iHad99Fishing
45 views6 days ago
Commander
Size: 100Salt sum: 45.51
Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.
{"ops":[{"insert":"Karlov of the Ghost Council was the first Commander I ever built, all the way back in 2015, when he was included as an alternate commander in the Daxos the Returned precon. He was fast, oppressive, consistent, and surprisingly resilient. Now, 10 years later, he's even faster, more consistent, and even more resilient. \n\nI've completely rebuilt the deck from the ground up, but included some of my old favorites (sorry, Sorin stays) and some new bangers.\n\nGain life lots of times (not to be confused with lots of life), make a giant Karlov, and either beat your friends to death with him or sink your mana into it to exile everything they love. If there's one thing Orzhov needed, it was of course repeatable removal in the command zone!\n\nOpening Hands:\nThis deck has a "},{"attributes":{"italic":true},"insert":"low "},{"insert":"mana curve. You can reasonably keep a hand with only 2 lands and no ramp, as long as you have a turn 1 play, preferably a Soul Sister, Mother of Runes, or any of their new family members. Also be on the lookout for a protection spell. Early draw power from Esper Sentinel or Phyrexian Arena are also huge early drops that can make your early game much easier.\n\nEarly Game:\nHold Karlov in the Command Zone until you have a way to gain life. Ideally, Turn 1, drop a Soul Sister into a Turn 2 Karlov that instantly nets you a life and a 4/4 commander. Follow up with as many small lifegain triggers as possible and get ready to politic your way through the rest of this game.\n\nMid Game:\nThe mid-game is where Karlov games begin branching off and become difficult to predict. If your opponents are playing their big scary creatures, don't hold back on Karlov's ability, and send them somewhere else. If your opponents are playing creature-light, don't be afraid to turn Karlov sideways. Since Karlov doesn't have to tap to use his exile ability, it's usually best to swing either way, and use his exile ability to eliminate blockers or threats post-Damage Step. \n\nEnd Game:\nYou win primarily with Commander Damage, as Karlov can get a lot bigger than most people expect him to, especially once you drop two or three Soul Sisters at once. Aetherflux Reservoir can often become a win condition once you're down to a 1v1, and of course, the ever-present Blood-Bond combo can end the game on the spot for a small fee of 8-10 mana.\n\nBe Wary Of:\nKarlov eats removal for breakfast, but we have a pretty solid protection package. I had Swiftfoot Boots and Lightning Greaves included, and I might put them back in just to keep Karlov a bit safer.\n\nThe Grind Game:\nIf Karlov gets removed too many times, and casting him for 6 or 8 mana is starting to feel like it might not be worth it, this deck is perfectly capable of grinding it out. A robust package of life-gaining weenies, Angels and threats that get big on their own, and a strong suite of removal spells and some stax elements keep the deck in the game while you look for alternate win conditions. Enter, Niv-Mizzet. A secret back-up commander that can help you dig through your deck in search of Aetherflux Reservoir or the aforementioned Blood-Bond combo to close out the game without needing Karlov. \n\n\n\n\n\n\n\n\n"}]}
Creature
Creature
(CTRL to add secondary)
Drain
Sorin of House Markov
Lifelink
Extort (Whenever you cast a spell, you may pay . If you do, each opponent loses 1 life and you gain that much life.)
At the beginning of each of your postcombat main phases, if you gained 3 or more life this turn, exile Sorin, then return him to the battlefield transformed under his owner's control.
Extort (Whenever you cast a spell, you may pay . If you do, each opponent loses 1 life and you gain that much life.)
At the beginning of each of your postcombat main phases, if you gained 3 or more life this turn, exile Sorin, then return him to the battlefield transformed under his owner's control.
Legendary Creature - Human Noble


Drain
(CTRL to add secondary)
Draw
Amalia Benavides Aguirre
Ward—Pay 3 life.
Whenever you gain life, Amalia Benavides Aguirre explores. Then destroy all other creatures if its power is exactly 20. (To have this creature explore, reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
Whenever you gain life, Amalia Benavides Aguirre explores. Then destroy all other creatures if its power is exactly 20. (To have this creature explore, reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
Legendary Creature - Vampire Scout

Enlightened Confidant
Lifelink
At the beginning of your end step, if you gained life this turn, surveil 1. If you put a card with mana value less than or equal to the amount of life you gained this turn into your graveyard this way, put that card into your hand.
At the beginning of your end step, if you gained life this turn, surveil 1. If you put a card with mana value less than or equal to the amount of life you gained this turn into your graveyard this way, put that card into your hand.
Creature - Cleric Kor

Draw
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Lifegain
Guide of Souls
Whenever another creature you control enters, you gain 1 life and get (an energy counter).
Whenever you attack, you may pay . When you do, put two +1/+1 counters and a flying counter on target attacking creature. It becomes an Angel in addition to its other types.
Whenever you attack, you may pay . When you do, put two +1/+1 counters and a flying counter on target attacking creature. It becomes an Angel in addition to its other types.
Creature - Human Cleric

Haliya, Guided by Light
Whenever Haliya or another creature or artifact you control enters, you gain 1 life.
At the beginning of your end step, draw a card if you've gained 3 or more life this turn.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
At the beginning of your end step, draw a card if you've gained 3 or more life this turn.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Legendary Creature - Human Soldier

Heliod, Sun-Crowned
Indestructible
As long as your devotion to white is less than five, Heliod isn't a creature.
Whenever you gain life, put a +1/+1 counter on target creature or enchantment you control.
: Another target creature gains lifelink until end of turn.
As long as your devotion to white is less than five, Heliod isn't a creature.
Whenever you gain life, put a +1/+1 counter on target creature or enchantment you control.
: Another target creature gains lifelink until end of turn.
Legendary Creature Enchantment - God

