Kenrith, the Returned KingKenrith, the Returned King | Art by Kieran Yanner
Greetings, and welcome to another edition of Commander Makeover, where we give new life to old commanders. This week, we got a commander that's sure to make me do something unprecedented. Before I explain why, allow me to introduce our commander for this week:
To begin with, Kenrith is a very open-ended commander in that we can do anything we want with the deck. Literally!
His EDHREC page, however, indicates that the two main archetypes for him are Group Hug and Combo. Furthermore, talking Kenrith in general, there were only eight cards in the past two years that could fit right in!
That said, fortune smiles upon us, because there are almost as many Combo decks as there are Group Hug ones. So, we're pulling cards in general, plus a section for both archetypes to round things out. Shall we begin?
The Mainstays
Gleaming SplendorGleaming Splendor
I know I've mentioned in the past that it seems to be a staple, but I've cooled on that stance considerably since then. While this is more likely to be seen in higher brackets, it still functions as a Group Hug kind of card, especially when we take the activated ability into account. Otherwise, this isn't a bad ramp enchantment in a color that's notorious for not getting any.
The Queen of DaleThe Queen of Dale
I find it criminal that Tolkien never gave Bard's wife a name in his writings, but I digress.
What the Queen lacks in name she makes up for in power. Here? She gives us a blocker while we put something in the graveyard, perhaps to fuel our commander's last ability (the one that reanimates creatures). A Kenrith, the Returned KingKenrith, the Returned King with a stronger Reanimator slant will want this. Otherwise, getting a chump blocker isn't a bad rate.
Bard, King of DaleBard, King of Dale
Doubling up on tokens and card draw on the same card isn't bad. That said, the applications are fairly niche. Both of our commander's best archetypes are not within my wheelhouse (I prefer clubbing our opponents while chanting "unga bunga!"), but provided that the deck shell focuses on activated abilities, we can activate our commander's draw ability (the third one) and draw two cards each turn, perhaps.
Elrond, Moon-ReaderElrond, Moon-Reader
Speaking of activated abilities, here's a decent payoff for that plan. Drawing a card for an activation each turn is going to refill our hand quite quickly, especially if we reduce the costs of those abilities. Even Elrond has one himself, allowing us to blink our nonland permanents for value, perhaps. I'm sure there's a way to fully capitalize on this card in an Activated Abilities deck.
Bilbo's GambitBilbo's Gambit
The next three cards, including this one, follow a trend of cards that stop our opponents from doing anything. Such effects tend to be found in Combo lists, where these cards will make it more difficult for our opponents to disrupt us. For this instance, it's only for a turn, and we do have to gift a Treasure to get that SilenceSilence effect, so it does fit the Group Hug mold, in a way.
Hexing SquelcherHexing Squelcher
Squelcher makes it impossible to try and counter our spells while we try to combo off. The ward cost of two life is minimal in a format where life totals begin at 40, but it can matter as the game goes on. Note that cards like UnsubstantiateUnsubstantiate and ReprieveReprieve will get around this card.
Voice of VictoryVoice of Victory
Let's face it: We're never going to be attacking with this creature, so that mobilize ability is additional flavor text. We're really here for that silencing effect, so we can combo off and watch our opponents snooze off in horror as we defeat them for all time, never rising from the ashes of their shame and humiliation. Note, however, that this doesn't block activated and triggered abilities, so those can throw wrenches into our evil plans.
Tataru TaruTataru Taru
We're guaranteed to create that Treasure token upon entry. Typically, after that, we wouldn't get further. But here? We can activate our commander's third ability, making someone else draw a card, so we can make a Treasure, possibly use that to pay for the ability again. Keep in mind that we could only get that token once each turn, so no combo-y shenanigans.
Need a Hug?
With the mainstays out of the way, it's time to delve into Kenrith, the Returned KingKenrith, the Returned King's two most popular archetypes, beginning with Group Hug.
Firstly, Yume, Chronicler of ValorYume, Chronicler of Valor makes it so other people can pay into the first spell we cast each turn. For that, they get to draw a card (nice synergy with the above card, by the way). Choose that first spell wisely, so our opponents have a chance to pay into it.
Next, we have Dack Fayden, Helping HandDack Fayden, Helping Hand, who's sure to cause all kinds of chaos on the table (seriously, can we get a game of Commander where the pod is just four takes on this guy?). We get to give up to three creatures to our opponents and watch the antics unfold. Even better if we can keep reusing his ability over and over, then cackling like a maniac.
With Scrawling CrawlerScrawling Crawler, each draw our opponents do will sting them. But, hey, each player gets to draw a card at the beginning of our turn, so there's that. There's also Bender's WaterskinBender's Waterskin, so we have access to at least one mana on our opponents' turns, too.
Wombo Combo
There are quite a few cards here, so I'll gloss over them quickly.
- Samut, Tyrant of NaktamunSamut, Tyrant of Naktamun: This card caused quite a stir when revealed, and for good reason. Any instants or sorceries we cast can't be responded to at all, meaning we can do our combos with impunity.
- Loot, the NexusLoot, the Nexus: With enough variety of different powers, plus a way to untap this little critter (who's inferior to Fleem. All Hail Fleem!), that's going to be infinite mana, meaning infinite activations with our commander.
- Hapatra, the Desert FrostHapatra, the Desert Frost: Speaking of untappers, here's one right here. The ability to stun each of our opponents' scariest creatures for a turn is a neat bonus.
- Shang-Chi, Master of Kung FuShang-Chi, Master of Kung Fu: Two mana for one of our commander's abilities, plus activating tapped activated abilities like it's haste? Sign me up.
- Jennifer WaltersJennifer Walters: Yet another silencer effect. This time, she can be flipped into a threat (who just so happens to retain the ability). Seems like a pretty good rate.
- Wan Shi Tong, LibrarianWan Shi Tong, Librarian: Even if X is zero here, the ability to draw cards and grow this grumpy owl when opponents search their libraries is going to make this card an attractive choice.
Hail to the King!
So that's a wrap on such an open-ended commander's update (I'm glad it's not Golos, Tireless PilgrimGolos, Tireless Pilgrim, who is thankfully banned). Tune back in next week, where we return to Precon Remastered with a newly compleated lens.
Owain Roberts
Owain has been playing on and off from around Invasion block to 2011, and has been playing since. He's recently embraced Rakdos as his go-to color combination, though he's also looking for opportunities to branch out. When he isn't slinging spells, he can be found looking after his pet dogs.
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