Heliod, Sun-Crowned plus Walking Ballista with at least two +1/+1 counters on Ballista. Heliod’s lifelink-granting ability is activated, not static: pay {1}{W}, target Ballista, Ballista has lifelinkKeyword. Damage dealt by this creature also causes you to gain that much life. until end of turn. Then activate Ballista to ping a target for 1; removing one counter leaves Ballista a 1/1 with one counter, which survives state-based actions; the lifelink gains you 1 life; Heliod’s “whenever you gain life, put a +1/+1 counter on target creature or enchantment you control” trigger puts the counter back, returning Ballista to a 2/2 with two counters. Lifelink lasts until end of turn, so one activation of Heliod covers as many Ballista pings as you fire. Repeat the ping-and-counter-back loop to infinity. Mana cost: 9 from scratch (Heliod {2}{W} = 3, Ballista at X=2 = 4, Heliod’s lifelink activation {1}{W} = 2). 6 on the kill turn if Heliod is already out (Ballista 4 + lifelink activation 2). Both halves are tutorableA tutor is any card that searches your library for a specific card (Demonic Tutor, Vampiric Tutor). Tutorable means a tutor can find it.: Heliod off Demonic, Vampiric, or Enlightened (he’s an enchantment creature, so Enlightened finds him); Ballista off any tutor including Enlightened (artifact). Karlov out makes this lethal even faster because every lifelink ping also adds counters to Karlov.
LIFEGAIN DRAIN. two combos, one commander.
Two-mana Orzhov commander that grows on lifegain and exiles creatures with his own counters.
At the table
Pod notes →- Keep
- Untapped W and B, cheap lifegain and a useful follow-up. Ring cannot pay Karlov's WB.
- Develop
- A Sister before Karlov grows him on entry; reserve counters and WB when exile matters.
- Finish
- Ballista needs two counters and lifelink; Top/Citadel relies on Reservoir and a life/library ledger.
- Watch out
- Indestructible does not answer exile or -X/-X. Each combo trigger still permits interaction.
Guide reviewed List 69b0f608
Rules and list review, not a playtest record. Turn windows and matchup advice are estimates. The list reference covers card quantities and the command zone; card changes require another guide and pod-note review.
Rules basis: Magic Comprehensive Rules, August 19, 2026. Bracket basis: Wizards’ October 2025 update and February 2026 follow-up.
Karlov is a 2-mana commander who turns lifegain into removal.
Full gameplan
Every lifegain trigger puts +2/+2 on him; six counters plus {W}{B} exile a creature. The 99 stacks Soul Sisters, drain payoffs (Sanguine Bond, Vito), and aristocrats (Blood Artist, Zulaport Cutthroat, Sephiroth, Fabled SOLDIER, Syr Konrad, the Grim) on top. Two infinite combos live in the deck: Heliod plus Walking Ballista for infinite damage at 9 mana from a clean board (6 mana on the kill turn if Heliod is already in play), and Sanguine Bond plus Exquisite Blood for infinite drain at 10 mana, with redundant halves (Vito copies the Sanguine half, Bloodthirsty Conqueror copies the Exquisite half). Aetherflux Reservoir plus Bolas's Citadel plus Sensei's Divining Top is the storm-style backup, and with Pact Weapon plus Bloodthirsty Conqueror it table-kills the pod. Thirteen Game Changers, five direct tutors (Vampiric, Demonic, Diabolic Intent, Enlightened, Imperial Seal). Disclose all of it at rule-zero.
Opening hands
Seven cards from this build. Commanders start in the command zone. In multiplayer Commander, the first mulligan is free. For later mulligans, draw seven again; once you keep, put one card on the bottom for each mulligan beyond the free one.
KeepShow the seven
- Plains
- Swamp
- Command Tower
- Soul Warden
- Arcane Signet
- Swords to Plowshares
- Demonic Tutor
T1 Plains casts Warden. T2 Swamp plus Plains pay WB for Karlov; the Warden trigger grows him to 4/4. T3 Tower supports Signet or a tutor while you assess interaction.
BorderlineShow the seven
- Plains
- Swamp
- Sol Ring
- Mana Vault
- Heliod, Sun-Crowned
- Walking Ballista
- Vampiric Tutor
Both commander colors exist and Ring/Vault accelerate generic costs, but you still need white for Heliod and lifelink. Keep if a mana-and-protection plan fits the pod; missing land three makes colored sequencing tight.
MulliganShow the seven
- Plains
- Sol Ring
- Demonic Tutor
- Heliod, Sun-Crowned
- Walking Ballista
- Bolas's Citadel
- Exquisite Blood
Ring does not produce black for Tutor or Citadel. Holding both combo names does not repair one land, missing black and expensive follow-up.
