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Apprentice Necromancer
: Great piece of cheap reanimation that Karador can continue to recur for value. The sacrifice at end step isn't too much of a hindrance to us as our creature would've already done the damage (aka hitting for alot plus ETB value). A line of play that I like the look of here is tap and sac for a
Sun Titan
, on ETB Sun Titan can bring back a heavy value piece and on attack bring back the Necromancer. Rinse and repeat. Another line of play is the Necromancer targeting a
Wurmcoil Engine
or an
Ashen Rider
, getting us great beaters (with
Ashen Rider
also blowing something up on ETB) and residual damage end of turn with
Wurmcoil Engine
multiplying and
Ashen Rider
blowing up even more things. Also, the Necromancer isn't limited to on your turn reanimation and therefore can produce spicy blockers that also provide great ETB value. Oh and let us on forget Apprentice Necromancer targetting
Protean Hulk
... absolutely disgusting.
Necromancer went under the radar for me for awhile but Commander 2017 reintroduced it to me. Great inclusion.
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Aura Shards
: Reclamation Sage is an amazing card in EDH, what if all creatures had a Reclamation Sage attached to them? That's what Aura Shards does, makes every creature have a destroy enchantment/artifact effect on ETB for the same cost. This card is honestly just downright oppressive and therefore I don't know how likely I am to run it.
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Bazaar of Baghdad
: Brings a lot of draw power to a graveyard deck. The card is incredibly expensive though so a proxxy might be worthwhile if your playgroup is cool with that.
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Bitter Ordeal
: If you're going down the combo route, you wouldn't be wrong in playing this card after infinitely looping Karmic Guide and Reveillark. Bitter Ordeal also allows us to remove graveyard hate from out of our opponents decks.
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Bojuka Bog
: Sometimes you just need to nuke an opponents graveyard. Don't want any other pesky graveyard shenanigans going on, that's your job.
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Bountiful Promenade
: Basically enters untapped in commander.
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Blade of Selves
: Allows us to abuse ETB triggers on alot of our creatures. For example: Ramping us with Wood Elves or draining everyones life total substantially with Gray Merchant of Asphodel or flickering a Sun Titan/Grave Titan into play for sweet tokens or to bring back a large portion of my graveyard.
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Bloodghast
: Quite easy to abuse in a reanimator deck that ramps fairly easily. Can also be abused with the likes of cards such as
Skullclamp
. Also, we're able to dredge or mill and then return Bloodghast quite easily. There are alot of other cool synergies we have with other cards such as Avenging Druid or Recruiter of the Guard. Bloodghast will fit nicely.
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Blooming Marsh
: First two turns this comes out as an unfetchable
Bayou
. Have you seen how expensive Bayou is? Blooming Marsh is an amazing card for any decks running Golgari.
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Carpet of Flowers
: Seems like a Sol Ring on steroids in a meta that contains Blue players. Potentially a high value card that keeps getting better as the game progresses and it'll need to be answered.
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Chains of Mephistopheles
: Great way to control our opponents draws while also filling up our yard if need be.
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Contamination
: Brutal for our opponents and we can sort of live through is however in a 3 colour deck it's alot more difficult.
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Damnation
/
Wrath of God
: Classic boardwipes... I already run some boardwipes but another could be a great addition. The colour density in my deck will determine which boardwipe I'll head towards.
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Dawntreader Elk
: Sac the Elk, gain a land, gain value. A very good card to loop early game.
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Deathrite Shaman
: Our 1 cmc planeswalker of the deck. Deathrite Shaman provides ramp, life drain, life gain and graveyard hate. He's a valuable utility creature in any GBx deck and should not be overlooked. He's our best form of targeted graveyard hate and applies pressure to our opponents as his 3 ability are quite good, especially his first tap ability allowing him to ramp whichever colour we desire. The fact that he has a split casting cost (G or B) allows us to have awkward first turn plays as we're always looking for a green mana source. With DRS we're able to utilize his first ability and remove a potential abusable fetchland. His second and third abilities provide us with a grindy win condition as well as allowing us to utilize a multitude of life draining effects that we run in our deck to better effect.
