Maybeboard

Sorcery (3)

Planeswalker (1)

Instant (1)

Creature (2)

Artifact (1)

Enchantment (2)


For the full primer, please visit the doc below:

https://docs.google.com/document/d/1fqfgCHg8BtQt6lz-tzDhmOKIEOpW3RHQtJ1xf8IRUeU/edit?usp=sharing

Please refer to the document primer instead of this one for pretty pictures and better templating.

Korvold Doomchain

A Korvold Food Chain deck utilizing the power of Doomsday as another method for assembling a win. Due to Korvold’s unique ability to draw cards when we sacrifice permanents, it is possible to churn through out pile rapidly in a colour combination which historically has struggled to do so.
Because it’s sweet! This is not a better Food Chain deck than Food Chain Sliver, that's not what it's trying to be. If you’re about to play a Yugioh style shadow game of cEDH for your eternal soul and you have to play Food Chain, play that instead. What we’re trying to do is play Jund, and by god we’re going to play Jund.

This is the deck you play when you want to use your “Jund ‘em Out” playmat in cEDH. This is the deck you play when you can’t resist cracking through Doomsday piles with cards that shouldn't cantrip. This is the deck you play when you want to put it all on the line with a surprising amount of protection for a deck without blue.

Beyond preference, the deck is build fundamentally differently to FCS. We actively want to play our Commander for value, and he enables us to break some already powerful cards right open. While the decks both run the same three mana enchantment, they aren’t taking the same approach, and you may well find the Korvold life is the life for you.

Straight up, this deck is not the best deck in cEDH. It has some glaring faults and problems which could potentially be masked if your meta doesn't prey on those aspects of the game. The biggest fault is being a fairly all-in strategy in a colour combination that has trouble protecting its cards. Most of the time, Doomsday won't function without Korvold in play, so any meta with enough creature removal/interaction to not give you a turn with Korvold in play is going to be a struggle.

Conversely, any meta with a density of counterspells that will prevent you from resolving a veil or noxious is going to kill off the Doomsday portion of the deck. Granted, the Doomsday package in this deck is just two cards (Doomsday and Lion's Eye Diamond), but if you know your meta will be hostile to an all in jund combo strategy, there are better Korvold decks for you.

If your meta fits into the sweet spot of tempo/midrange style decks that won't be representing multiple counterspells on a single turn, this deck could be for you!

Disclaimer: Food Chain Sliver is a better food chain deck. We aren't trying to be the best Food Chain deck, we're trying to be the best Jund deck. Korvold is King, long may he reign.

There are two main combos the deck is looking to assemble:

The first is Food Chain, where we make infinite creature mana by feeding Squee, the Immortal to our Food Chain to generate infinite creature mana, then replay Korvold sacrificing Squee over and over to draw into the win.

The second is Dockside Extortionist + Temur Sabertooth. This goblin is our best friend, and soon he'll be your best friend too. Thanks to Korvold, we can draw cards when we make mana from his treasures. With a Dockside count of 5, we can generate infinite treasures, which in tandem with Korvold will allow us to draw into the win. Sabertooth can return Korvold to the hand so we don't deck ourselves, that's an important step.

In the section above, I referred to ‘drawing into the win’ twice, but what is the actual win? Well, there are a few ways to go about it. Depending on the combo we’ve used to go off, we have a few options. The main one is our boy, Mayhem Devil. Both Dockside Cat and Food Chain with Korvold involve the sacrificing of permanents, so sticking Devil in the midst of that will kill the table. Similarly, finding a Goblin Bombardment while you’re sacrificing Squee, the Immortal with infinite mana means infinite damage, and who doesn't like infinite damage? Riftsweeper is a little less straightforward, but still gets it done. An example kill with Riftsweeper would be using Food Chain with Squee to make infinite creature mana, drawing cards with Korvold until you draw into Dockside and Sabertooth, using them to generate infinite mana for any use, and casting Praetor's Grasp on someone. Using Yawgmoth's Will, exile your Praetor’s Grasp, then use Sabertooth to replay Riftsweeper, drawing into the Grasp and Grasping again. This can be done with any spell that has this kind of impact. Trophy their boards, cast Finale for a million, the world is your Oyster.