Lifegain
(CTRL to add secondary)
Planeswalker
Ajani Resolute
Whenever you gain life, put a loyalty counter on Ajani.
0: You gain 1 life.
−4: Create a 2/2 white Cat Soldier creature token named Ajani's Pridemate with "Whenever you gain life, put a +1/+1 counter on this token."
−10: You get an emblem with "Creatures you control get +2/+2."
0: You gain 1 life.
−4: Create a 2/2 white Cat Soldier creature token named Ajani's Pridemate with "Whenever you gain life, put a +1/+1 counter on this token."
−10: You get an emblem with "Creatures you control get +2/+2."
Legendary Planeswalker - Ajani

Planeswalker
(CTRL to add secondary)
Protection
Dawn's Truce
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.)
You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
Instant

Galadriel's Dismissal
Kicker (You may pay an additional as you cast this spell.)
Target creature phases out. If this spell was kicked, each creature target player controls phases out instead. (Treat phased-out creatures and anything attached to them as though they don't exist until their controller's next turn.)
Target creature phases out. If this spell was kicked, each creature target player controls phases out instead. (Treat phased-out creatures and anything attached to them as though they don't exist until their controller's next turn.)
Instant

Protection
(CTRL to add secondary)
Ramp
Ramp
(CTRL to add secondary)
Recursion
Sorin, Vengeful Bloodlord
During your turn, creatures and planeswalkers you control have lifelink.
+2: Sorin deals 1 damage to target player or planeswalker.
−X: Return target creature card with mana value X from your graveyard to the battlefield. That creature is a Vampire in addition to its other types.
+2: Sorin deals 1 damage to target player or planeswalker.
−X: Return target creature card with mana value X from your graveyard to the battlefield. That creature is a Vampire in addition to its other types.
Legendary Planeswalker - Sorin

Recursion
(CTRL to add secondary)
Removal
Ajani, Strength of the Pride
+1: You gain life equal to the number of creatures you control plus the number of planeswalkers you control.
−2: Create a 2/2 white Cat Soldier creature token named Ajani's Pridemate with "Whenever you gain life, put a +1/+1 counter on this token."
0: If you have at least 15 life more than your starting life total, exile Ajani and each artifact and creature your opponents control.
−2: Create a 2/2 white Cat Soldier creature token named Ajani's Pridemate with "Whenever you gain life, put a +1/+1 counter on this token."
0: If you have at least 15 life more than your starting life total, exile Ajani and each artifact and creature your opponents control.
Legendary Planeswalker - Ajani

Removal
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"Karlov of the Ghost Council was the first Commander I ever built, all the way back in 2015, when he was included as an alternate commander in the Daxos the Returned precon. He was fast, oppressive, consistent, and surprisingly resilient. Now, 10 years later, he's even faster, more consistent, and even more resilient. \n\nI've completely rebuilt the deck from the ground up, but included some of my old favorites (sorry, Sorin stays) and some new bangers.\n\nGain life lots of times (not to be confused with lots of life), make a giant Karlov, and either beat your friends to death with him or sink your mana into it to exile everything they love. If there's one thing Orzhov needed, it was of course repeatable removal in the command zone!\n\nOpening Hands:\nThis deck has a "},{"attributes":{"italic":true},"insert":"low "},{"insert":"mana curve. You can reasonably keep a hand with only 2 lands and no ramp, as long as you have a turn 1 play, preferably a Soul Sister, Mother of Runes, or any of their new family members. Also be on the lookout for a protection spell. Early draw power from Esper Sentinel or Phyrexian Arena are also huge early drops that can make your early game much easier.\n\nEarly Game:\nHold Karlov in the Command Zone until you have a way to gain life. Ideally, Turn 1, drop a Soul Sister into a Turn 2 Karlov that instantly nets you a life and a 4/4 commander. Follow up with as many small lifegain triggers as possible and get ready to politic your way through the rest of this game.\n\nMid Game:\nThe mid-game is where Karlov games begin branching off and become difficult to predict. If your opponents are playing their big scary creatures, don't hold back on Karlov's ability, and send them somewhere else. If your opponents are playing creature-light, don't be afraid to turn Karlov sideways. Since Karlov doesn't have to tap to use his exile ability, it's usually best to swing either way, and use his exile ability to eliminate blockers or threats post-Damage Step. \n\nEnd Game:\nYou win primarily with Commander Damage, as Karlov can get a lot bigger than most people expect him to, especially once you drop two or three Soul Sisters at once. Aetherflux Reservoir can often become a win condition once you're down to a 1v1, and of course, the ever-present Blood-Bond combo can end the game on the spot for a small fee of 8-10 mana.\n\nBe Wary Of:\nKarlov eats removal for breakfast, but we have a pretty solid protection package. I had Swiftfoot Boots and Lightning Greaves included, and I might put them back in just to keep Karlov a bit safer.\n\nThe Grind Game:\nIf Karlov gets removed too many times, and casting him for 6 or 8 mana is starting to feel like it might not be worth it, this deck is perfectly capable of grinding it out. A robust package of life-gaining weenies, Angels and threats that get big on their own, and a strong suite of removal spells and some stax elements keep the deck in the game while you look for alternate win conditions. Enter, Niv-Mizzet. A secret back-up commander that can help you dig through your deck in search of Aetherflux Reservoir or the aforementioned Blood-Bond combo to close out the game without needing Karlov. \n\n\n\n\n\n\n\n\n"}]}








































































