Karador, The Renewed

by cjspen02 on 18 October 2013

Main Deck (99 cards)

Sideboard (1 card)

Creatures (1)

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Deck Description

This is a really basic set up of an EDH deck I'm going to build. The commander is Karador; I'd like to drop cheap 'effect on drop' creatures that I can later sac and play again via Karador. This deck will be for casual play, but I'd still like to give them a run for their money. I also added a few creatures that will activate an effect when a creature is played. I'm coming back to magic after a few years, so I'm rusty on what's been out and what's just come out as far as interesting combos. Like I said this is just a jumping point for this deck, any suggestions are much appreciated.

How to Play

Put as many creature cards as you can into the GY at start of game. Use Discard abilities to remove large creatures and small creatures that have no current use. Cycle all cards you get immediately. And Sacrifice any creature you've played because of its 'when this comes into play' effect. There is also a degree of land grab effects. The purpose of this almost chaotic play is cast Karador as soon as possible, he allows you to essentially use your GY as your hand at turn 4 and pull out any creature you'd need whether it be life gain, mana to play the big creature you discarded/in your hand, pull out a Sacrificer to set up a cycle.
The touch of black adds a control/damage aspect to the deck. Pairing it with classic white (prevention and life gain) give the deck a defensive aspect. Holding its place in milder play, and providing a nice cushioning during intense play. The black also has a bit of life gain but is primarily focused on supporting the theme of the deck itself. It does this through complete black punishment, the deck is full of minor taunts and major hits from black cards. This works perfectly with group Sacrifices, group and target Discards, with a touch of GY play, and cards like dark ritual.
The green adds exactly whats needed, large swing creatures, land grabs, and creature searches. The creature searches ensure you always have creatures to Discard or play if needed. Land grabs to help cast Karador. Large swing creatures for late game after set-up.
This chaotic play is possible in deck because of the Cycle creatures. They fill all roles needed to set-up Karador, by serving to fill the GY with creatures and letting you draw a card. That extra card, although seemingly insignificant allows me to access to either another land to cast Karador or creatures after he's summoned, to group hurt effects that put cards in your GY and can seriously hurt your opponent, to creature search cards which could again be a Cycle card if you want to push Karador, or you could get big creatures who are still playable in your GY post-Karador. The whole strategy being getting Karador out with his reduced cast cost to creatures in GY, this chaotic nature works fairly well although an it is currently lacking nonbasic lands because of laziness to adjust, I found it works fairly well without them and adding could only help.

Deck Tags

  • EDH
  • Discard
  • Karador
  • cycling

Deck at a Glance

Social Stats

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This deck has been viewed 761 times.

Mana Curve

Mana Symbol Occurrence

29032023

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Karador, The Renewed

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