To assemble these combos, we have Tainted Pact/Demonic Consultation as an option, finding Food Chain and hopefully exiling Squee along the way. The use of a tainted manabase not only grants us access to two very potent instant speed forbidden tutors, but also enables the synergy between these tutors and Squee, the Immortal, whereby he is exiled in the process of finding Food Chain, essentially tutoring two combo pieces for the price of one. This doesn’t always happen, but is certainly a happy accident when it does.

Like many decks in cEDH, our low average CMC enables us to leverage the almighty power of Ad Nauseam to draw an ungodly number of cards at instant speed for 5 mana. Main phase Nausing isn’t advised without mana available or dorks in play, but it is worth noting that you really only need to be able to generate (2)(G) for the Food Chain post-naus to win via that route, and on many boards only (1)(R) to cast Dockside, so depending on the state of the game, a main phase Naus could be the play to make. Necropotence fits into this same dynamic of leveraging life total for card advantage, but is independent of CMC.

Doomsday in Jund? Isn't that crazy?

Well, maybe, but let me explain anyway.

Korvold's ability to draw cards when we sacrifice permanents enables some unusual Doomsday applications. Cards like Lion's Eye Diamond cantrip when we have Korvold out, which is an abomination that flies in the face of Garfield's vision, but also enables piles like the basic Lion's Eye DiamondFood ChainMayhem Devil → 2 pieces of protection/backups. Cracking the Lion's Eye Diamond for (G)(G)(G) draws into Food Chain. Feed Korvold to the Chain for the mana to cast the Squee you exiled with Doomsday. Make infinite creature mana, replay Korvold to draw the payoff, win the game. More complex and specific piles will be discussed below.

In the example pile mentioned above, it's important to sequence it correctly, or you'll deck out. Once you have infinite creature mana and Mayhem Devil in play, cast Squee, then cast Korvold. With Korvold's ETB ability on the stack, feed him to Food Chain, then let it resolve, sacrificing Squee and dealing 1 damage with Mayhem Devil. Because Korvold's function is templated as two abilities, we can use him as a sac outlet without drawing any cards once we have infinite creature mana and a Food Chain in play.

Thats cool, but isn’t it too fragile for cEDH?

Well, maybe. As mentioned previously, this isn’t the most resilient combo deck. There’s little redundancy among the pieces, there's very little protection in the colours, and once you’ve cast Doomsday, you’d better win on the spot or you’re almost certainly dead. Knowing that, how can we maximize our resiliency? The main pieces of protection we’re going to be using to try to not die are the blasts, veils, and recursion. The blasts will protect you from counterspells to an extent, the veils will do the same with some added utility in the case of Summer, and the recursion will help you not completely lose if something goes wrong.

We control Korvold, we have Doomsday in hand, and we’re gonna go the hecc off. For these piles, for the sake of simplicity, we’re going to say the first draw is coming from attacking with Korvold. The deck is loaded with ways to draw a card, so in real match situations, you won’t often need to attack to crack the pile, but here we won’t specify.

Structure:

Card 1 → Card 2 → Card 3 → Card 4 → Card 5 (Where card 1 is the first card drawn etc)

Requires: X mana, X lands in play

Pile 1:

Lion's Eye DiamondFood ChainNoxious RevivalMayhem DevilRiftsweeper

Requires: 0, 0

This is the raw essence of what we’re doing. This pile isn’t likely to be the best for any given situation, but showcases the kind of thing we’re trying to do, and how Korvold can utilize Doomsday where other Jund decks can’t.

  1. Draw Lion’s Eye Diamond, play it and crack it for GGG (GGG in pool), drawing a card.
  2. Draw Food Chain, cast it for GGG (0 in pool).
  3. Feed Korvold to Food Chain for RRRRRR creature only mana. Use this mana to cast Squee, the Immortal.
  4. Feed Squee, the Immortal to Food Chain, repeat ad nauseam, ∞ creature mana.
  5. Replay Korvold, sacrificing Squee, drawing Noxious Revival. Replay Squee, feed Korvold to Food Chain.
  6. Replay Korvold, sacrificing Squee, drawing Mayhem Devil. Cast Mahyem Devil, feed Korvold to Food Chain, replay Squee.
  7. Replay Korvold, and with his ETB on the stack, feed him to Food Chain. Once he’s gone, resolve his ETB, sacrificing Squee, and dealing 1 damage with Mayhem Devil.
  8. Repeat this until the table is dead.

