Cunning Sparkmage"}},{"insert":" or any of the other damage pinging cards that exist to lean into that strategy more. I have personally found this decklist leads to more wins.\n"},{"attributes":{"bold":true},"insert":"Back up Commanders."},{"attributes":{"header":3},"insert":"\n"},{"insert":"There are plenty of mono-red voltron commanders out there you can slot in. Utilizing cards already in this deck, I found "},{"insert":{"card-link":"Alexios, Deimos of Kosmos"}},{"insert":" is the best back up commander with "},{"insert":{"card-link":"Slicer, Hired Muscle // Slicer, High-Speed Antagonist"}},{"insert":" following suit. When using these commanders, you will be leaning a little more on the "},{"attributes":{"bold":true},"insert":"goading "},{"insert":"win-con than you would with "},{"insert":{"card-link":"Khârn the Betrayer"}},{"insert":". The cards like "},{"insert":{"card-link":"Brand"}},{"insert":" become a lot less impactful but you are able to use cards like "},{"insert":{"card-link":"Loki's Scepter"}},{"insert":", "},{"insert":{"card-link":"Kari Zev's Expertise"}},{"insert":", and others more on opponents creatures than your commander.\n"},{"attributes":{"bold":true},"insert":"Vigilance. "},{"attributes":{"header":3},"insert":"\n"},{"insert":"When Kharn moves, he stays tapped. I've always gone back and fourth about putting equipment that would give him vigilance for the cases that he gets moved to an opponent whose turn is not next and Kharn can be used to block and clean up opponents creatures but in reality, it just helps that opponent become less favourable to attack, making it more likely you are the target instead. People don't tend to attack opponents with creatures that can't get through anyways.\n"},{"attributes":{"bold":true},"insert":"Land Count. "},{"attributes":{"header":3},"insert":"\n"},{"insert":"Heavily suggest starting with 3 or more lands in hand. This deck has 34 lands if you include "},{"insert":{"card-link":"Kazuul's Fury // Kazuul's Cliffs"}},{"insert":" (This is why I chose this card over "},{"insert":{"card-link":"Fling"}},{"insert":" ) and remember "},{"insert":{"card-link":"Maze of Ith"}},{"insert":" does not produce mana. This deck has a CMC of 2.07 with lands and 3.15 without lands. On top of the cards that help "},{"attributes":{"bold":true},"insert":"cheat equipment costs "},{"insert":"(as listed above), cards like "},{"insert":{"card-link":"Ruby Medallion"}},{"insert":", "},{"insert":{"card-link":"Extraplanar Lens"}},{"insert":", and other mana rocks help the lower than average land count. You may consider substituing in 1-3 more lands. Once you get the ball rolling with base lands, there are lots of treasure creating cards like "},{"insert":{"card-link":"The Reaver Cleaver"}},{"insert":", "},{"insert":{"card-link":"Spiteful Banditry"}},{"insert":", and "},{"insert":{"card-link":"Shiny Impetus"}},{"insert":" to keep you on curve with mana if you fall behind with land draw.\n"},{"attributes":{"bold":true},"insert":"Infinite Combo."},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Jeska's Will"}},{"insert":" and "},{"insert":{"card-link":"Reiterate"}},{"insert":" can make an infinite combo with the conditions of having 9 mana and an opponent with 7 or more cards in hand. Kharn can help opponents have large hand sizes. In a mono-red deck, I consider this a late game infinite to keep this deck in bracket 3. \n"},{"attributes":{"bold":true},"insert":"Snow-Covered Mountains."},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"I added "},{"insert":{"card-link":"Extraplanar Lens"}},{"insert":" in this deck. Using this on a mountain makes all mountains, even opponents, to tap for 2 red. If you want to be cheeky about it, you can substitute your mountains for "},{"insert":{"card-link":"Snow-Covered Mountain"}},{"insert":" so, unless your opponents are also using snow-covered mountains, only your mountains will tap for 2 red. I keep basic mountains in this deck to both lean a little more into the \"group hug\" of this deck but also more likely to have this card stay on the field with opponents can also utilize it. Most multi coloured commander decks have very few basic mountains in their land count. You will almost always be getting the most value out of "},{"insert":{"card-link":"Extraplanar Lens"}},{"insert":".\n"},{"attributes":{"bold":true},"insert":"Underworld Breach."},{"attributes":{"header":3},"insert":"\n"},{"insert":"The inclusion of this card is situational. As listed in the "},{"attributes":{"bold":true},"insert":"win conditions"},{"insert":", I've been in the situation where you a utilized one of your finisher cards early to board wipe/survive and then have no way to finish the game after that because you ran out of steam. "},{"insert":{"card-link":"Underworld Breach"}},{"insert":" is a situational card that can give you a last stand to win the game. \n"},{"attributes":{"bold":true},"insert":"Mass Forced Combat"},{"attributes":{"header":3},"insert":"\n"},{"insert":"I've seen multiple decks and considered adding mass forced combat cards into this deck. As mentioned in weaknesses, you generally will have a constant weak board state. Adding cards like "},{"insert":{"card-link":"Goblin Spymaster"}},{"insert":", "},{"insert":{"card-link":"Total War"}},{"insert":", or another variant of mass forced combat without the constant ability to goad the other threats on the board means they are just as likely to attack you. In my experience, instead of opponents throwing smaller creatures that they want kept alive into other threats, if you are open, they will throw those creatures at you instead. You can consider pairing mass forced combat with cards like "},{"insert":{"card-link":"Disrupt Decorum"}},{"insert":", which is a great combo. If you do go down this road for a Kharn deck, "},{"insert":{"card-link":"Silent Arbiter"}},{"insert":" and more recurring goading cards would be heavily suggested to be added.\n"}]}
Support us on Patreon to remove ads
AutoNew CategoryMaybeboardSideboardPinned Cards