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Deadly Rollick
: Great removal if we have Karador on the field, okay removal if we don't
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Debt to the Deathless
: Pour alittle bit of mana into the X cost, gain back a decent chunk of life. Pour alot into the X cost, potentially win the game on the spot or atleast make the life totals completely off skew making it hard for the opponents to keep up. We run lots of ways to chuck this sucker back into our hand or back into our library that it isn't rare that we can cast it multiple times a game. With the likes of
Eternal Witness
being so easily fetchable, we're guaranteed this returning into our hands. With the inclusion of Cabal Coffers combined with Urborg, Tomb of Yawgmoth, this card suddenly can become an absolutely monster in the game, tearing apart at life totals and significantly increasing ours. Now that Torment of Hailfire has been released, I honestly think that Torment of Hailfire trumps Debt to the Deathless as our big X spell, therefore it was sadly replaced with a
Living Death
... I'm not too sad haha
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Diamond Valley
: It could be compared to a High Market on steroids... Gives us a sac outlet while also keeping us nourished with life.
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Dimir House Guard
: Do not underestimate this little skeleton. He's a crucial part in a tutor package allowing us to tutor for some Karador staples such as Greater Good, Birthing Pod, Oracle of Mul Daya... The list goes on. When you Transmute he also fills the grave for Karador. EXCELLENT. What more could he potentially bring? I'll tell you, he comes with that juicy sacrifice outlet worthy of any
Ashen Rider
or ETB abuse plays. Even more, he's quite hard to take off the board due to his ability to regenerate and his evasiveness... But we mainly use him to grab some Karador staples via Transmute.
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Drown in Filth
: Probably not our best form of removal but it also allows us to shrink troublesome creatures. Early game this tends to be a dead draw but where it's quite good earlier game and somewhat late game is its ability to throw cards in the graveyard (similarly to Commune with the Gods & Grisly Salvage). Late game is where this card truly shines as we'll have a large array of lands sitting in our graveyard, we'll be able to removal larger creatures than we otherwise couldn't. The flavour of this card is sweet too, I like it.
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Fetid Heath
: Allows us to further colour fix.
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Food Chain
: Gives us infinte mana with Karador... So there might be some ways we're able to break this.
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Glory
: Glory provides us with a great way to grant our creatures against mass removal or even targeted removal. It also allows us to attack and block in awkward scenarios. Just an all round awesome graveyard based card. Similarly to Filth we have a variety of ways to get Glory into our graveyard ranging from Fauna Shaman to a strategical Buried Alive.
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Golgari Grave-Troll
: The dredge mechanic here is huge, allowing us to fill our yard on draw. He gets massive the more we focus on having a full yard too which is amazing. Unlike Splinterfright, he's also fetchable via both Recruiter of the Guard and Reveillark. However unlike Splinterfright, he cannot perpetually grow throughout the game and will instead remain the size he was when he entered the battlefield. Regardless, he's still extremely strong. His signature Troll ability, Regenerate, allows him to remain on the field as a constant threat.
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Grave Titan
: Amazing card in any black deck especially if you want to abuse his ETB and attack triggers.
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Graveblade Marauder
: A simple creature that has the potential to hit extremely hard in this deck
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Growing Rites of Itlimoc
: Can't afford Gaea's Cradle? Look no further as here we have a card that is almost on the same powerlevel of Gaea's Cradle... We just have to activate the flip. However to flip 'Growing Rites of Itlimoc' is crazy easy in a Karador deck choc full of creatures. Upon flipping you get yourself a Gaea's Cradle (oh boi) that can tap for green even after a boardwipe/no creatures on your side (!!!).
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Hallowed Spiritkeeper
: An absolute token powerhouse. Our entire strategy is to have creatures in our graveyard to use as a toolbox for Karador as well as to reduce his casting cost. With Hallowed Spiritkeeper on death a large surplus of 1/1 flyers are generated as our grave is absolutely filled with creatures. Late into the game the potential to spawn upwards of 38 1/1 flyers, which you can then recast Hallowed Spiritkeeper and repeat.
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Harmonic Sliver
: Synergises greatly with Necrotic Sliver and like Necrotic Sliver it's fetchable from Sun Titan. The more removal effects the better.
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Hazoret's Monument
: Red clause doesn't matter, what we care about is the discard/draw condition. Potentially very worthwhile in terms of card advantage.