This pile features Noxious Revival and Riftsweeper, neither of which were used. These are the protection slots, used here to showcase building redundancy into a pile. If Food Chain was countered, the next draw will give you Noxious Revival, which can return Food Chain and you’re back in the game. If Food Chain was exiled, Riftsweeper has the potential to return it to the deck and you’re back in the game. Losing Mayhem Devil is problematic, but with infinite creature mana already, Noxious and Riftsweeper will recover it from anywhere between the two of them. These could easily be counterspells, anything you think you’ll need to protect your win. The hard part of mastering Doomsday is in packing the right protection into your pile while still being able to generate a win.

Pile 2:

Rain of FilthFood ChainMayhem DevilLotus PetalCulling the Weak

Requires: B, 3

This pile is designed to be cracked with a fetch land. It’s not an optimal pile in terms of maximum output for minimal pile slots, it is a pile designed to demonstrate how you can win with Doomsday when the bottom four cards of your pile are going to be shuffled. For the sake of demonstration, I haven’t included a land in the pile as a way of thinning or anything like that, but it's hopefully a good example of how Rain of Filth and Squandered Resources allow us to draw the entirety of our pile one card at a time.

  1. Crack the fetch, draw Rain of Filth, shuffle the bottom four cards.
  2. Sacrifice a land for B to Rain of Filth, draw one of the four shuffled cards.
  3. Sacrifice a land for B to Rain of Filth, draw one of the three remaining cards
  4. Sacrifice a land for B to Rain of Filth, draw one of the two remaining cards.
  5. There is now one card left, and we don’t need to sacrifice any more lands.
  6. If the bottom card is Lotus Petal, you have two options; If you have RR available OR a dork in play, you can cast Culling the Weak for B sacrificing Korvold, making BBBB and drawing Lotus Petal. Cast and crack petal for G and cast Food Chain, feeding it the dork for the RR Squee requires. If you have G available initially, you can just cast Food Chain and feed Korvold to it.
  7. If the bottom card is Culling the Weak, you don’t need it. Play Lotus Petal and crack it for G drawing Culling, cast Food Chain, and feed Korvold to Food Chain for the mana to cast Squee. Go off with Mayhem Devil.
  8. If the bottom card is Food Chain, play Lotus Petal and crack it for G, drawing Food Chain. Cast Food Chain, feed Korvold to it, go off with Squee and Mayhem Devil.
  9. If the bottom card is Mayhem Devil, draw it with Lotus Petal in the manner described, and go off with Squee.

This pile makes for a neat demonstration, and a shell you can play around with for your fetch piles. A land has been omitted from this pile for ease of use, but in your games, if you’re forced to go off with a fetch and need to shuffle your pile, consider building a Bayou into it, but be careful to make sure you can still go off!

Pile 3:

Lion's Eye DiamondDockside ExtortionistTemur SabertoothNoxious RevivalRiftsweeper

Requires: 0, 0

An example pile using the almighty power of the prodigal son, Dockside. The familiar Nox and Riftsweeper from pile 1 have returned, though in this pile they are doubling as important pieces.

  1. Draw LED, crack for RRR draw Dockside
  2. Cast Dockside for a minimum of 6 treasures (R in pool)
  3. Crack a treasure for G, draw Sabertooth (RG in pool)
  4. Crack a treasure for G, draw Noxious Revival (RGG in pool)
  5. Cast Noxious Revival targeting LED, putting it on top
  6. Crack a treasure for G, draw LED (RGGG in pool)
  7. Cast Temur Sabertooth, cast LED (0 in pool)
  8. Crack LED for GGG, discarding nothing, draw Riftsweeper (GGG in pool)
  9. Use GG to return Korvold to hand (G in pool)
  10. Crack a treasure for G, return Dockside to hand
  11. Crack two treasures for RG, cast Dockside, go infinite
  12. Play Riftsweeper returning Mayhem Devil, or any other way to win once you’ve got infinite mana, draw it by replaying Korvold then kill the table

The more mana you have available when starting this pile, the better. You won’t need to loop LED with Noxious Revival if you can afford to bounce Korvold to hand after playing the Sabertooth. I picked this example pile because it features both protection pieces from pile 1, but uses them to combo out in an active role. If someone disrupts the pile, they can easily default back to being resilience pieces. For example, if your opponents blow up their own artifacts and you can no longer go off with Dockside and Sabertooth, you can Riftsweeper your Food Chain into the deck and go off that way once you draw into it. Not incredible, but an example of some resilience.