Karlov of the Ghost Council strategy guide
Pace and examples. Turn windows below are author estimates and illustrative sequences, not measured multiplayer results or guarantees. A first opponent eliminated is not a whole-table win. In multiplayer the first mulligan is free; later mulligans follow the London procedure. The commander starts in the command zone, outside the seven-card examples.
Karlov of the Ghost Council is a OrzhovOrzhov = white plus black. The two colors this deck plays in. 2-mana commander whose text reads: “Whenever you gain life, put two +1/+1 counters on Karlov. {W}{B}, Remove six +1/+1 counters from Karlov: Exile target creature.” He is base 2/2 for WB, he grows two counters per lifegain trigger (not per point of life), and he converts six of those counters into “exile target creature” at instant speed for {W}{B} plus 6 counters off his own body.
The loop is mechanical: lifegain triggersA triggered ability firing because its condition was met. stack his counters, counters become repeatable exile removal, and the same lifegain triggers that grow him also feed drainA trigger that makes an opponent lose life and gains you that much, Blood Artist style. Life loss is not damage, so it goes through protection and prevention that only stop damage. payoffs (Sanguine Bond, Vito, Thorn of the Dusk Rose) and aristocratStrategy of sacrificing your own creatures for value through death triggers that drain opponents and refill you. pingers (Blood Artist, Zulaport Cutthroat, Sephiroth, Fabled SOLDIER, Syr Konrad, the Grim). The deck wins three ways at once: by assembling one of two infinite combosTwo or more cards that together create an infinite or game-ending loop., by stormingA triggered ability that functions on the stack: when you cast the spell, copy it for each other spell cast before it this turn (CR 702.40a). The copies are not cast, so they never add to the storm count themselves. with Aetherflux Reservoir, or by swinging a 20-counter commander over a tapped-out table. Every Soul SisterShorthand for the cheap white lifegain creatures: Soul Warden and Soul's Attendant (W) gain you 1 life whenever another creature enters, anyone's; Suture Priest (1W) gains only on your own creatures entering, and an opposing creature entering makes that player lose 1 life instead. trigger is simultaneously rampMana acceleration: any card that gives you extra mana production (Sol Ring, signets, treasure tokens). toward exile, beef on Karlov, and a drain proc.
You don’t pick a wincon at sleeves-on. You pick it at the point of attack, based on what’s already on board.
Win conditions
Sanguine Bond plus Exquisite Blood. Bond turns your lifegain into opponent life loss, Exquisite turns any opponent life loss into your lifegain. Neither half deals or reads damage (CR 120.3a runs one way: damage causes life loss, not the reverse), so damage prevention does not touch the loop, and Exquisite also fires off non-damage losses such as the Athreos 3-life tax. Any single proc, a Soul Warden trigger, a Karlov swing, a Vault of the Archangel attack, starts a loop that can drain opponents to zero through repeated triggers; every trigger uses the stack and opponents retain their response windows. 10 mana to hardcast both (3BB plus 4B, 7 generic plus 3 black). Bond is tutorable off Demonic or Vampiric. Exquisite is tutorable off the same. Vito, Thorn of the Dusk Rose plus Exquisite is the same loop at 8 mana total (2B plus 4B), the cheapest variant in the deck. Enduring Tenacity is a third Sanguine half on a 4/3 enchantment-creature body, and when it dies it returns as an enchantment that keeps draining, so it is the most removal-resilient version of the loop.
Bolas’s Citadel plus Sensei’s Divining Top plus Aetherflux Reservoir is a repeatable cast/draw engine. Top draws a card and puts itself on the library; Citadel recasts it for 1 life; Reservoir gains life for that cast. Top is not a creature, so Soul Sisters and Suture Priest do not trigger from it. Count life, prior spells and library cards before deciding how many Reservoir shots you can fund. Enlightened Tutor finds any of these artifact pieces.
Karlov hits 21 power faster than the table expects. Each lifegain trigger is +2/+2 on Karlov, so a turn with four separate lifegain triggers (for example, two creature ETBs into a pair of Soul Sisters, each ETB firing each Sister) is +8/+8. Add Teysa Karlov doubling death triggers and a sacrifice outlet, and Karlov reaches 12 power by around T5. Equip Basilisk Collar for deathtouch and lifelink: the lifelink connect is a single lifegain trigger (regardless of how much life it gains) that grows him another +2/+2 for the next swing, plus a +1/+1 on the whole team if Archangel of Thune is out, and deathtouch means anything that blocks him dies, so the table stops chumping a lethal commander (though without trample a lone chump can still eat one swing). Vault of the Archangel adds lifelink to the alpha strike for the same effect. Basilisk Collar gives no haste, so a Karlov cast this turn still cannot attack; equip is sorcery-speed and costs no turn, so a Karlov already under your control since your upkeep can be equipped precombat and swing that same turn. Hold up Deadly Rollick or Flawless Maneuver (both FREE while Karlov is on the battlefield; the rider is “if you control a commander”, so they cost full price while he sits in the command zone) and the alpha strikeAttacking with all your creatures at once, usually for lethal damage. actually resolves.
