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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.
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, Tendrils of Agony 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.
Gray Merchant of Asphodel (Gary) Devotion DMG:
For this we need the following creatures:
Combo:
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
Peer into the abyss
This card is actually the best way to get any of our win cons. Also in combination with Skirge Familair we don't even need K'rrik for mana.
Amsodeus Engine
With Asmodeus the Archfiend and Skirge Familiar in our graveyard and Necrotic Ooze on the battlefield we are able to draw our deck and have enough mana without K'rrik and go for any Combo.
Fleshwrither Engine
Cast Fleshwrither and use the Transfigure ability to tutor into play Necrotic Ooze, with Necrotic Ooze use Fleshwrither's transfigure ability to tutor into play Balthor the Defiled. Use Balthor's ability to put Necrotic Ooze and Fleshwrither from graveyard into play and transfigure Fleshwrither for Vile Entomber to entomb Asmodeus the Archfiend. Now we have Necrotic Ooze with Asmodeus in the graveyard so that we can use to draw the resources we need to finish.
Buried Alive
Using Buried Alive in combination with a reanimate, animate dead, exhume, necromancy, necrotic ooze or yawgmoth's will and K'rrik, Son of Yawgmoth as an enabler is one of the easiest ways.
Bring Chainer back to the battlefield with an reanimation spell and then use his ability to bring back house guard and Gary and start the loop or just play necrotic ooze and bring back Gary and start the loop as well.
Final Parting
Similar to buried alive, you can search for two combo pieces if you already have one. Or just go for Villis in graveyard and reanimate / Asmodeus in graveyard and Necrotic Ooze.
Sidisi, Undead Vizier
The Sidisi line requires K'rrik in play leads to assembling the Chainer-Gray Loop (assuming K'rrik is in play):
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.
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:
Also attack with K'rrik to get some life back if needed. If Null rod or Stony Silence are in play, we can also play as many black spells as needed to make K'rrik big enough and kill the player with the stax piece with combat dmg.
Peer into the abyss
This card is actually the best way to get any of our win cons. Sometimes it’s possible to accumulate enough life off Aetherflux to kill off the board from casting all your spells. Also in combination with Skirge Familair we don't even need K'rrik for mana.
Amsodeus Engine
With Asmodeus the Archfiend and Skirge Familiar in our graveyard and Necrotic Ooze on the battlefield we are able to draw our deck and have enough mana without K'rrik and go for any Combo.
Fleshwrither Engine
Cast Fleshwrither and use the Transfigure ability to tutor into play Necrotic Ooze, with Necrotic Ooze use Fleshwrither's transfigure ability to tutor into play Balthor the Defiled. Use Balthor's ability to put Necrotic Ooze and Fleshwrither from graveyard into play and transfigure Fleshwrither for Vile Entomber to entomb Asmodeus the Archfiend. Now we have Necrotic Ooze with Asmodeus in the graveyard so that we can use to draw the resources we need to finish.
Final Parting
Search for Xiahou Dun, the One-Eyed in hand and Leshrac's Sigil into the graveyard or any other combination. Or just go for Villis in graveyard and reanimate / Asmodeus in graveyard and Necrotic Ooze.
Depends on what you already have and need, you can play actually any tutor to find any win con. Especially for the Leshrac's Sigil combo since you only need the Aetherflux reservoir, K'rrik and Leshrac's Sigil to win you can also use demonic consultation or tainted pact.
Tendrils of Agony : A semi win con if we use it correctly.
In combination with Peer into the Abyss or one of the Atherflux lines (If a Stax piece don't allow us to use the Aetherflux), we are able to play plenty spells for the storm and still win without Gary or Aetherflux.
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 or Xiahou Dun, the One-Eyed we can cast some of the spells and also tendrils of agony twice.
Need 2 Blue mana (Blood Celebrant, Lion's Eye Diamond, Mox Diamond, Lotus Petal or multicolored lands like Exotic Orchard) 1-3 generic mana and at least 6 life.
Or
Praetor’s Grasp + Blood Celebrant + Xiahou Dun, the One-Eyed – You can essentially steal any of your opponent’s 2 or 3 card wincon and win using their wincon instead (Think Thassa’s Oracle + Demonic Consultation / Tainted Pact or Brain Freeze or whatever floats your boat) Note: As long as your life total is high enough, you can attempt this win line as its own standalone combo.
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.
If you don't have the budget to buy all these cards, there are few budget cards which you can play instead
See revision: https://deckstats.net/decks/118014/1634363--primer-k-rrik-the-dark-prince#show__revisions
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