pie chart

Redemption Arc

Commander / EDH*

Abockley


Maybeboard


Krav/ Regna tokens. Heavy lifegain subtheme, historic tertiary theme (Mainly for Jhoira's Familiar)

Maybeboard is currently cuts I have taken out of drafts of the deck

I was inspired to make this deck from Jumbo Commander's video on Krav and Regna. I have wanted to make at least a semi-optimized Orzhov deck for a while now, but could never figure out what kind of commander I wanted for it. After watching the video, I realized something: It wasn't the commander that mattered, it was just the deck. So I rolled with Krav and Regna.
The gameplan you want to roll with is to make a large amount of tokens. From making those tokens, you have a plethora of options:

Most of the time, you're going to be sacrificing these tokens for sheer card advantage and life until you're ready to swing out with them or kill your opponents with Blood Artist or Zulaport Cutthroat.

Summary

You want to quickly ramp up to get bigger creatures and token generators going. A lot of the ramp is artifact-based via rocks, but there's some other pseudo-ramp through Oketra's Monument and Jhoira's Familiar. Oketra's Monument only affects about half of the creatures in the deck, but it also gives you a token for every creature you cast. Jhoira's Familiar is a weird include in here. Almost a third of the deck is historic spells, so I think Familiar will save enough mana to matter in the long run. Any of the soul sisters cards (Soul Warden, Suture Priest, Soul's Attendant) are good to find early, as well. They become powerhouses over time as you generate more and more tokens.

Notable non-ramp spells to be casting or tutor for:

  • Carnival of Souls, while costing you a life per creature you (and your opponents) make, will generate a lot of mana. This can help you out if you're a bit tight on mana
  • Ophiomancer gives you very good token generation as long as you're sacrificing its token every turn
  • Hidden Stockpile is an excellent source of tokens and card advantage, as you will almost always be generating a servo each of your turns, and you can use any extra mana you might have to scry
  • Tymna the Weaver gives you a nice source of card advantage with one or two tokens on the field. Chances are your opponents have not built up a massive board yet, so having one or two tokens get through (or even Tymna themself) can draw you the few cards you need to really get going
  • Soul Warden provides a steady source of incremental lifegain, which is great for your other lifegain matters cards such as Karlov or Archangel of Thune
  • Legion's Landing   is a nice turn 1 play, as it gets you lifegain on the board quickly, and you should be able to flip it fairly easily. After it flips, it becomes solid token generation when you need it
  • Skullclamp will let you clamp your early tokens to get you card draw to accelerate you into mid to late game
  • While I feel Lightning Greaves is obvious to some, I do just want to mention it as it is one of the main ways to protect Krav or any other priority targets for removal. Spirit Bonds is also a fantastic card to get, because it protects whatever you need it to, and also generates tokens with surplus mana

Summary

Once you hit 6-7 mana, you should try casting Krav or Regna. Krav is objectively better than Regna, honestly, as not only can you get card draw easily off of him, but he also gets beefy and can hit face if need be. After 6-7 mana, you want to establish a larger board state and a token generator/token eater engine. From there, you can get your payoff effects, whether it be from Death effects, Lifegain, or even just from Generating more tokens.

Notable cards to cast/ tutor for:

  • Requiem Angel is going to essentially double your tokens, as the bulk of them are not spirits. This can make your sacrifice engine much more powerful
  • If you don't already have Ashnod's Altar out, you should definitely be looking into it. It's an extremely powerful effect to turn your tokens into 2 mana each, and it's at instant speed, too
  • Crested Sunmare is phenomenal-- it gives you a 5/5 almost every turn, with the right synergies (such as Sun Droplet or Soul Warden)
  • Ravos, Soultender is an ok second copy of Cathars' Crusade. While you're missing out on just making really big tokens, he does buff them a bit, and let you recur your dead creatures that might have eaten early game removal every turn. Note that Ravos more often than not makes Skullclamp kinda useless on its own

Summary

Late game, you want to make sure you can consistently get value out of the engines you've built to pull through a win.