Heliod plus Walking Ballista
- Cast Walking Ballista for X=2, costs 4 mana total ({X}{X}). Enters as a 2/2 with two +1/+1 counters.
- Cast Heliod, Sun-Crowned for {2}{W} (3 mana).
- Activate Heliod’s lifelink ability: pay {1}{W} (2 mana), target Walking Ballista. “Another target creature gains lifelink until end of turn.” Ballista now has lifelink for the rest of the turn; one activation covers every subsequent ping.
- Activate Ballista: “Remove a +1/+1 counter: deal 1 damage to any target.” Ballista is now a 1/1 with one counter and survives state-based actions. The damage with lifelink gains you 1 life.
- Heliod’s triggered ability fires: “Whenever you gain life, put a +1/+1 counter on target creature or enchantment you control.” Target Ballista, put the counter back. Ballista is back to a 2/2 with two counters.
- Loop steps 4 and 5 indefinitely (lifelink is still active, no need to re-pay).
Total mana: 4 (Ballista X=2) + 3 (Heliod {2}{W}) + 2 (lifelink activation {1}{W}) = 9 mana from a clean board, with WW colored across the sequence. 6 mana on the kill turn if Heliod is already in play (Ballista 4 + lifelink 2). 5 mana if Ballista is already on board with two counters (Heliod 3 + lifelink 2). You can split the cast across turns (Heliod T3 or T4, hold up Ballista plus lifelink activation T5 or T6) or jam everything on T5 with a Sol Ring plus Mana Vault opener. The Heliod-already-out path is the standard line because Heliod is indestructible and survives most wraths while you tutor or draw the Ballista half. Devotion to whiteDevotion counts colored mana symbols among the mana costs of permanents you control. Heliod himself is one W pip. matters for Heliod’s body but not for the combo: the activated lifelink fires whether he’s a creature or just an enchantment, and the on-lifegain counter trigger works the same way.
At X=1 the cast alone cannot start the loop: Ballista enters as a 1/1 with one counter, and the moment you remove its only counter to ping, Ballista becomes a 0/0 and dies to state-based actions before Heliod’s on-lifegain trigger can replace the counter. To kill from X=1, give Ballista a second counter before the loop starts, for example with its own {4} activation (6 mana for Ballista in all, against 4 at X=2) or with an outside lifegain trigger (a Soul Sister seeing a creature enter) routed into Heliod.
Tutor paths: Demonic, Vampiric, or Diabolic Intent (it needs a creature to sacrifice) for either half. Enlightened Tutor finds both (Heliod is an enchantment creature, Ballista is an artifact). Sun Titan recurs Ballista from the graveyard on ETB or attack (mana value 0 with no counters, qualifies under the 3-or-less clause), but Ballista returns at X=0 as a 0/0 and dies on arrival unless a static toughness bonus or an applicable replacement effect makes it survive on entry; a later counter trigger is too late, so this is a marginal recursion line.
Archangel of Thune is the Heliod-free second assembly. Her trigger reads “Whenever you gain life, put a +1/+1 counter on each creature you control,” which replaces Ballista’s counter the same way Heliod does, on every creature you control at once. Give Ballista lifelink from any of the six in-deck sources, Basilisk Collar, Shadowspear, Resurrection Orb, Vault of the Archangel, Akroma’s Will, or Vito’s {3}{B}{B} activation, and each ping returns its own counter: infinite damage with no Heliod (and, when Basilisk Collar, Shadowspear or Resurrection Orb supplies the lifelink, one equip keeps it on Ballista, so there is no per-turn lifelink activation or cast), plus a board-wide pump as a bonus. Disclose it with the other combos at rule-zero.
Sanguine Bond plus Exquisite Blood
- Sanguine Bond on the battlefield (3BB).
- Exquisite Blood on the battlefield (4B).
- Any single starter trigger: a Soul Warden ETB on any creature, a Karlov swing with lifelink active (Vault of the Archangel), an Authority of the Consuls trigger on an opponent’s creature, a Suture Priest trigger, even a Blood Artist death drain feeding back through Exquisite.
