Suggestions for a very political Kenrith deck
Commander (EDH) forum
Posted on May 15, 2020, 2:50 p.m. by ShutUpMokuba
Hello everyone, i'm working on my new deck that will be built around Kenrith, the Returned King and the main theme should be politics.
I've tried to build a deck based around politics with my Queen Marchesa deck (one day i'll submit the list here lol). However, my issue is that to make the deck work i basically put in a lot of pillowfort cards and cards that incentive the opponents to attack each others (such as the curses). But that doesn't make situations in which politics becomes a key element.
So, for a deck more tuned around politics what should i look for?
Vote cards only a few imo are worth playing. They do bring some discussion among the players, mostly because the one who is playing them is getting either way something good/ anyone else is getting something bad.
Tempting offer/friend or foe/Group hug cards. I'm not a fan of group Hug. However i can't deny that it's very political to "get to a compromise" or "to show yourself as a potential ally".
Pillowfort/stax. Even if i don't want to fall into this category as explained above, it's clear that you can't allow your opponents to become a very big threat. So cards within this category imo should be in.
My questions are: 1) are there any (for sure there are) other mechanics that would fit into the theme? 2) what should be the proportions among these kinds of cards inside the deck to make it work as a whole and make politics a key factor during the game?
RNR_Gaming says... #3
TriusMalarky Trade Secrets is banned in commander but very good suggestions.
Additionally, I have a list; though it's more of a king maker deck that can win. Basically, you play bad creatures/cards that give symmetrical advantage to you and 1 target opponent. Its skill testing but it's fun in a more casual-mid power pod.
May 16, 2020 1:37 a.m. Edited.
SteelSentry says... #4
For a political deck, one of the most valuable political tools is cheap, efficient removal. Whether playing aggro, control, or group hug, removal will allow you to make alliances, stymie attacks, or appease an enemy. In addition, being known for having removal will make attacks harder, because they might think you have it even if you don't.
May 16, 2020 3:18 a.m.
ShutUpMokuba says... #5
thanks everyone for your advices, you all have been very helpfull
TriusMalarky says... #2
With this kind of deck, you need to first ask yourself what strategy you're actually going for. Are you
Trying to use politics to slowly gain advantages before suddenly taking over and dominating?
Trying to make yourself such a valuable ally that everyone leaves you alone and then you go one-on-one after two people die?
Trying to make games last as long as possible?
I'd likely recommend the second. This is because it is easy for each opponent to justify letting you live. If you win too often, your playgroup will either opt to team up on you and crush you early, or they will(each on their own accord) attempt to take you out at the end of the game by playing their cards right.
For this deck to work, you really need to be able to guarantee that you can incentivise certain actions at your discretion. For instance, with Kenrith you can say "Hey, I'll let you draw a card if you attack player B" do the player with a solid board state but an empty hand. Every card should give you as much choice as possible and with powerful enough effects that you can give people treats for following your orders, and bring down hellfire if they disobey.
Here's my personal list:
Expropriate
Council's Judgment
Tempt with Reflections
Tempt with Discovery
Djinn of Infinite Deceits
Cauldron of Souls
Death by Dragons
Gwafa Hazid, Profiteer
Dominus of Fealty
Mystic Barrier
Trade Secrets
Collective Voyage
May 15, 2020 8:19 p.m.