Ideally, you'd be closing out the game in one of a few ways:

  • Anguished Unmaking: Just really good removal. I originally had Vindicate until I realized that Vindicate was sorcery speed. The 3 life and inability to target lands is pretty negligible in most cases.
  • Anointed Procession: It's just colorshifted Parallel Lives. It's insane with Regna and a source of lifegain, as you just pump out 4 tokens a turn. All your tokens become two!
  • Archangel of Thune: Synergizes really well with any lifegain effects while you have tokens on the field
  • Ashnod's Altar: Really good sac outlet. Any creatures and tokens you might have just turn into 2 mana, whenever you want them to
  • Austere Command: Very good modal board wipe. Super versatile. It can blow up problem creatures while not blowing up your tokens, or it can just wipe artifacts or enchantments away
  • Authority of the Consuls: Slows down your opponents and is a soul sister that's harder to interact with
  • Ayli, Eternal Pilgrim: Like most of the other WB legendary creatures, Ayli could lead the deck if you really wanted. She serves as a decent sac outlet, while she also takes advantage of lifegain by also having an Anguished Unmaking without the lifeloss as an ability
  • Blood Artist: Classic include with any deck that likes creatures dying. Board wipes can often become lethal to your opponents, especially with large amounts of tokens on the board
  • Bojuka Bog: Graveyard hate is good in every deck, even if its just a little bit
  • Cabal Coffers: Combos with Urborg, to add B equal to the number of lands you control. Even without the combo, this often will net mana, and will work as pseudo-ramp
  • Carnival of Souls: A risky card that can generate you a lot of mana over the course of the game. You need to be conscious of the life loss, though. Other token decks will hose you quickly
  • Caves of Koilos: Just a good WB utility land. The only other synergy here is with Sun Droplet, because it deals 1 damage to you
  • Cliffhaven Vampire: Can sometimes be a more significant Sanguine Bond, as it hits each opponent, and most of your lifegain is only 1 or 2 at a time
  • Command Tower: No reason not to play this in any non-mono color deck, really
  • Commander's Sphere: Ramp! The draw a card clause is just extra bonus if it dies to a board wipe or something
  • Concealed Courtyard: Obviously, better if you play it early game, but it's just a good land, otherwise
  • Crested Sunmare: Will often get you a 5/5 on each end step
  • Dawn of Hope: A card draw engine early game, and a mana sink late game
  • Demonic Tutor: If you don't already own this card, get one asap. Otherwise, Diabolic Tutor or Beseech the Queen are good substitutes
  • Diabolic Intent: A second copy of Demonic Tutor
  • Dusk: Board wipe that doesn't kill your tokens, usually. Then, Dawn can bring back a fair amount of creatures in the deck, if they're dead
  • Endrek Sahr, Master Breeder: A solid token generator, since the deck is almost one-third creatures. It gives you a lot of fodder for your other outlets
  • Evolving Wilds: Fixes your colors
  • Expedition Map: Can fetch a color you need, or the other half of the Coffers/Urborg combo
  • Fellwar Stone: Good, cheap ramp
  • Greed: Cheap, efficient, repeatable card draw
  • Ghost Quarter: Occasionally, you'll need the land destruction. Whether it's to get rid of an opponent's Coffers, or other problem lands, Quarter is a great utility land
  • Godless Shrine: Solid land and fixing. The life loss is negligible, really
  • Grave Pact: You can very easily keep your opponents' boards clear with this card. It also can function as protection for your nontoken creatures, because if people want to remove them, they have to lose something, too
  • Hangarback Walker: This card was a weird insert for me. I've never used this before, but it seems kind of like a second copy of Elenda, except it can be put out early or late game, and do fine either time. You can go Turn 1 Land -> Sol Ring -> Hangarback for X = 1. Then if you have at least one extra mana, you can make Hangarback more powerful before it inevitably bursts into thopters
  • Hidden Stockpile: This basically gets you a servo every one of your end steps. But, it's also a good sac outlet, like Ayli. Scry 1 can really help you early on, to make sure you draw the right cards
  • Isolated Chapel: Another good WB land
  • Jhoira's Familiar: Normally a questionable choice, but a lot of the deck is historic spells, so it can save you a lot of mana in the long run
  • Karlov of the Ghost Council: We run Karlov of the Ghost Council because we have a lot of sources of incremental life gain, which means Karlov gets buff as heck, quickly becoming a large laser beam that Unmakes a bunch of creatures
  • Knights of the Black Rose: The monarch is a great mechanic in EDH, and Knights is our best way of throwing it in, if it isn't there already. We can keep monarch with our token army, and also easily take it back by the same means
  • Krav, the Unredeemed: Ya boi is great, he can generate tons of card advantage with just a single B and some token fodder. He, obviously, also synergizes with Regna, allowing you to pay B and sac a creature to get 2 more Warriors on each end step. Biggest downside to Krav is that he doesn't have any evasion
  • Legion's Landing  : A solid Turn 1 play, and it's very easy to flip. It's flipside doesn't do much, just makes a token if we really need it, but it's nice to have a little bit of redundancy on a land
  • Lightning Greaves: Commander staple, greaves do a great job of protecting our big creatures like Krav so he can't get removed as easily
  • Martial Coup: Board wipe that leaves you with a board afterwards