- Sanguine Bond: target opponent loses 1 life.
- Exquisite Blood: an opponent lost life, you gain 1.
- Sanguine Bond: you gained, opponent loses 1.
- Mandatory triggers. The stack resolves until an opponent is at 0. Choose a new target each Sanguine trigger as opponents die.
Mana: 5 plus 5 = 10 mana total (3BB plus 4B), 7 generic plus 3 black across both spells, hardcast across two turns. Crypt Ghast plus Urborg plus Cabal Coffers makes both castable on a single T5 if you front-load Swamps.
If you have Vito, Thorn of the Dusk Rose instead of Sanguine Bond, Vito plus Exquisite is the same loop, Vito is 2B (3 mana). Vito plus Exquisite is the cheapest variant at 8 mana total. Enduring Tenacity (2BB, a 4/3 enchantment creature) is a third Sanguine half: when it dies it returns as an enchantment that keeps the drain, so it is the hardest half to answer permanently and a board wipe just leaves you an enchantment that still combos with Exquisite. Defiant Bloodlord plus Exquisite is the most expensive at 12 mana but Bloodlord is a real attacker; Bloodlord lives in the sideboard.
Recursion insurance. Both enchantment halves now have a graveyard escape hatch. Hall of Heliod’s Generosity taps for {1}{W} to put a destroyed Sanguine Bond or Exquisite Blood back on top of your library, and Volrath’s Stronghold taps for {1}{B} to do the same for the creature halves Vito and Bloodthirsty Conqueror (and for Heliod and Walking Ballista on the other combo). Athreos, God of Passage is the standing insurance for the creature halves: when Vito or Bloodthirsty Conqueror dies, it comes back to your hand unless an opponent pays 3 life, no mana spent and no land activation to wait on. The catch: both lands pull from the graveyard only, and Athreos only triggers on a death. An opponent who exiles a half (Farewell, an opposing Vanishing Verse, Despark, Anguished Unmaking) puts it out of reach, so the lands and Athreos answer destroy-based and sacrifice-based removal, not exile. Enduring Tenacity is the exception: it brings itself back as an enchantment when it dies, so destroy, sacrifice, and even a board wipe leave that Sanguine half intact. Against an exile-heavy pod, lean on the six redundant ways to build the loop rather than the lands.
Citadel plus Top plus Aetherflux
Start with all three permanents on the battlefield, an untapped Top, at least one library card, and more than 1 life unless a separate effect prevents losing at 0.
- Tap Top: draw the current top card, including a land if that is what is there, then put Top on top of the library.
- Cast Top through Citadel, paying 1 life. Reservoir triggers from the cast. Resolve that trigger before Top; it gains life equal to spells you have cast this turn when it resolves.
- Resolve Top and repeat. Each cycle draws one card, pays 1 life, and increments the turn’s cast count. Top needs no haste while it is a noncreature artifact.
- Stop before attempting to draw from an empty library. Neither this engine nor the Reservoir activation is unbounded by itself.
If you begin at L life with s earlier casts this turn and make n uninterrupted Top casts, the net life is L − n + ns + n(n+1)/2, before other effects or shots. At L=40 and s=0, ten casts leave 85 life, enough for one 50-life shot while surviving; this is not automatically three shots. Without loss prevention, have more than 50 life before paying 50. The separately described Pact Weapon/Conqueror route changes that calculation.
Soul Sisters gain life from actual creature entries, not Top. A land does not stop the active Top loop: Top draws it first. Outside that loop a land can stop Citadel’s casting sequence. Top’s other ability looks at and reorders three cards; it cannot scry a card to the bottom. Opponents can respond to Top, the Reservoir trigger, or the shot, and removing an engine piece can stop the next iteration.
Mulligan decisions
Keep a functional white-and-black opening, usually three lands or two lands with castable acceleration, plus an early engine and a useful follow-up. Karlov costs WB from colored sources: Sol Ring pays neither symbol. A Soul Sister is useful when the lands cast it without delaying black access.
Ship hands whose lands cannot cast their early spells, or whose only action is an expensive combo. Heliod plus Ballista is not an automatic keep: the route costs nine total mana from scratch. Necropotence requires three black sources, not merely three lands. Four lands and three expensive spells can still cast Karlov on turn two if those lands provide untapped W and B; judge the hand by its follow-up and the pod’s pace, not an invented commander delay.
Two lands plus Ring and Vault can accelerate generic costs while still missing colored pips. A Plains-only hand cannot cast Demonic Tutor. Keep Citadel hands for their castable development and life/card budget, not because a Sister supposedly refunds every artifact cast. The complete seven-card examples above show a keep, a conditional hand, and a mulligan.