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Hell's Caretaker
: A cheaper, lesser version of Sheoldred that can be grabbed with Dimir House Guard and Recruiter of the Guard. Hell's Caretaker is able to grab a creature from the graveyard each turn at the cost of another of your creatures (Notably usually a token or Hell's Caretaker himself). This ability allows us to cheat big threats into play or garner incremental ETB value. Imagine this scenario: Hell's Caretaker & Karador on the field, tap Hell's Caretaker sacrificing itself to recur Ashen Rider allowing you to Exile a target permanent, then due to Karador we can recast Hell's Caretaker... Congrats you casted an Ashen Rider for 4 mana. Rinse and repeat next turn.
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Hermit Druid
: The inclusion of this card takes your deck from 0 - 100 really quickly, and can sometimes just read 'you win'. Very, very good card to start your deck off with an explosive start. I'd recommend running it if you want to ramp up your decks power significantly.
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Hunting Grounds
: We'll almost always have threshold so we'll be able to put creatures into play with ease.
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Hushwing Gryff
: While it can impact us negatively, we only play it when we're really far behind or really far ahead to negatively impact our opponents. Similarly to Peacekeeper, we can play some shennanigans with Hushwing Gryff so that it only effects our opponents. The flash ability makes this card even more crucial as it acts as a 'counterspell for ETB' style card which can prove very handy to have. All in all, while we can be negatively impacted by Hushwing Gryff, the advantages and plays that it brings to the board far outweigh the negatives. Fetchable with Recruiter of the Guard, this card further pulls its weight.
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Journey to Eternity
: Fits in very well with Karador's Graveyard recursion theme. It enables you to originally get value off of ETB triggers or death triggers and then returning flipped, helping you fix your colours while also allowing you to recur creatures from your graveyard. Another bonus about this aura is that Sun Titan can go and fetch it for you.
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Kagemaro, First to Suffer
: Creature based mass boardwipe, dependent on cards in hand
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Kami of the False Hope: Second version of
Spore Frog
for heavy creature focus metas.
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Knight of Autumn
: Versatile creature, we probably want to be playing the artifact/enchantment removal option though.
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Kokusho, the Evening Star
: Similar to Gray Merchant of Asphodel but more consistent and can swing for alot if needed.
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Lake of the Dead
: While it might be a dead draw as a first turn play, it can enable me to generate a larger supply of mana than I should be able to generate. Without saccing a swamp it simply functions as a basic swamp. However when I have the wiggle room to sacrifice a swamp it allows me to jump ahead of everyone else at the table. With Urborg, Tomb of Yawgmoth on the table the amount of targets for Lake of the Dead opens up and allows me to sacrifice lands that I don't really need at that point in time. Where Lake of the Dead truly shines is if you're running Crucible of Worlds or Life From the Loam where you're able to unconditionally sacrifice swamps as you can easily get them back. Another neat synergy we have is that Lake of the Dead powers Drown in Filth allowing us to removal even larger targets. Lake of the Dead also enables me to put my Riftstone Portal in the yard in the occurence that it ends up on the field from sources such as Avenging Druid.
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Lifecrafter's Bestiary
:- Absurd with Karador giving access to drawing a substantial amount of cards due to having so many creatures in our deck.
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Magus of the Disk
: Magus version of Nevinyrrals Disk. In a graveyard deck we can recur this with ease. One of the stronger boardwipes we have access to.
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Magus of the Tabernacle
: Allows us to keep our opponents in check while not hindering us too much as we never really run a large board and can easily recur anything we couldn't pay for. Bonus points for him being able to be fetched by
Dimir House Guard
. Kind of bummed though that he isn't a 2/2 or a 6/2 as
Recruiter of the Guard
can't grab him.
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Manglehorn
: The new Reclamation Sage of EDH. Sure he doesn't hit enchantments but he's able to tax our opponents fast mana. Like Reclamation Sage he's able to be abuse via ETB triggers to absolutely demolish our opponents board state.
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Mikaeus, the Unhallowed
: This guy is a great enabler for alot of crazy plays. Hey allows our creatures to survive boardwipes while also synergising with sacrifice outlets gaining value off of all the ETB triggers we play.
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Mimic Vat
: Here to abuse ETB triggers on cards such as Ashen Rider. Notably can also be fetchable via Sun Titan.
