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Kenny Chord and the Hasty Dorks

Commander / EDH* Combo Control Hatebears

am0ral


Maybeboard



Accurate Card Styles (for anyone to use!)

Unknown* Wihito

SCORE: 92 | 53 COMMENTS | 3800 VIEWS | IN 25 FOLDERS


inspired by 4c (four color) 'control' decks, and an interactive metagame, we decided to make an attempt to push the boundaries of individual card quality and with it greed without losing the game
we have created a list of what we consider to be the core cards of the deck with a maybeboard of options to customize to a style and metagame

Kenny Chord Core

Unknown am0ral

51 VIEWS | IN 1 FOLDER


this list is what we're currently playing and testing
a recent deckbuilding philosophy of only playing 'tempo' stax pieces which did not require parity to be broken (i.e. did not affect you already while affecting opponents greatly) is, in the spirit of greed taken one step further:
a large number of naturally one-sided stax pieces were chosen in addition to a traditional permission/removal control shell
the philosophy of greed continues in the interaction package
mostly 'hard' countermagic and removal were included to retain their quality regardless of game length
'modal' interaction like Force of Negation and Wear / Tear were intentionally chosen in an attempt to enable the greed while providing valueable early game interaction suite
the main goals of the ramp package were diversity, providing colored mana, and enabling combos
this should allow us to follow our midrange plan through stax but trades speed
by not including cards like Mana Vault and Grim Monolith we lose explosive starts other decks can achieve
however, as we build our manabase we are less likely to lose a lot of it to a boardwipe or Null Rod
to get value from our combo piece dorks Bloom Tender and Faeburrow Elder while having a mono- commander, we include a few colored permanents
the current count is
  • -7

  • -6

  • -4

  • -2

consult is basically the the most mana and card efficient combo with the release of Thassa's Oracle, it is extremely resilient, and has potential backups in Jace, Wielder of Mysteries, Tainted Pact, and Laboratory Maniac
Tainted Pact and Demonic Consultation have utility outside the combo as risky tutors, however Oracle and Jace are of questionable value
Bloom Tender and Incubation Druid are, though not optimal, reasonable mana producers, and though Freed from the Real and Vigean Graftmage are basically dead, we feel these slots are comparable to consult per card if not by mana
Kenny also has the unique advantage of being able to win with infinite mana completetely by himself so not needing to run cards to loop also makes infinite mana lines appealing
Kenny is not nearly as fast as Tymna/Thrasios, so the deck naturally wants to play an interactive/value plan
in addition, Kenny's toolbox abilities support the combos well over a long game

  • doesn't layer as well as the combos we've chosen

  • can't take advantage of Kenrith's abilities well

  • since Kenrith is our single card outlet, we wouldn't be able to win through either Null Rod or Cursed Totem

  • Null Rod is more common in the meta in our experience

  • converted mana cost of the deck is a bit higher than we like for Ad Nauseam

  • main phase Ad Nauseam has absolutely no winning line

  • end step Ad Nauseam has next to no winning lines

  • it's very difficult to maintain the life required for valuable Ad Nauseams if the deck accomplishes its goal of making the game go long

wheels are quite good with Notion Thief and Smothering Tithe
they can also even out a runaway Mystic Remora, but often are a complete liability in the mid to late game where we want to win
we will rarely be able to do the usual 'drop fast mana and disrupt opponent's mulligans', and we have better asymmetrical ways to get cards
requires: Sanctum Weaver with no summoning sickness,
or Kenrith, the Returned King in play,
enchant a Sanctum Weaver with a Freed from the Real, make infinite mana of any color, use your favorite Kenrith, the Returned King abilities to win
requires: Faeburrow Elder (Bloom Tender) without summoning sickness, ()
or Kenrith, the Returned King in play, ()
enchant Bloom Tender (Faeburrow Elder) with Freed from the Real, give your creatures haste, trample and infinite +1/+1 counters
requires: Incubation Druid with a +1/+1 counter on it and no summoning sickness,
or Kenrith, the Returned King in play,
enchant an Incubation Druid with at least one counter on it with Freed from the Real, make infinite mana of any color, use your favorite Kenrith, the Returned King abilities to win
requires: Arbor Elf with no summoning sickness, Wild Growth on Tropical Island or Breeding Pool, or Utopia Sprawl choosing ,
or Kenrith, the Returned King in play,
enchant Arbor Elf with Freed from the Real, give your creatures haste, trample and infinite +1/+1 counters
requires: Kenrith, the Returned King and at least two other enchantments in play,
or Vigean Graftmage, Kenrith, and at least two other enchantments in play,
when Sanctum Weaver enters, move (or give) one +1/+1 counter to it, make infinite mana of any color, use your favorite Kenrith, the Returned King abilities to win
requires: Kenrith, the Returned King in play, ()
or Vigean Graftmage and Kenrith in play, ()
when Bloom Tender(Faeburrow Elder) enters, move (or give) one +1/+1 counter to it, give your creatures haste, trample and infinite +1/+1 counters
requires: Kenrith, the Returned King in play,
or Vigean Graftmage and Kenrith in play,
when Incubation Druid enters, move (or give) one +1/+1 counter to it, make infinite mana of any color, use your favorite Kenrith, the Returned King abilities to win
requires: Kenrith, the Returned King in play, Wild Growth on Tropical Island or Breeding Pool, or Utopia Sprawl choosing ,
or Kenrith, the Returned King and Vigean Graftmage in play, Wild Growth on Tropical Island or Breeding Pool, or Utopia Sprawl choosing ,
when Arbor Elf enters, move (or give) one +1/+1 counter to it, give your creatures haste, trample and infinite +1/+1 counters
  • generally aim for at least 2 lands, and if neither are fetches, make sure they make the colors you need, 3 is better