  • Mentor of the Meek: Great card draw early on. Every token, with an extra mana, draws you a card. Every. Token.
  • Merciless Eviction: Another good modal board wipe, like Austere Command. The fact that this hits indestructible makes it worth having to lose your board on occasion, too
  • Mother of Runes: Protects Krav, not unlike Lightning Greaves
  • Ob Nixilis, Unshackled: Another creature that likes other creatures dying, with the upside of having built-in evasion, unlike Elenda or Twilight Drover
  • Oketra's Monument: Nice source of pseudo-ramp, with the biggest upside being creating a token with every creature cast
  • Ophiomancer: Gives you a snake every turn, if you have a sac outlet. Really useful card
  • Orzhov Basilica: WB bounceland. As per usual, good color fixing
  • Orzhov Signet: Very good ramp. Kind of an obvious insert
  • Phyrexian Reclamation: Recursion machine if your nontoken creatures keep dying. Unfortunately, this doesn't do much otherwise
  • Plains: sample text
  • Pristine Talisman: Mana rock that doesn't color fix, but it does gain you life, which triggers Archangel of Thune or Karlov
  • Ravos, Soultender: Kinda good because he buffs all your tokens, but he also gets you a dead creature every turn
  • Regal Bloodlord: More or less a second copy of Regna, but it gives you one flyer instead of two warriors
  • Regna, the Redeemer: Krav's other half. She's great with all the small lifegain sources we have in the deck, and she feeds Krav very easily with it
  • Requiem Angel: Sort of doubles all of your tokens by turning them into spirits when they die, if they weren't spirits already
  • Return to Dust: Solid removal. Instant speed, can take out multiple targets-- it's an auto-include in most decks with white, imo
  • Rogue's Passage: It's kind of just here to make Krav or one of the other big dumb beaters unblockable
  • Scoured Barrens: Not only does it fix colors, it gains you life!
  • Sidisi, Undead Vizier: Will 99/100 times be a 4/6 deathtouch that tutors you a card on entry
  • Skullclamp: Staple for token decks. Pay 1 mana, turn a token into 2 cards. What's not to love?
  • Sol Ring: Sol Ring
  • Solemn Simulacrum: Good ramp, good card draw
  • Soul's Attendant: Gets you a LOT of incremental life gain triggers
  • Soul Warden: Soul's Attendant, part 2
  • Springjack Pasture: Can make goat tokens in a pinch. You probably won't be using it to make goat mana
  • Sun Droplet: While normally a very bad card, it's slightly less bad here because it can trigger Regna on every turn. This is one of the other cards first on the chopping block
  • Sunscorch Regent: Will almost always gain you a life a turn, which is just what you need for Regna
  • Suture Priest: Soul's Attendant, part 3. Also hits your opponents for making creatures
  • Swamp: Sample text 2: Electric boogaloo
  • Swords to Plowshares: Staple white removal. In a pinch, you can use this on a token to gain some life
  • Tainted Field: Color fixing.jpg
  • Temple of the False God: You never want to draw this early, but later on having an Ancient Tomb that doesn't kill you is good
  • Teshar, Ancestor's Apostle: With part of the deck being historic, Teshar can reliably get good utility creatures out of the grave
  • Teysa, Orzhov Scion: All of your white tokens now become Unmakers, and all of your black tokens are 2 tokens in one. For 3 mana, it's a very powerful card
  • Twilight Drover: With this on the battlefield, all of your dead tokens can now be remade into 2 tokens each. It's a bit expensive, but it's a good effect if you have nothing else to do
  • Tymna the Weaver: Tymna can easily draw a few cards with some tokens on the field. Hit some opponents, draw some cards, get good value
  • Urborg, Tomb of Yawgmoth: Cabal Coffers's best friend. On its own, Urborg helps by turning all of your plains into Scrublands, but it really shines with Coffers out
  • Utter End: Vindicate, but instant speed, and it exiles
  • Vault of the Archangel: Can make your tokens gain you a lot of life, or kill a lot of things. This can have the effect of making your tokens unblockable, because people don't want their creatures dying
  • Viscera Seer: Great sac outlet. Free scrys!
  • Well of Lost Dreams: Turns your lifegain into cards in your hand, at the cost of a bit of mana
  • Westvale Abbey  : Easily transforms into Ormendahl, Profane Prince, which is just a great beater
  • Whisper, Blood Liturgist: Throw two tokens in the pit to reanimate your better creatures
  • Zulaport Cutthroat: Essentially just Blood Artist number 2
  • Felidar Sovereign: This card will do one of two things when it hits the field: Win you the game, or die within the turn cycle. Because it will often do literally nothing for you, I opted to not even put it in the deck in the first place. If your meta plays a lot less removal, then by all means throw this back in
  • Exquisite Blood/Sanguine Bond: Both of these cards enable a combo that wins you the game. Sanguine Bond would work very well in the deck, literally weaponizing your life gain. However, Exquisite Blood would do nothing most of the time without Sanguine Bond (Or Cliffhaven Vampire) on the field, and would also have the effect similar to card:Felidar Soveriegn-- i.e. it either wins you the game or gets removed before it matters. Thus, I opted to not include Exquisite Blood, and chose the vampire over Sanguine Bond
  • Razaketh, the Foulblooded: Razaketh is a very powerful card, as the cost for his tutor is almost negligible in this deck.
  • Cathars' Crusade: It's just too much effort to keep up with the counters, honestly. I find Archangel of Thune to be a bit more manageable
I wanted to put this section in not only to help players know counterplay to this deck, I also want to point out the weaknesses this deck has.