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Necropotence
: There's a reason why this is banned in almost every format and restricted in the remaining. This powerhouse of a card allows us to always have a hand full of answers to absolutely abuse the game with. Skipping the draw step isn't an issue here due to how quickly we're able to fill our hand back up again end of turn. The discard into exile clause can be a troublesome effect... especially when we want to be discarding with Fauna Shaman, but she still allows us to tutor some great creatures with the small lost of a creature going to exile... perhaps I'll add a
Riftsweeper
to compensate for this interaction? Regardless, Necropotence is one MONSTER of a card and is often over looked. It's a must answer card.
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Pack Rat
: Pack Rat brings alot of 'enabling' to this deck as it acts as a power discard outlet. Discarding allows for us to enable alot of graveyard based plays as we're more powerful through our graveyard than our hand. Additionally, Pack Rat can swarm our opponents if left unchecked as it grows increasingly harder to deal with. Its low cost allows early game starts and the fact that it has a low power when not on the board allows for cards like Reveillark and Recruiter of the Guard to hit it. If you've ever played against a Pack Rat you'll know how intimidating and quickly things to can out of control. If the discard cost is too high for you then I recommend trying out
Zombie Infestation
, the downside is that it isn't creature based and theres alot less options to grab it out of your deck/graveyard and it isn't as threatening as a swarm of massive rats, however you can discard very quickly all at once to produce a large swarm of small zombies.
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Phyrexian Altar
: Like Ashnod's Altar it's a sac outlet however it produces coloured mana instead of 2 colourless.
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Qasali Pridemage
: Essentially a recurrable Krosan Grip that also boosts your attacker if attacking alone. The fact that it's on a creature enables some broken graveyard shenanigans. Krosan Grip provides more of a 'surprise' as you can't always see it coming and split second makes it uncounterable but Qasali Pridemage has an activated ability so it's alot harder to counter that too.
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Reflecting Pool
: The card is essentially a Mana Confluence that doesn't hurt us. It enables us to tap for any colour of mana we desire that we can already generate and therefore it would be a great inclusion in the deck. It doesn't colour fix for us but we have a multitude of other ways to colour fix, this card just accelerates our colour options further.
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Riftsweeper
: Our go to source in grabbing cards we want back out of Exile. Karadors worse enemy is exile and graveyard hate and Riftsweeper mends that Achilles heel slightly.
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Rune-Scarred Demon
: Demonic Tutor on a stick and with a decently big body too. We have a variety of ways to cheat this creature into play for free or a low cost.
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Scavenging Ooze
: Just like Deathrite Shaman, Scavenging Ooze provides us with targeted graveyard removal with the occasional lifegain and counters. Due to our large surplus of creature cards in our graveyard Scooze also provides us with a gigantic beater late game that can hit players for high damage.
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Splinterfright
: Not your conventional way of drawing cards, but with Karador and our suite of reanimation, Splinterfright reads 'Draw 2 cards'. Strapped onto this is the ability to get larger the more creatures appear in our graveyard. He synergises quite well with himself while also providing us with value in the form of our 'second hand', the graveyard.
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Stinkweed Imp
: Stinkweed Imp provides a large chunk of our library to be dumped into our graveyard to mess around with reanimation. He can act as an early game defense card too as no one would want to run into him, with the fear of loosing a creature plus dumping this engine into the graveyard to get the ball rolling.
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Strands of Night
: Such a great reanimation card. My deck can handle the occasional land loss as it has a strong land recursion theme alongside creature recursion. The 4 cmc just pushes it even further into my heart as Dimir House Guard can fetch it easily for me, giving me more reason to Transmute him.
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Strip Mine
: Amazing land removal card... it's banned in most formats and restricted in the ones it isn't banned in, that should tell you something. When it comes to EDH it's a phenomenal and broken card especially with the likes of Crucible of Worlds, Life From the Loam, Ramunap Excavator etc.
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Street Wraith
: Gives us a way to draw a card for free (via discard + paying life) but also allows us to cheapen Karador so we can cast him sooner. Once we have our engines to bring Street Wraith to the battlefield, we're rewarded with a 3/4 Swampwalker which is nothing to complain about.
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Survival of the Fittest
: The busted version of Fauna Shaman, if you've ever used this card you'll know what I'm talking about. In a graveyard deck the versatility sky rockets even further than it already was. Currently I'm only running Fauna Shaman to keep to the creature theme... However Survival of the Fittest is a BIG maybe.
