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Deck · by SirSkitzoRuin · Midrange, Aristocrats, Swing Wide, Drain
Korvold, Fae-Cursed King
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Deck primer
This is a Jund aristocrats and treasure-engine deck. The plan is to ramp hard, cast Korvold, then feed him a steady stream of sacrificed permanents-tokens, lands, and recursive creatures-so he balloons in size while refilling the hand every sacrifice.
Primary wins come from layered death trigger drains paired with infinite or near infinite sacrifice loops, plus backup alt win cons like Chandra's Ignition and Torment of Hailfire. Token multipliers turn every Treasure, Food, or Clue into lethal drain fuel.
The deck is low-curve, ritual/tutor dense, and combo heavy in the 99, with Korvold acting as the premier card advantage engine rather than a hard combo piece himself.
Use early rocks and rituals plus dorks to cast him by turn 1-2, make sure to have some sort of protection such as boots or redirects
Deploy outlets and value generators. Every sacrifice draws a card off Korvold and makes him bigger.
Pair recursive fodder with a drain piece and a sac outlet to prepare for the end game.
Drain the table with Blood Artist/Zulaport Cutthroat/Bastion of Remembrance/Mirkwood Bats/Nadier's Nightblade/Cauldron of Essence, ping with Goblin Bombardment or Walking Ballista, or point Chandra's Ignition at a huge Korvold. Moraug, Fury of Akoum plus landfall (often from Harrow, Entish Restoration, or fetchlands) adds extra combats for a commander damage kill when someone has an absurd healthpool for drains.
2 lands and at least two fast-mana pieces with both early interaction or protection, and a sac/draw engine. Hands that cast Mr. Cuddly on turn 1 are premium.
High-curve hands with no ramp, all-payoff hands missing outlets or fodder, and hands that cannot produce black or green.
Rest in Peace/Leyline of the Void effects slow recursive loops right down. The deck can still win with pure token drains and Korvold combat, but graveyard lines lose efficiency.
effects that stop tokens dying cleanly reduce loop reliability, although not entirely enough to hinder too much.
Korvold is the primary draw engine. The 99 still combos, but without him card flow drops sharply and the deck becomes more dependent on drawing into tutors and engine pieces naturally.
Token boards bounce back quickly plus boots protect key turns. Wipes are tempo hits more than game-enders.
Fetchlands and Soultrader loops tax life; against aggro this can become relevant before drains stabilize.
Core infinite engine; every creature death makes a Treasure, fueling both mana and Korvold draws.
Primary free sac outlet that pairs with Plunderer and recursive creatures for infinite colorless.
Converts any creature into a Treasure at 1 life; infinite with recursion and lethal with drains.
Triples every Clue/Food/Treasure-breaks Mirkwood Bats, Nadier's Nightblade, and Food loops wide open.
Extra Squirrel tokens on every token event; sac outlet that also finishes creatures.
Recurring sac fodder and incidental drain whenever Foods are present.
Turns every token create or sacrifice into table-wide drain; primary combo payoff.
Redundant death-trigger drains that close infinite sac loops.
Absurd card advantage on tokens and 1-toughness fodder.
Premium tutors that find whatever piece the current board is missing.
Sac outlet that also serves as a direct-damage win condition.
Infinite-mana sink and win buttons once loops produce unbounded resources.
Instant win pointed at a Korvold that has eaten half a dozen permanents.
Free protection for the combo turn while Korvold is in play.
Deck stats
Cost
Production
0 pips - 0 cards
14 mana - 14 cards
0 pips - 0 cards
14 mana - 14 cards
25 pips - 23 cards
28 mana - 28 cards
21 pips - 18 cards
28 mana - 28 cards
15 pips - 15 cards
27 mana - 27 cards
0 pips - 0 cards
8 mana - 8 cards
Avg Mana Value: 2.21
Total Mana Value: 148.00
White Spells
Blue Spells
Black Spells
Red Spells
Green Spells
Colorless Spells
Probability of drawing at leastcard(s) by Categories, having drawncard(s)
| Categories | Qty | Odds |
|---|---|---|
| Creatures | 26 | 89% |
| Instants | 16 | 72% |
| Sorceries | 9 | 50% |
| Artifacts | 13 | 64% |
| Enchantments | 2 | 14% |
| Lands | 33 | 95% |
Quantity of Categories
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