Turn plan
Tap a land for Sol Ring if you have it. Otherwise play Soul Warden, Soul’s Attendant, Mother of Runes, or Giver of Runes (Suture Priest costs {1}{W}, so she is a T2 play, not a one-drop). A T1 Mother or Giver can tap to protect Karlov the turn he lands on T2; cast alongside him, it stays summoning sick until your T3 begins, so it cannot protect him on T2 or on the opponents’ turns that follow (CR 302.6). Authority of the Consuls is a quiet keep against go-wide opponents because it taps their creatures and gains you 1 per ETB. Do not crack a fetchA fetchland sacrifices itself to search for a basic or dual land (Marsh Flats). for shockA shockland can enter untapped at the cost of 2 life (Godless Shrine). unless you need both colors immediately. Marsh Flats searches for “a Plains or Swamp card” with no basic clause, so it also fetches Eclipsed Steppe, the Plains Swamp dual that enters untapped once you control two or more basic lands: with two basics down, the fetch delivers an untapped dual without paying shock life. Sequencing note on the utility lands: Volrath’s Stronghold and Hall of Heliod’s Generosity tap for {C} only (the colored cost is the activated graveyard-recursion ability), and Diamond Valley taps for no mana at all (its lifegain is a separate sac activation), so none of them help cast colored spells the turn they come down. Plaza of Heroes is the exception, and it carries two colored mana abilities. The first taps for one mana of any color restricted to casting a legendary spell, which needs no board at all: it pays either of Karlov’s pips with no legendary permanent needed, so a bare Plaza plus one land of the other color casts him on T2. The second taps for one mana of any color among legendary permanents YOU control, so once Karlov or another WB legendary of yours is on the battlefield, which in this legendary-dense deck is nearly always, the unrestricted mana is either color too (under that second ability a mono-white legendary alone gives W only, and an opponent’s legendary gives nothing). Its {3}, {T}, exile-Plaza activation gives a target legendary creature hexproof and indestructible until end of turn, an instant-speed protect-Karlov button that dodges targeted removal and destroy-based wipes. As with the Athreos math, indestructible does nothing against -X/-X wipes (Toxic Deluge, The Meathook Massacre) or a Farewell exile. Drop the colorless utility lands on early durdle turns and hold your untapped W and B sources for Karlov and the black combo halves.
The deck wants Karlov on T2. Every T1 play should accelerate that.Karlov for WB. If a Soul Sister is already in play, your second creature this turn pumps him to 4/4 on the spot. Sol Ring into a T2 Signet or Talisman plus Soul Warden or Soul’s Attendant, cast before Karlov so the Sister sees him enter, is the killer opener and signals the table the deck is on. Do not hold Karlov to play around removal: removal you eat now is removal that is not in their hand for your Heliod later.
Cast Karlov even with no follow-up. He attracts the removal that would otherwise hit your engines.Necropotence on T3 is the format-warping play: tap two Swamps and a black source. The One Ring is the artifact-side engine if you have a rock for it: 4 mana, indestructible, and it buys a protected turn the moment it lands. If you have the Heliod-Ballista hand, deploy Heliod on T3 and hold mana for Ballista on T4. Tutor end of T2 into T3 Necro is the standard line.
Vampiric Tutor on opponent's end step before T3 untap is a better tempo line than casting it on your own turn.Smothering Tithe (GC (Game Changer)) lands here if it’s the plan, and it pairs with a T4 Sheoldred, the Apocalypse (2BB, 4/5 deathtouch): both key off opponent draws, so each opponent draw makes you a Treasure and costs that player 2 life. Sheoldred also gains you 2 on each of your own draws, pumping Karlov +2/+2 every time. Teysa Karlov doubles Blood Artist and other death-trigger drains (she only doubles death triggers, so Soul Warden’s enter-the-battlefield trigger is not affected). Her other line gives your creature tokens vigilance and lifelink, so every token that connects in combat is a lifegain trigger: Karlov fuel, a Sanguine-half ignition, and the token stays untapped to block. Aetherflux Reservoir on T4 is fine if Citadel is the T5 plan. The classic T4 telegraph: cast Heliod, leave 3 up, opponents now know Ballista is coming. If Vampiric Tutor is still in hand, fire it on the end step before T5 untap for whatever piece is missing.