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Tempt with Discovery
: I'm on the fence with this currently, I used to run it and it was amazing however the fact that it helps my opponents is really blegh... I'll continue to consider it but im not 100% if I'll ever add it back in... Unless the power level of my lands increase alot.
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Terastodon
: Remember how I said that Beast Within was the best removal Green has? Well welcome to this big stupid elephant that comes equipped with 3 Beast Withins that can't target creatures but can target virtually everything else. He can truly cripple your opponents strategy by blowing up key artifacts and enchantments while also slowing them down by completely nuking their mana base. A fun strategy would be to loop him a few times with Karador then cast a boardwipe leaving your opponents with nothing, not even lands. If blowing shit up isn't your style you're still going to be getting a massive 9/9 to smash into your opponents faces. I love this big stupid elephant.
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Tymna the Weaver
: My viewpoint on this new legendary is that she's a Phyrexian Arena on legs if you're able to hit a minimum of one player per turn, hitting anymore is just an additional upside. Her cmc and p/t are very valuable too being a 3cmc allows her to be the target of a Sun Titan and 2 toughness being targetable via Recruiter of the Guard.
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Unburial Rites
: Unburial Rites is a great reanimation card that functions quite well in a deck that likes milling itself. You're capable of casting it from the hand but also from the graveyard.
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Vampire Hexmage
: Another hate card towards counter and planeswalker based strategies that can be recurred easily with Karador.
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Vampiric Tutor
: Probably the best tutor in the format (arguable with Demonic Tutor). Vampiric Tutor lets us grab whatever we want at Instant speed for the cost of a small amount of life. Definitely a card that'll improve the consistency of the decklist.
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Vault of the Archangel
: Allows us to give our entire team deathtouch and lifelink providing us with difficult to block attackers or forcing attackers to retreat. Lifelink allows us to gain back the life we lose throughout the game.
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Vengevine
: So easy to constantly get this creature back out of your graveyard after it has died or after it has been milled. We'll constantly have access to this 4/3 haste creature. Phenomenal
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Victimize
: Brings us back 2 creatures for the price of one. They enter in tapped but all of our creatures give value on ETB so the coming into play tapped isn't too much of an issue for us. The mere price of one creature (generally a small token) is not a set back for us at all, because if it's a nontoken creature, we're still able to recast it from our graveyard.
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Vizier of the Menagerie
: In a heavy creature based deck, this Vizier ends up bringing a lot of value to the board. While in play, Vizier effectively (and most of the time) enables the top of your library to be a second hand, casting creatures from it. In addition to this, Vizier allows us to dictate whether we dump cards to our graveyard or draw to hand with a variety of abilities. Top deck manupilation such as
Viscera Seer
allows us to optimize our ability to cast from the top of the library. Finally, the Vizier enables us to colour fix for a large portion of our deck as it fixes colour costs for our creatures.
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Void Winnower
: The best piece of shutdown that I could run and allows for a perfect Birthing Pod chain into her. ALOT, and i mean ALOT of EDH cards are even cmc's so this card is just phenomenally brutal. Think of Iona but instead of 1 colour it hits even cmc cards but also prevents our opponents pre-existing even cmc creatures from blocking.
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Vorinclex, Voice of Hunger
: The pinnacle of creature ramp and opponent slowing. Vorinclex is a master at what he does which is accelerating us greatly yet crippling those who try to remove him by attacking their lands. Vorinclex is a must answer card as soon as he hits the field as his potential to slow the game greatly is immense.
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Woodfall Primus
: What a big, stupid, excuse for a creature. The amount of abuse you can use him for his hilarious and nuking your opponents non-creature permanents is the pinnacle of removal. The persist ability is such a relevant ability, allowing Primus to live through boardwipes and removal only to come back and hit harder.
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World Shaper
: Allows us to fill our graveyard per turn and has the benefit of ramping us, potentially quite hard, if it were to die. I tend to have alot of lands sitting around in my graveyard thanks to a multitude of card effects so this could prove to be potentially effective.
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Wurmcoil Engine
: He is indeed an engine. A value engine. The deathtouch makes him scary to block or attack into and the lifelink helps with other life draining aspects of this deck. You're also able to sacrifice him for his tokens and then bring him back end of turn. Rinse and repeat for an army of scary steel clad wurms.