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Korvold, Fae Cursed King (with Primer)

Commander / EDH* BRG (Jund)

CarefulStudy_SweetOlBob


Maybeboard


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Getting to know the deck:

Korvold will allow you to see most (if not all) of your deck in most of your matches

Korvold, Fae-Cursed King - like other powerful commanders - has "Draw a card" printed in the rules text. This shouldn't be overlooked when considering ANY legendary creature as your commander. I would urge many folks (if they haven't come to the conclusion already) to look at any collaborative "Tier List" of commanders and decide if it's causation or correlation that the "Draw a card" text (or very similar effect) is present on the higher tier commanders. While not as low on the spectrum for CMC as other "Draw a card" commanders such as Thrasios, Triton Hero or Tymna the Weaver, instant speed sacrifice outlets allow for the effective use of Korvold's rules text to get a significant card advantage over opponents in bursts. This is crucial to understanding why this commander has a higher CMC. If Tymna and Korvold are played on rate (no ramp, not countered), Tymna could potentially draw 6 cards by the time Korvold is played. Korvold could draw any number of cards when it enters the battlefield on the turn that it is played. Additionally, if he is allowed to remain on the battlefield, commander damage is a surprisingly viable method of player removal. Most high-powered commanders do not remain on the battlefield as a siege-engine without multiple (or infinite) combat steps, but this X/X dragon with flying poses a very real threat.

Turns aren't neat and compact.

This deck generally has long turns and large, swinging plays that are akin to storm plays. Korvold enables card draw, therefore it is a tool to dig deep and play as efficiently as allowed by your hand composition. Mulligans and hand sculpting can reduce variability to make sure that you are able to cast the most appropriate cards to win a match as neatly and as compact as possible. Due to the nature of the "burst-card-draw" that Korvold enables, you have many decisions that need to be made quickly. The pilot of this deck has to be familiar with the cards. If you aren't familiar with the cards or what their utility is, it is easy to get overwhelmed with deciding the optimal plays.

As obvious as this may sound, this deck sacrifices permanents- lots of them.

It is safe to assume that you will have several synergies from many, many sacrifice outlets. A significant number of these outlets are mana-centric. If you aren't generating mana, you're fixing it. Generating mana is crucial in any commander deck, so this angle should come as no surprise. The added benefit of this comes from casting Korvold as quickly as possible. Korvold enables a secondary mechanic for any permanent that is sacrificed...

It draws cards in bursts

Once Korvold is out on the battlefield, sacrificing permanents almost becomes a single-minded addiction. Each permanent you sacrifice draws you a card. Having access to your more cards in your deck imbalances the game state. It pushes parity aside for advantage. While drawing cards is important for the game of Magic: the Gathering, simply drawing cards doesn't win you the game with any specific card in this deck (Laboratory Maniac). Expect opportunities to draw your entire deck. Be wary. This much card draw can put you in a compromising position of unintentionally decking yourself. You should have many outlets to seek a win if this is the case, but be cognizant of digging a little too deep. Once you've found a tutor, you can stave off your desire to draw cards with a precise selection that could either enable a win on the spot, or loom large with a very intimidating Korvold.

Sample Hands

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Flex Slots and Maybe Board:

1x Mountain - leaving for Barbarian Ring

7x Forest

1x Swamp

In an effort to keep the deck to a true singleton format, these cards will likely be replaced in favor of other lands, utility or otherwise.

Gamble - leaving for Plunge into Darkness

Ashnod's Altar - leaving for Cindervines

Revisions:

Grave Pact out, Demonic Consultation in.

Grave Pact is too passive. It is a great piece to have out on the battlefield when combined with Mayhem Devil but the utility of having a tutor (for 3 less mana and at instant speed) seems like a better fit for a deck that plays with a strategy that is less passive or staxxy.

Phyrexian Altar out, Dryad of the Ilysian Grove in.

This deck does a lot of work with very little resources. One thing that this deck currently struggles with is having creatures outside of the early turns, and Phyrexian Altar magnifies this shortcoming even more. It is nice to have a dork, tap it for a color and then sacrifice it for another, all the while drawing a card and placing another counter on Korvold. With all of the OTHER mana sources available, it seems like another option amongst a sea of options. Since my sample size has been so low, Phyrexian Altar will remain on the maybe board.

Nightmare Shepherd out, Diabolic Intent in.