Pile 4:

Lotus PetalRain of FilthLion's Eye DiamondPraetor's GraspNoxious Revival

Requires: 0-1, 3+, Bravery

This is mostly a meme, but isn’t the dumbest thing you’ll see going around the format. With the prevalence of Consultation decks packing Jace, Wielder of Mysteries, you can pile to win using the power of Jace as stolen by Praetor’s Grasp. If Jace is in their hand, we’re kind of boned, I’ll be real.

  1. Draw Lotus Petal, crack for B drawing Rain of Filth (B in pool)
  2. Cast Rain of Filth (0 in pool)
  3. Sacrifice a land for B, drawing Lion’s Eye Diamond (B in pool)
  4. Sacrifice a land for B, drawing Praetor’s Grasp (BB in pool)
  5. Sacrifice a land for B, drawing Noxious Revival (BBB in pool)
  6. Cast Noxious Revival on Lotus Petal (BBB in pool)
  7. Cast LED, cast Praetor’s grasp for BBB, holding priority and cracking LED for UUU, drawing Lotus Petal (UUU in pool)
  8. Get Jace, Wielder of Mysteries or Laboratory Maniac with Praetor’s Grasp
  9. Cast Lotus Petal, cast the PG’d wincon. If it was Jace, plus him and win. If it was Labman, crack the Petal and win. If you have extra lands in play, they can be sacrificed to win also.

The more resources you already have, the less you need to get from your pile. Hopefully that concept is hammered home by now, and you’ll feel confident in your ability to identify what you need from your pile. The ones listed above are hopefully helpful examples, and display some of the flexibility of Korvold’s Doomsday options. Praetor’s Grasp for a Lab win is cute, but the feeling you’ll have in your gut when they have it in hand will stay with you for life.

Hopefully these examples are helpful. If you have extra mana available after resolving Doomsday, you can cut pieces out of your piles. Lion’s Eye Diamond is a potent way to draw a card for Korvold, and in many of these piles functions similarly to a Black Lotus, but the cost attached with discarding your hand cannot be understated. Any protection you’re holding onto goes away if you need to use LED, so where possible, avoid its use. Calculate your mana and draws before going off. If you can’t win, don’t cast Doomsday. cEDH is not a ‘pass the turn pile’ format, and you should think of your line and pile before casting the spell. Don’t try to build it on the fly until you’re intimately familiar with the deck and your opponents options.

Fortunately this isn't the hardest deck to mulligan with. We ideally want 2-3 land, 1-2 pieces of ramp/acceleration, 0-2 pieces of interaction and 1-2 pieces of card advantage/selection. For the sake of being a bit more comprehensive than that, we’ll break down a handful of hands from the tappedout playtest and talk through the thinking.

Hand 1:

Polluted Delta, Carpet of Flowers, Deathrite Shaman, Orcish Lumberjack, Curse of Opulence, Goblin Bombardment, Lion's Eye Diamond.

This is a 1-lander. Fortunately, its a 1-lander with a ton of 1-drops in it. Any hand with potential for turn 1 carpet is a consideration, so let's break it down. This hand is full of mana, packed with it. If the carpet is live on turn one, you could easily go Delta → crack for Bayou → cast Carpet → move to main 2 → cast DRS or Lumberjack. Even without a second land, that's a pretty potent start, and a turn 2 Korvold. If Korvold gets countered, we don’t have much going on, we’re looking quite reliant on our card advantage coming from Korvold and Curse. I’d keep this hand, but then again, perhaps I’m too greedy for my own good.

Hand 2:

Badlands, Mana Confluence, Culling the Weak, Carpet of Flowers, Bloom Tender, Plunge into Darkness, Food Chain.

Another turn 1 carpet hand, so not the most interesting follow up to the previous hand, but a good example of a good hand. We’ve got carpet, we’ve got a dork, we’ve got a card selection spell and we’ve got Food Chain already in hand. Keep for sure.

Hand 3:

Bloodstained Mire, Marsh Flats, Lotus Petal, Sol Ring, Birds of Paradise, Arbor Elf, Wheel of Fortune.

