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[cEDH] - K'rrik the sleeper agent (EDH / Commander) [Revision 60]

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Zeige Revision 60. There is a more recent version of this deck.


Mana is for weaklings, real men use their life points, because only those who are willing to sacrifice something are able to gain something...


> Introduction

K´rrik is one of the strongest mono black commanders and his ability fits absolutely well in the black color pie. As you can use your life as a resource, he can finish the game very quickly with the right cards or just be grindy because of the reanimation spells. How do you get the right cards? Well, we are playing black, so we are going to tutor what we need because we don't need luck, we just need enough life.
This deck will use its commander as an enabler for each infinite combo and trying to finish in early-to-mid game. K'rrik is also a good attacker and blocker. He can be a one-man show if you have to block creatures and will bring back life, which is mana and his ability to get bigger and bigger just by playing black spells makes him fearsome.

>Strategy

This deck is completely based on its commander and can win the game very quickly on turn 2-3, but is also strong in midgame. The key cards are Aetherflux Reservoir, Doomsday, Peer into the Abyss and Gray Merchant of Asphodel. We will use the ability of K'rrik to pay with life points instead of mana. We will try to get the four mana in turn one or two, so we can cast K'rrik with six life and four mana. After this, we are going to finish the game with an infinity combo of devotion dmg or Aetherflux reservoir. It is important to keep an eye on our life as a resource because if we don't have enough life we can't finish the game, so don't waste your life if it is not necessary.

As already mentioned, K'rrik has life steal and gets stronger for each black spell, so attack, if possible, to get life back or just keep him as a blocker if the enemies playing decks with combat dmg.

Use the recursion spells for K'rrik to get a comeback, for Vilis to draw a lot of cards for gary to get back life or for Chainer to finish the game.

>Win Cons

>Devotion

Gray Merchant of Asphodel Devotion DMG:

For this we need the following creatures:

Combo:

  1. Sacrifice Gray Merchant of Asphodel with Carrion Feeder
  2. bring Gray Merchant of Asphodel back again with the ability from Chainer, Dementia Master for 9 life
  3. Sacrifice Gray Merchant of Asphodel with Carrion Feeder
  4. bring Gray Merchant of Asphodel back again with the ability from Chainer, Dementia Master for 9 life till you win the game.

Notes
It is possible to use Chainers effect as an instant (with yawgmoth's will use Chainers ability before enemy draw step).
If someone tries to remove Chainer, you can pay 9 life again to bring back gray and start a new loop.
If Chainer is exiled - Corpse Dance and Blood Celebrant can do the same for 14 Life instead of 9

> Some easy ways to get the devotion win con:

  1. Cast Sidisi, Undead Vizier and use her exploit trigger on herself to tutor for Chainer, Dementia Master.
  2. Cast Chainer, Dementia Master and use his ability to reanimate Sidisi.
  3. Sidisi will enter and exploit herself again to either tutor for Gray Merchant of Asphodel (assuming you are able to hardcast him) OR tutor for Entomb and put Gray Merchant into the grave.
    Bonus: If you don't have entomb left search for Thoughtseize first an then for Gray Merchant of Asphodel and discard Gary with Thoughtseize.
  4. If you entombed or discarded Gray Merchant, use Chainer to bring him back and gain life back; Otherwise, cast Gray Merchant to gain life.
  5. Use Chainer to bring back Sidisi, Undead Vizier and exploit Sidis and search for carrion feeder
  6. cast carrion feeder for 2 life
  7. sacrifice Gray Merchant of Asphodel with carrion feeder
  8. You have now assembled the Chainer-Gray Loop and can proceed to win.
    Note: Depending on your life resources and mana available once you've reached the point where you have Chainer in play and Sidisi in yard, there are many options at your disposal as far as tutoring, just be conscious and what would be the most efficient use of your life, mana and tutors.
  1. Play Chainer, Dementia Master and Vile Entomber / Entomb
  2. Search for Sidisi, Undead Vizier
  3. Use the ability of Chainer to bring back Sidisi and exploit Sidisi, Undead Vizier to either tutor for Gray Merchant of Asphodel (assuming you are able to hardcast him) OR tutor for Entomb and put Gray Merchant into the grave.
    Bonus: If you don't have entomb left search for Thoughtseize first an then for Gray Merchant of Asphodel and discard Gary with Thoughtseize.
  4. If you entombed or discarded Gray Merchant, use Chainer to bring him back and gain life back; Otherwise, cast Gray Merchant to gain life.
  5. Use Chainer to bring back Sidisi, Undead Vizier and exploit Sidis and search for carrion feeder
  6. Cast carrion feeder for 2 life
  7. Sacrifice Gray Merchant of Asphodel with carrion feeder
  8. You have now assembled the Chainer-Gray Loop and can proceed to win.
    Note: Depending on your life resources and mana available once you've reached the point where you have Chainer in play and Sidisi in yard, there are many options at your disposal as far as tutoring, just be conscious and what would be the most efficient use of your life, mana and tutors.
  • Necropotence + Emergence Zone / Chainer, Dementia Master / Shallow Grave / Necromancy / Corpse Dance
    Because Necropotence is a triggered effect that happens at end step, if we have an instant speed reanimation spell in hand, we are able to cast it in response to Necropotence’s exile trigger to attempt to do some end step shenanigans (such as reanimating a Vilis in an attempt to keep drawing and looking for more instant speed spells we can cast with the ultimate goal of assembling the Chainer line using our instant speed reanimation spells). This also allows us to get around Silence type effects which cease at end of turn (after discarding down to hand size). If we add in Emergence Zone to the mix, it enables us to potentailly attempt to assemble a win because we are able to cast spells during our end step before our opponent’s get an untap.