I feel like it's important to trust your gut whenever you draw a card and you aren't exactly thrilled to see it come off of the top of your library. Nightmare Shepherd was that card for me. As with Grave Pact, the card is too passive, retaining value from cards that are TO BE sacrificed, and - more specifically - only creatures. It put me in an awkward spot where every card in hand at almost every opportunity was a better play. There are occasions where I would much rather have a creature on the battlefield then cast a Kodama's Reach or other similar effect, but even with fetching a land, it is doing something when I cast the card rather than wait for an opportunity to gather another '...enters the battlefield," effect off of a value piece. It is also "non-bo" with Underworld Breach, removing fuel from that fire to save a Birds of Paradise or Llanowar Elves, which would be better to exile to recast literally anything from my graveyard. Due to playtesting, it's a hard pass on Nightmare Shepherd. It has been removed from the decklist entirely, and won't find a seat on the maybeboard.

TL;DR it's a trap.

Swamp out, Emergence Zone in.

Basic Land out for a Utility land. Sometimes instant speed casts are good, especially with Underworld Breach.

Swamp out, Strip Mine in.

Basic Land out for a Utility land.

Sidisi, Undead Vizier out, Scheming Symmetry in.

To be frank, Sidisi, Undead Vizier was a thicc booty blocker with a sacrifice trigger and tutor attached. It doesn't seem necessary when I have the ability to tutor with Scheming Symmetry, use any instant speed sac outlet (that would likely net mana; not spend it) to draw it and set up a win.

Razaketh, the Foulblooded out, Pyroclasm in.

Razaketh, the Foulblooded is a big beefy tutor boi that I have no way to cheat out reliably. Sorry dude. You're out. Pyroclasm is in to deal with elves, tokens, and Tymnas. Pyroclasm slaps.

Golgari Locket out, Mana Vault in.

Cheaper mana positive rock than Golgari Locket. No sac outlet attached, but swift mana production.

Sacrifice out, Culling the Weak in.

Any elf that Sacrifice hits, Culling the Weak hits better. More ramp, same speed.

Birthing Pod out, Eldritch Evolution in.

The pod hasn't been a desireable card whenever I draw into it. It is often shuffled to the back of my hand and forgotten. Eldritch Evolution needs testing, but I haven't drawn it and been disappointed... yet.

Kodama's Reach out, Skullclamp in.

This one is a recent revelation to me. I'm playing a LOT of elves. If I have the clamp out on the battlefield, the odds of drawing into land are pretty high, especially if Korvold is out on the battlefield. I'm just testing this out, but it feels right.

Forest out, Lotus Field in.

Removing a basic land and the addition of a non-basic, that taps for three of any color, and supports the sacrifice theme of the deck.

Rakdos Signet out, Fellwar Stone in.

The signet is a great mana rock, but I don’t always enjoy filtering mana for the activation. It may be necessary for the deck to operate, so it has been added to the maybe board. The stone can fix mana, and if a Command Tower is placed on the battlefield by another player, it will operate as well as the Rakdos Signet intended.

Beast Within out, Noxious Revival in.

From removal to revival. A mana efficient way to recur value when a spell cast - unprotected, and in error - is recalled to carry out its original purpose.

Autumn's Veil in, Sylvan Scrying out.

Removing a linear fetch piece and replacing it with a more versatile interaction piece. Veil of Summer will almost certainly make it in to the deck, but until then (and maybe after), the other veil will slot in nicely.

Massacre in, Skullclamp out.

This should be read as "a 1 CMC artifact has been removed for a "free" sweeper." Massacre has an alternative casting cost. This is great for removing Swan Song birds, Tymnas, and dorks.

Chrome Mox in, Gilded Goose out.

Chrome Mox doesn't have the versatility afforded by Gilded Goose, but it never requires mana for activation. All around more mana efficient.

Flame Sweep in, Pyroclasm out.

Instant speed reaction to a Tymna cast. Shut out a card draw engine when it hits the battlefield vs. after one activation.

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Revision 9 See all

(4 years ago)

+1 Domri, Anarch of Bolas main
+1 Dragonskull Summit main
+1 Force of Vigor main
-1 Forest main
+1 Rootbound Crag main
Date added 4 years
Last updated 4 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

44 - 0 Rares

23 - 0 Uncommons

14 - 0 Commons

Cards 100
Avg. CMC 2.00
Tokens Gold, Spirit 1/1 C, Treasure, Zombie 2/2 B
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