The deck definitely relies more on Krav more than Regna. Krav is an insane engine for not only card draw, but lifegain as well. Getting board wiped usually doesn't mean too much, as Krav will just sac all the creatures available to draw cards and gain life. Removing Krav quick and early can be extremely detrimental, especially because he's hard to cast at 5+ mana. I've found that Endrek Sahr is a powerhouse with some sac outlet available. He generates a bunch of Thrulls very quickly. An easy way to counter this deck's strategy is to remove sac outlets like Ashnod's Altar and Hidden Stockpile as fast as possible. Without them, the deck has a much harder time generating value and keeping its engine going. The deck has a few good ways of holding its own, but it's a little light on removal, so playing threat after threat can get tedious.

v1.1

  • Hour of Reckoning --> Merciless Eviction: I decided that Merciless Eviction covering more ground, despite being a fair amount of mana, means that Eviction gets in over Hour.

v1.2

Suggestions

Updates Add

Comments

93% Casual

Competitive

Date added 6 years
Last updated 5 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

8 - 0 Mythic Rares

34 - 0 Rares

28 - 0 Uncommons

10 - 0 Commons

Cards 100
Avg. CMC 3.19
Tokens Bat 1/1 B, Goat 0/1 W, Horse 5/5 W, Human Cleric 1/1 BW, Servo 1/1 C, Snake 1/1 B, Soldier 1/1 W, Soldier 1/1 W w/ Lifelink, Spirit 1/1 W, The Monarch, Thopter 1/1 C, Thrull 1/1 B, Vampire 1/1 W, Warrior 1/1 W, Warrior 1/1 W w/ Vigilance, Zombie 2/2 B
Votes
Ignored suggestions
Shared with
Views