  • Depends on what you already have and need, you can play actually any tutor to find any win con.

> Aetherflux

Using Aetherflux Reservoir with K'rrik, Son of Yawgmoth to win the game.
Play Atherflux and then use a few options (depends on life and cards):

Combos:

  1. Play Carrion Feeder with Gravecrawler - Sac Gravecrawler and play him again for 2 life each time.
  2. Play Leshrac's Sigil - Bounce it and play it again for 8 life each time.
  3. Play Sensei's Divining Top and Bolas's Citadel - Draw with the ability of Sensei's Divining Top and play it again with Bolas's Citadel for 1 life each time.
  4. Blood Celebrant with Corpse Dance - Corpse Dance doesn't target, so we can cast it with paying buyback cost without any creature in our graveyard. Do this as many times as possible to get enough life.

Also attack with K'rrik to get some life back if needed.

> Some easy ways to get the Aetherflux win con:

> Storm

Tendrils of Agony : A semi win con if we use it correctly.

In combination with Peer into the Abyss or the Gravecrawler and Carrion Feeder, we are able to play plenty spells for the storm.
At the same time K'rrik, Son of Yawgmoth will get +1/+1 for each black spell.
So, try to play as many as possible black spells and attack with K'rrik to get life back and start casting more black spells and cast tendrils of agony or play tendrils of agony, get life back and cast more spells to power up K'rrik untill he will be 21/21 and swing out an enemy.

Note: All the 0 mana rocks are also spells and with Yawgmoth's Will we can cast some of the spells and also tendrils of agony twice.

> Oracle

Need 2 Blue mana (Blood Celebrant, Lion's Eye Diamond, Mox Diamond, Mox Opal, Lotus Petal or multicolored lands like Exotic Orchard) 1-3 generic mana and at least 6 life.

  1. Use Praetor's Grasp or opposition agent to grab Thassas Oracle
  2. Play Demonic Consultation or tainted pact (Also possible with Vilis, Broker of Blood but this depends on what we are going to draw)
  3. Play Thassas Oracle
  4. Win

> Starting Hand

We should try to hold a hand that generates four mana quickly and at least one part of our combo and a tutor. There are even hands that can win in the first turn, but you should aim at turn two or three to go infinite or try to play till midgame because of the grind potential.
Try to play K'rrik in turn one or two, so he can block and let you pay life for the spells. It is easily possible to finish in turn two or three if you have the right cards in hand, if not just try to hold a hand with some draw or ramp and get to the midgame. Prepare yourself to win in one turn with some protection cards if possible.
It is no problem if you keep a hand with just one land if you can produce four mana quickly and cast spells with K'rrik.