T4 is when the table starts deploying removal proactively. If you blink, opponents stabilize.Heliod plus Ballista combo turn: cast both, activate Ballista, ping. Sanguine plus Exquisite combo turn: cast both, attack Karlov into a player with Vault of the Archangel activated. Citadel turn: cast Citadel, then cast the card on top for life equal to its mana value (Sensei’s Divining Top is 1 life, and tapping it draws and puts it back on top), dig. If none of the wincons are online, attack Karlov for 6 to 12 commander damage and reset the table’s life totals through Sanguine Bond chipChip damage is small incremental damage over several turns rather than one big hit.. Treat this as a conditional development example, not a turn-five deadline; preserve interaction when the line is not protected.
If the combo isn't online, swing Karlov for 8 to 12 with lifelink and start the drain plan.Sanguine plus Exquisite is the T6 hardcast (10 mana, achievable with Crypt Ghast plus Cabal Coffers plus Urborg). If a wipeA board wipe (or wrath) is a mass-removal spell that clears creatures all at once by destroying them (Wrath of God, Damnation), exiling them (Farewell) or shrinking them (Toxic Deluge). is incoming, Flawless Maneuver (free with Karlov out) protects against destruction and lethal damage, but not exile, sacrifice, or toughness reduction. The Meathook Massacre is not protection for your own board either; it is the deck’s own wipe, so size X to the board that threatens you and let your side dying into it bleed each opponent on the way out, doubled by Teysa Karlov. The grind pivot at T6 is Sephiroth, Fabled SOLDIER as a sac trigger that only fires on enter or attack (he is a death-trigger drain payoff and a triggered sac for card draw, not an on-demand sac outlet), Sun Titan as the recursion engine (ETB and attack for MVMV is mana value, formerly converted mana cost: the sum of all mana symbols in a card's cost. 3 or less, finds signets, Soul Sisters, and Sensei’s Top from the yard; note Sephiroth is MV 3 and qualifies), and Athreos, God of Passage as the rebuild engine. At {1}{W}{B} Athreos is a noncreature indestructible enchantment while your devotion to white and black is below seven (his own text turns the creature side off), and in that state he sits through Toxic Deluge and your own Meathook Massacre, and every creature you own that dies into the wipe returns to your hand unless an opponent pays 3 life per card. Returns are to hand, not the battlefield, so the rebuild costs full recasts, but each recast re-triggers the Soul Sisters on the way back down. Farewell exiles instead of killing, so it creates no death returns. Its enchantment mode exiles Athreos too; only an appropriate choice of modes leaves him behind. Of the whole recursion suite he is the piece that survives the wipe itself, which makes him the engine to have on the table before you cast one. He is also the 99’s 28th creature card on paper, but a creature in play only at devotion seven or more to white and black, so count your devotion before you size a -X/-X wipe, including the two black pips The Meathook Massacre adds once it is on the battlefield (see the Athreos trap under Common mistakes). Karlov himself recurs via Resurrection Orb: equipped Karlov returns at end step with no command taxCommand tax adds 2 generic mana to your commander's cost each time you re-cast it from the command zone., provided you leave him in the graveyard instead of taking the command-zone move, because the Orb’s trigger returns him from the graveyard only. (Karlov has no enter-the-battlefield ability, so the value of Orb on Karlov is purely the dodge-the-tax rebuild from a 2/2 baseline.) Vilis, Broker of Blood is the T7-T8 long-game card-draw bomb: 5BBB 8/8 flier, and every point of life you lose draws a card. With Necropotence already on the table, Vilis turns each pay-1-life into draw-2 (one card from Necro exile, one card from Vilis on the life-loss trigger).
If Heliod-Ballista died on T5 and got countered or exiled, you have one more turn to assemble the second combo.A colored-mana opener, with Karlov in the command zone.
T1: Plains, cast Soul Warden. T2: Swamp, spend W from Plains and B from Swamp to cast Karlov. Warden sees him enter; gain 1 life, then Karlov gets two counters and becomes 4/4.
T3: play a third land. A second Sister entering triggers the first, adding another two counters to Karlov. Casting a noncreature rock does not trigger the Sisters. Karlov can attack now if it is safe, but retaining counters for exile may matter more than a small hit.
Sol Ring accelerates the follow-up; it never supplies either colored symbol in Karlov’s cost. Missing the third land does not undo the T2 play, but it limits how many spells or removal activations you can hold up.