Fetch → Sol Ring → Lotus Petal → Crack for R → Wheel of Fortune. That sounds like a great turn 1 when nobody is representing blatant countermagic. If wheel gets countered, we still have turn 3 Korvold and two dorks coming down on turn 2, so the failstate is salvageable. I’d keep this hand.

Hand 4:

Stomping Ground, Fyndhorn Elves, Demonic Consultation, Culling the Weak, Demonic Tutor, Goblin Bombardment, Praetor's Grasp.

No black source, only one land, no action, and no gas until we find black mana. I don’t think I’m keeping this one, greedlord that I am and all. If the first two draws don't find black mana, we’re dead. Not worth the risk, mull.

Hand 5:

Scalding Tarn, Mana Confluence, Llanowar Elves, Orcish Lumberjack, Priest of Titania, Ad Nauseam, Lion's Eye Diamond.

Two lands, three dorks, and a Naus. The LED is looking like it’ll be pretty much completely dead unless we’re cracking it after holding priority on our own Naus, which means discarding the priest if we go for the turn 2 Naus option. It's very important to note that we can’t protect this Naus in any way if we go that early, and forcing interaction out of the other players this early in the game is dangerous in a world full of Flash players. If you force interaction out of the only player presenting it, you need to be sure the next player in turn order isn't going to slam an unprotected win using the window of safety you’ve given them. If we keep this hand, cast our turn 2 Naus in our main, hold priority on it and make (G)(G)(G), the other players at the table are going to be keenly aware that you stand a very good chance of winning if your Naus finds Food Chain. They also know your hand is empty, so countering your Naus will send you to the stone age. Its equally important to recognise that if you go for the instant speed Naus, it means passing the turn with 5 mana available when you could have cast Korvold. This clearly telegraphs your line to the other players, almost unmistakably. They’ll know you have Naus, and plan and play accordingly, greatly weakening the instant speed Naus. This could be enough incentive to go for the turn 2 Korvold, in a blue heavy pod. All things considered, I’m keeping this hand in most pods, but the way I’m playing the hand will vary a little depending on both pod composition, and where I am in the turn order.

Final hand:

City of Brass, Bayou, Vampiric Tutor, Goblin Bombardment, Doomsday, Fire Covenant, Temur Sabertooth.

This is an interesting one. Two lands, good colour access, vamp in hand with one half of Dockside Cat already available. Goblin Bombardment isn’t much of a rattlesnake without dorks, but can act as our payload in this situation, and Fire Covenant gives us decent board control if someone has an explosive start or everyone goes shields down at an opportune time. If Dockside Cat doesn’t have the right density of artifacts/enchantments to go off, or you suspect there are faster players at the table, Vampiric Tutor enables the rest of your deck to find whatever you need. Having Doomsday in hand means any turn where you have access to Korvold could turn into an immediate win, depending on the pod. In this situation, preliminary ideas for Vamp targets could be Carpet of Flowers if there's a heavy blue deck, or Dockside Extortionist if you want to try for the early win with Dockside Cat. Failing either of those situations, protection for a Doomsday pile could be an option, but is likely to be too slow given the lack of ramp in the hand. Either half of the Food Chain combo could be an option too, Squee could be good with the Goblin Bombardment, but it's probably better to opt for Food Chain in case we draw Entomb. This hand is likely a keep, but it's awkward. There’s two gas pieces in Sabertooth and Doomsday, but no ramp, no dorks for Bombardment, and our only interaction is Covenant. Vampiric Tutor saves the hand in terms of keepability, but the efficacy of your Vamp will very likely decide the outcome of the game for you. If you Vamp for Carpet of Flowers, and the Carpet count never gets above 1, the game is basically over for you. If you Vamp for Dockside and nobody plays any rocks, pulling off a win is going to be difficult. I wouldn’t Vamp for any of the Food Chain pieces unless the pod was looking quite slow. If it were me, I’m very likely to Vamp for Dockside. If Dockside doesn’t make enough treasures to combo out, it will still likely ramp us enough to stick a Korvold, and that’s all we could really ask for in a failstate.

Riftsweeper: A necessary evil, I don’t like running riftsweeper in decks as a general rule, but between retrieving cards lost to forbidden tutors and salvaging doomsday piles, Riftsweeper has utility in the deck that warrants its inclusion in my opinion.