> Single Card Discussion

> Inclusions

> Exclusions

  • Ad Nauseam: Paying life to draw cards can be good, but this card is more a gambling in K'rrik. Paying too much life will inhibit the play, and the {3} generic mana are too expensive for such a gambling. The Instant speed doesn't make it better because winning with instant speed is very difficult in this deck.
  • Asmodeus the Archfiend + Necrotic Ooze + Skirge Familiar: With this combo, we can draw our entire deck without K'rrik. Also, possible to draw a bunch of cards with K'rrik + Asmodeus and a sac outlet. But why going for this combo with for example buried alive, when we can directly go for the chainer combo and finish the game?
  • Wandering Archaic: Nice Stax, but very vulnerable with his creature subtype and quickly becomes the target of removal spells. It also costs {5} mana, which we cannot reduce with K'rrik's ability.
  • Buried Ruin: Recursion for the Aetherflux reservoir but never used.
  • Dark Confidant / Phyrexian Arena: too slow.
  • Drag to the Underworld: a better version of victim of night, but not required since Baleful mastery is the better removal
  • Duress: since no creatures are possible, too restricted
  • Scheming Symmetry: Without a cantrip, a draw spell or an opposition agent you will let an enemy find an answer for you or even worse he will go infinite with this free tutor.
  • Diabolic Intent: with only 11 creatures (one of them is K'rrik himself) I don't think that this tutor will be consistent in this deck.
  • Slaughter pact: The nonblack requirement and the two mana in the upkeep makes this removal only good to interrupt someone to win the game with a nonblack creature combo piece. Deadly Rollick is better.
  • Cruel Bargain: Only good for a doomsday pile, I prefer sign in blood.
  • Dimir Machinations: Primary a tutor for Doomsday, Corpse Dance, Necropotence, Buried Alive, Necromancy or Yawgmoth's Will. Not as good as shred memory but can counter play the top deck manipulation from an enemy. Still not good enough to play
  • Varragoth, Bloodsky sire: too slow for a top deck tutor.
  • Overeager Apprentice: too slow to ramp.
  • Contamination: Only good for one turn, because we don't run enough creatures to hold this card on the battlefield.
  • Phyrexian obliterator: Not necessary in this deck, it will get removed or ignored.
  • Phyrexian altar / ashnod's altar: carrion feeder costs 2 life to play, while phyrexian altar or ashnod's altar need 3 generic mana and can't be found with buried alive. Also, we don't need that many sac outlets and carrion feeder combos well with gravecrawler.
  • Professor Onyx & Chain of Smog: A Win con where K'rrik is not even needed. Needs to much mana and there is not enough synergy for this cards.
  • Stinging Study: Draw 7 cards for {4} Mana and 9 life with instant speed is really nice but like ad nauseam it is too expensive, and 9 life is like 22.5% of our starting life.
  • Viscera Seer: I decided to play carrion feeder over viscera seer just for the possibility of another Aetherflux infinite combo.
  • Extort: It does not work as well as many people thought. For example, you will drain 3 opponents, you have to pay 2 life to get 3 life back, but you also need to pay mana for a spell which will trigger extort. So, in best case you have to pay 2 life for the spell and 2 life for the extort cost and will get back 3 life which means 2 instances of extort will bring back the life lost in this case. But what if the spell costs more than just one {b}? And every mana besides of black mana can't be replaced with life, which means you need to use blood celebrant to change out mana for life. This means that you need a lot of pieces to even get this loop started.
    Another problem is, that you usually need 3 opponents to stay alive while using the loop, so if one of them die because he had the lowest life, you can’t continue with the loop. In this case, you need to try to win another way if you haven’t gotten your other opponents low enough to kill them before you kill yourself by continue the loop in a life-negative situation.

> Strengths and Weaknesses

> Strengths

  • This deck is extremely fast and can tutor all important combo pieces without mana just with life.
  • It is just mono black, so in a cEDH group it shouldn't get the most attention, use this and finish the game out of the nowhere.
  • High comeback potential (midgame) if you don't play too aggressive.
  • Grind because of all the reanimator spells.
  • Unpredictable because of the phyrexian mana, we can interact while outtapped.
  • Lot of tutors, for each situation, just tutor the right card.
  • Finally, our versatility in our wincons allows us to easily pivot towards a win line that can win through most board states.

> Weaknesses

  • K'rrik as an important component and at the same time bottleneck of this deck.
  • Late game, lack of lands and engines (and the life loss will bring us into a dangerous position).
  • Countermagic can be a problem.
  • Lack of artifact removal for cards like such as Torpor Orb or Cursed Totem, I know we could play gate to phyrexia or phyrexian tribute, but we don't run enough creatures.

> Budget alternatives

If you don't have the budget to buy all these cards, there are few budget cards which you can play instead

> Doomsday Version

Old doomsday version: https://deckstats.net/decks/118014/2400468--cedh-k-rrik-the-sleeper-agent/de

Why no Doomsday? Because Doomsday is not a wincon, it is just a way to get the win con but it needs too much card slots to be useful at all and it was only good in early game.
It is better to use the "doomsday only" slots for more tutors, interaction and non tapped lands.

> Changelog

See revision: https://deckstats.net/decks/118014/1634363--primer-k-rrik-the-dark-prince#show__revisions

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