- Walking Ballista X=2 // enters with two +1/+1 counters as a 2/2
- Heliod, Sun-Crowned // activated {1}{W}: another target creature has lifelink until end of turn
- Pay {1}{W} to grant Ballista lifelink until end of turn (one activation covers the whole loop)
- + Activate Ballista deal 1 to target // remove one counter, Ballista is now a 1/1 with one counter and survives state-based actions
- + Lifegain event from lifelink: you gain 1 life
- + Heliod’s “whenever you gain life” trigger: +1/+1 counter back on Ballista
- + Ballista is back to 2/2 with two counters
- = Infinite damage to any combination of targets, one point at a time
- Sanguine Bond on field (3BB)
- Exquisite Blood on field (4B)
- Trigger: any 1 life gained from a Soul Sister ETB or a Karlov swing
- + Sanguine Bond: target opponent loses 1 life
- + Exquisite Blood: you gain 1 life because an opponent lost life
- + Sanguine Bond fires again on the new lifegain: opponent loses 1 life
- + Loop continues, both triggers are mandatory
- = Infinite drain, all three opponents to 0 through repeated triggers, with response windows between resolutions. Agree on a shortcut if no one responds.
Karlov commander damage
Karlov runs as a secondary kill in parallel to the combos. He enters as a 2/2. Each lifegain trigger is +2/+2. Modeling assumption for the timeline below: one new creature ETB per turn, and one lifegain trigger per Soul Sister already in play before that ETB (Soul Warden and Soul’s Attendant at {W}, Suture Priest at {1}{W}). This is a smooth-curve line, not the average game. T2 Karlov with one Soul Sister already out: 4/4 (one prior-Sister trigger off Karlov entering, +2/+2). T3 with Blood Artist ({1}{B}) or another two-drop creature entering and still one Sister out: 6/6 (one prior-Sister trigger off that ETB, +2/+2). Teysa Karlov costs {2}{W}{B}, so she does not fit on three lands with no rock, and whenever she does land she doubles nothing retroactively, because she only doubles death triggers and Soul Sister is an ETB trigger. Cast on T2, he is no longer summoning sick on T3 and swings for 6 commander damage. The turns below are the bare curve, with nothing equipped to him. T4 with a second Sister entering and one prior Sister in play: 8/8 (one prior-Sister trigger off the new ETB, +2/+2), swinging for 8. T5 with another creature entering and two prior Sisters in play: 12/12 (two prior-Sister triggers off the new ETB, +4/+4), swinging for 12. Twenty-one commander damageDamage dealt by a commander tracks separately. 21 commander damage from a single source kills a player regardless of life total. usually closes across three connecting swings starting T3 (6 + 8 + 12 = 26 with nothing equipped). Equip Basilisk Collar and every swing gains deathtouch and lifelink, and each lifelink connect is one more lifegain trigger worth +2/+2, so the same three turns read 6 + 10 + 16 = 32. Basilisk Collar adds no trample, so a chump can still absorb one swing, but its deathtouch kills whatever blocks Karlov, making every chump a creature the table pays to buy a single turn. Shizo, Death’s Storehouse removes even that tax: {B}, {T} gives Karlov fearKeyword. A creature with fear can't be blocked except by artifact creatures and/or black creatures. until end of turn, so against a board without black or artifact blockers the swing simply connects, and the land taps for black on every other turn. Mother of Runes and Giver of Runes stack with that fear: protection from black on top of it leaves only nonblack artifact creatures able to block (CR 702.16f); skip it while he wears Pact Weapon, which protection from black knocks off (see their section below). Faster Sol Ring openers that land two bodies on T2 collapse this to two swings, but the three-swing line is the smooth-curve baseline and average games run slower. Vault of the Archangel grants lifelink to the alpha-strike attacker, which both refills your life total and triggers Sanguine Bond if it’s out: double-dipping commander damage and drain in one swing.
Common mistakes
Walking Ballista enters with X +1/+1 counters, base 0/0. It is not a creature with “power equal to X.” Ballista cast for X=0 dies to state-based actions immediately with no counter to ping. For the Heliod combo, cast for X=2 minimum so the cast alone starts the loop: removing one counter to ping leaves Ballista a 1/1 with one counter that survives state-based actions until Heliod’s on-lifegain trigger replaces the counter. At X=1, give Ballista a second counter before the loop starts, for example with its own {4} activation or with a separate lifegain source (a Soul Sister seeing a creature enter) firing through Heliod first. Heliod’s lifelink is activated, not static: pay {1}{W} to grant Ballista lifelink until end of turn before you fire the ping. One activation covers the entire loop (lifelink lasts the rest of the turn), but if you forget to activate first, the combo does not work. Cast Heliod, activate, then ping.
Sanguine plus Exquisite alone do nothing. The loop requires an initial trigger: 1 point of lifegain (Sanguine fires first) or 1 point of life loss by an opponent (Exquisite fires first, and it reads loss, not damage, so a drain, an edict tax or the Athreos 3-life tax starts it as readily as a hit). With Karlov on the table and any source that gives him lifelink (Vault of the Archangel, for one), his combat damage starts it. With neither a lifegain source nor a way to make an opponent lose life, the pair sits there. With Teysa Karlov out, her second line, “Creature tokens you control have vigilance and lifelink,” makes any token connect a free starter: a Bastion Soldier, an Orcish Bowmasters Orc, or a Felisa Inkling chipping in for 1 is a lifegain trigger with no Vault of the Archangel mana spent, and vigilance keeps the token back on defense. Always have a third proc ready before committing both to the field.