Cabal Pit: I’m really not sold on Cabal Pit to be brutally honest. More to come on this one after testing.

Lion's Eye Diamond: Really potent with Doomsday and Korvold, pretty potent with Yawgmoth’s Will, but otherwise a pretty risky card to use. It can function like a lotus when used with top deck tutors and Korvold, but I’m skeptical of cards that are only good when we’re close to winning. With that being said, it’s in the list and enables some really good piles, so I’m probably not cutting it any time soon.

Curse of Opulence: This card will allow you to both drown in treasures and strongly incentivise the beating down of whichever player you enchant. If there's a low creature count deck at the table, whack the curse on them and watch the money flow in. Play Korvold, crack the treasures, and squeal with delight. All of that, while true, doesn't mean the card is right for your meta necessarily. If you aren’t generating treasures, you aren’t gaining advantage. Something like Compost is better in the slot in those situations.

Goblin Bombardment: Something of a flavour of the month inclusion. Bombardment is a payload with Squee and Food Chain, but also has strong synergy with Korvold sacrificing fodder, and rattlesnakes exceptionally well with a board full of dorks.

Finale of Devastation: An effective creature tutor that doubles as a win condition when going off with Dockside Cat. Infinite mana = infinite damage, but the standard use for this card will be casting it for 2 to find Dockside, for 3 to find Squee or Mayhem Devil, for 4 to find Sabertooth, or to dig up a specific card. X=1 finds Caustic Caterpillar for troublesome artifacts and enchantments (that aren’t cursed totem), or Sylvan Safekeeper for protection, the list goes on.

Eldritch Evolution: A lot of the same targets as Finale, but with added minor synergy with Korvold. Another effective creature tutor that your opponents will be scared shitless to let you resolve.

Ramunap Excavator: The land value piece in the list at the moment. Could easily be swapped with another of the lands matter cards (Life from the Loam, Wrenn and Six, see Maybeboard for more detail on these two), but is included because of how well it grinds, how well it blocks, and how well it enables strong synergy between Korvold and fetches.

Gamble: The best tutor that we aren’t playing. If you need another tutor, this is the place to start. In a meta where you need to race, including gamble in the list sounds ideal.

Life from the Loam: The king of the grind. Life from the Loam is one of my favorite cards ever, and if your meta is hostile enough for you to need a grinding value engine, Life from the Loam is the place to start.

Imp's Mischief: Funky countermagic. If your meta demands more interaction and protection from you, it's time to get mischievous.

Cindervines: A decent hate piece with some synergy with Korvold. If you’re seeing a lot of sceptre decks in your meta, try sleeving up a Cindervines.

Compost: One of the best cards to include in a black heavy meta. Powerful enough that it could easily be maindecked in the default list and would be justified. To be moved in and out of the list whenever you feel like it.

Null Rod: Running into a ton of artifacts? Not any more! Null Rod is here to soothe your woes. Between Rod and Collector Ouphe, you should be able to slot the right amount of artifact hate in to slow your meta down without destroying your ability to win too much. NOTE: Rod and Ouphe turn off LED and Treasure tokens, so should not be auto-includes by any means.

Eternal Witness: Good recursion, decent body. If you need it, it's there. If your meta is a staxxy hellscape where all of your cards are in your graveyard, you might need Witness.

Overmaster: Overmaster is a decent way to force through a spell in a counterspell-heavy meta.

Wrenn and Six: Shoots dorks, returns lands, slices and dices. If your tables are full of X/1s you wish you could dumpster, this 2 mana planeswalker should make you feel all warm and fuzzy inside.

Edge of Autumn: A gorgeous card with some neat synergy with Korvold. Currently not included because ramping a basic isn’t the most potent thing to do with 2 mana in cEDH, and the cycling mode isn’t quite bonkers enough for ubiquitous inclusion in Korvold decks. This deck wants it more than most others, because it's an uncounterable draw 2 if we have Korvold out, which makes it potent in Doomsday situations. Other cards which are good in all-in Doomsday lists would be Street Wraith and Night’s Whisper.

There are certainly more cards you could slot into your deck, just be sensible about substitutions or replacements and you’ll be fine.

Gaea's Cradle: Cradle is great but not at all necessary. Any decent land that doesn’t interfere with the tainted manabase will make a fine substitution.