  • try to have at least 1 piece of ramp, it shouldn't be difficult but if you don't you'll end up falling behind

  • mana generation and interaction should generally be prioritized over engines

  • nearly always start with a playable piece of interaction, only keep stax if you know it will have a valuable impact early

  • we rarely need to mulligan below 5, if a hand is borderline but has playable interaction, keep it

Bloodstained MireArid MesaEnlightened TutorSensei's Divining TopScalding TarnMana CryptBayou
too many lands, no interaction, not enough selection to guarantee interaction
mulligan
Forbidden OrchardForce of WillFaeburrow ElderForce of NegationScrublandNecropotenceAvacyn's Pilgrim
we can ramp while holding up a free counterspell
if we draw a black source we can cast Necropotence turn 3 or 2 if it's a nonland
keep
Cursed Totem, Linvala, Keeper of Silence are must-remove stax pieces for this deck to win, but it packs plenty of countermagic and removal for them
if opponents are on Linvala/totem a lot, dump Training Grounds for another engine or even just a cantrip
occassionally, Elesh Norn, Grand Cenobite comes up, and dumpsters a win opportunity
eventually we should be able to answer, and Kenrith, the Returned King remains a relevant value engine, especially if you've pumped your dorks and hatebears enough to live
this is a five color deck that goes deeper than the shell with a decent splash of to further our control game plan
the manabase, like the rest of the deck, is pure greed and that's why people play Blood Moon
the only mitigation here is most of our ramp package tapping for colors and Force of Vigor being awesome, but Magus of the Moon will still stomp us
if these cards are in you meta, consider replacing Ancient Tomb for an Island and Utopia Sprawl for Wild Growth
Runic Armasaur is excellent against The Gitrog Monster and Thrasios, Triton Hero
Verity Circle excels against dork decks and especially green staxxy stuff like Yisan, the Wanderer Bard and 'MetaPod'
it's also incedentally amazing against currently popular Anje Falkenrath
this list is shown with generically good engines like Oakhame Adversary but don't be afraid to adapt
we believe Tymna the Weaver is currently the best commander in Commander
basically only Kenrith, the Returned King can profitably block her, and will almost always be too late
like non- decks, we'll always end up giving Tymna cards
Tymna usually takes Thrasios, Triton Hero to the party so if you see her way too much find a place for Runic Armasaur as it both blocks her and benefits from Thrasios grinding
this matchup is also terrifying since we rely on creatures so much but can't block well
slipping a Gilded Drake in the early game can seriously hamper the deck
fortunately, countermagic and removal are equally as effective at stopping the actual combo, but stabilizing on board is much more difficult
their grind advantage is not in cards but the endless stream of tokens, and we only have one Fire Covenant
in addition, be aware of the likelihood of consultation backup plan
much like against Tymna, Runic Armasaur is an all star here
consultation is basically stax proof, except for Hushbringer, but it only stops Thassa's Oracle
removal is essentially useless as well, so prepare to fight a counterwar
consultation is fast and efficient, but evaluate pod composition to determine whether to expect assistance
if one to two other decks are reasonably interactive, the stalemate will generally favor us
this is where our slow removal package should stop opponents value permanents allowing us to pull comfortably ahead
Food Chain is pretty stax-proof other than Rule of Law which is not where we want to be at all, but is disrupted by Drannith Magistrate
it is also quite fast, but fortunately vulnerable to both countermagic and removal
keep in mind a high likelihood of consultation backup since it layers easily
getting down an early Rest in Peace is going to be the best way to delay, but RiP will usually be a target for most decks
Gilded Drake is the second best play, removing their commander from the equation, but also not a permanent solution
countering their discard outlets also helps but doesn't prevent a cleanup step win
if they can be stalled long enough to stick a Runic Armasaur the value will probably let us accumulate enough resources to win ourselves
cards listed here are valuable in local metagames but often too niche to be considered for a blind metagame
many were discussed in other sections, some haven't been tested extensively, and some have been used to good effect in the past
ultimately some trial and error is always involved in deckbuilding and determining what works requires many games
also see core in the goal and build section for what we consider the core cards in the list

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Casual

95% Competitive

Revision 57 See all

(1 year ago)

+1 Faerie Mastermind main
-1 Viridian Revel main
Date added 5 years
Last updated 1 year
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

11 - 0 Mythic Rares

61 - 0 Rares

16 - 0 Uncommons

11 - 0 Commons

Cards 100
Avg. CMC 1.80
Tokens Bird 2/2 U, Spirit 1/1 C, Treasure
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