Lion's Eye Diamond: Powerful with Doomsday, strong with Yawgmoth's Will, pretty weak everywhere else. Replace with any decent rock or if you’re spicy, try Infernal Plunge.

Imperial Seal: Replace with CA rather than a bad tutor. Try Mindblade Render if it suits your meta, otherwise Night's Whisper is a halfway decent way to enable some more Doomsday options while generating some card advantage as a backup.

Mox Diamond, Mana Crypt, etc: Expensive artifact mana could be replaced by less expensive slightly worse artifact mana if necessary. Arcane Signet, talismans, signets, probably in that order. That type of thing.

Dark Confidant: Mindblade Render does a decent Bob impression, try it out and if it isn't working in your meta, try something else in that slot. See Imperial Seal advice as well.

ABUR Duals: Decent lands which don't interfere with the tainted manabase. Try to keep the fetch density relevant with your fetchable targets.

Yawgmoth's Will: While it's incredibly powerful, the deck functions without Yawgs. Try it out with the next best recursion card, likely Eternal Witness or Regrowth depending on your meta.

Wheel of Fortune: In this list, wheel is just card advantage. Don’t replace wheel with a worse wheel, replace it with the next best CA spell for your meta.

Perhaps this deck appeals to you a lot, but your playgroup isn’t at all competitive. There are a few ways you could go about powering down the deck for various playgroups needs, but it's important to communicate with your group above all else. We can gut the consistency of the deck to the point that it isn't winning every game in your pods, but that doesn’t mean the other players at your table are happy to lose to Food Chain or Doomsday. Talk it out with your players, and keep in mind that this primer is entirely focused on a cEDH standpoint. With that said, lets power this baby down. As a general rule, start from the top and work your way down, but keep in mind that these aren’t hard and fast rules. Only you can know what's best for your playgroups dynamic.

First and foremost: Cut the cards that aren’t good in your meta. That potentially means pyroblast/red elemental blast, curse of opulence, carpet of flowers, praetor’s grasp, nature's claim etc. Many cards have been included in this deck because they are excellent for cEDH or consistently powerful in a general metagame. If your tables have no blue players, carpet and the blasts are completely dead. Unless your group is high power, cut the Ad Nauseam in my opinion. Its bonkers powerful, and a 5 mana draw 20 doesn’t belong in pods that aren’t going as hard as they can. If you’re in a playgroup that wants you to power down, I’d start with Naus.

Option 1: Replace non-forbidden tutors with card advantage. This will hurt the consistency of the deck significantly, without harming the function.

Option 2: Replace the good artifact mana with worse artifact mana. This mainly refers to mana crypt, mox diamond, and the other rocks that aren't featured in every EDH deck ever made. Sol Ring can stay. Talismans and Signets are still good at producing mana, and will get the job done just fine without the completely explosive starts.

Option 3: Probably the last resort, interfering with the combos. If your playgroup have made it clear that they’d prefer a less combo-centric version, I’ll cry a tear or two for you. The first card to go in this instance is likely Doomsday, which means we go from Korvold Doomchain to Korvold Food Chain, and like that spider kid in that film, my primer fades to dust.

Like Korvold but don’t think this list is for you? Fortunately, there are plenty of alternatives. Here are some examples, for a wider selection, consider joining the discord below.

Shaper’s List: http://tappedout.net/mtg-decks/food-chain-korvold/

Shaper’s other List: http://tappedout.net/mtg-decks/korvold-land-chain/

Centipedantic’s List: http://tappedout.net/mtg-decks/korvold-food-chain/

Scotty’s List: https://scryfall.com/@scottyknows/decks/2c85ab98-06e0-46f6-98c7-f8b9ff02726d

Nerve's List: http://tappedout.net/mtg-decks/buried-alive-korvold-combos/

If you like this deck, or any deck with our King in the command zone, come on by the Korvold Discord server! We don’t have a catchy name or a server for pet pictures, but hopefully you can find what you’re looking for at Korvold’s Keep! https://discord.gg/7xFWn9F

Currently nil, that’s all folks!

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Date added 5 years
Last updated 4 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

52 - 0 Rares

18 - 0 Uncommons

16 - 0 Commons

Cards 100
Avg. CMC 1.71
Tokens Spirit 1/1 C, Treasure
Folders Korvold, Multiplayer EDH, Future Decks, EDH decks
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