Aetherflux Reservoir counts casts, not life paid. The activated ability “Pay 50 life: Aetherflux Reservoir deals 50 damage to any target” requires no specific storm count, that’s just the cost. The triggered ability “Whenever you cast a spell, you gain 1 life for each spell you’ve cast this turn” is what scales your life total to make the activation affordable. You can pop Reservoir on turn 4 if you somehow have the life, no storm required, but only from 51 or more life, or from exactly 50 with Pact Weapon attached: at exactly 50 without it, paying the cost drops you to 0 and you lose to state-based actions before the damage matters. Most players forget Reservoir is two separate abilities.
Necropotence moves cards to your hand on your next end step, not when you pay the life. Modern oracle: “Skip your draw step. Whenever you discard a card, exile that card from your graveyard. Pay 1 life: Exile the top card of your library face down. Put that card into your hand at the beginning of your next end step.” The exile is per-activation, the move-to-hand is on your next end step. Activating on an opponent’s end step does still work, but the cards do not enter your hand until your end step rolls around. Optimal play: pay Necropotence on your own turn, post-combat, as many times as your life total allows. The cards land in hand at end of turn, ready for the next untap.
Cabal Coffers requires Swamps, not basics. “{2}, {T}: Add {B} for each Swamp you control.” With Urborg, Tomb of Yawgmoth on the field, every land you control is a Swamp, so Coffers reads them all. Without Urborg, Coffers reads your five basic Swamps plus the nonbasics that carry the type: Godless Shrine, Eclipsed Steppe (a Plains Swamp dual, and tapping it for mana also triggers Crypt Ghast), and Multiversal Passage when you named Swamp on entry. Sequence Urborg before Coffers when you have both in hand. The Swamp-typing is the entire reason Urborg is in the deck.
Karlov’s exile cost removes his own counters, not opponent counters. “{W}{B}, Remove six +1/+1 counters from Karlov: Exile target creature.” Counters come off Karlov AND you pay {W}{B} on top. After firing, he shrinks by 6 power and toughness. If you fire him from a 14/14 he’s 8/8, with white and black mana spent. Fire him pre-combat to clear a blocker only if you can re-grow him post-trigger (a fresh Soul Sister ETB this turn); otherwise fire post-combat after the swing.
Vampiric Tutor puts the card on top of your library, not into your hand. “Search your library for a card, then shuffle and put that card on top. You lose 2 life.” If you cast Vampiric on your own turn pre-draw, you draw the tutored card right then. Optimal play: cast on the opponent’s end step before your turn, untap, draw it on your draw step. A post-draw tutor usually waits until your next turn unless another draw effect or Bolas’s Citadel gives you access sooner. Necropotence can also put it into your hand at this turn’s end step.
Mana Vault deals 1 damage on your draw step if still tapped. “This artifact doesn’t untap during your untap step. At the beginning of your upkeep, you may pay {4}. If you do, untap this artifact. At the beginning of your draw step, if this artifact is tapped, it deals 1 damage to you. {T}: Add {C}{C}{C}.” The damage is mandatory at draw step; the untap-for-{4} on upkeep is optional. Without Necropotence, a tapped Vault adds 1 damage per draw step. Necropotence skips your draw step, so Vault’s damage trigger does not happen while that step is skipped.
Smothering Tithe triggers on opponent draws, not yours. “Whenever an opponent draws a card, that player may pay {2}. If the player doesn’t, you create a Treasure token.” Your own draws produce nothing. Stack it after Necropotence (which skips your draw step but the draw clause is irrelevant) and after The One Ring (draws you cards, not opponents). Tithe scales with three opponents drawing every turn; expect 3 to 6 Treasures per round-trip.
Your own wipes can still kill or exile Athreos. His text reads “As long as your devotion to white and black is less than seven, Athreos isn’t a creature.” At devotionDevotion to white and black counts every white or black mana symbol in the mana costs of permanents you control, Phyrexian and hybrid ones included, so K'rrik's cost alone adds 3. seven or more he is a 5/4 creature, and indestructible does not protect him from toughness reduction: your own Toxic Deluge or The Meathook Massacre at X=4 or more kills him through it (-X/-X is not destruction), and a Farewell set to creatures exiles him outright (its enchantment mode exiles him at any devotion). None of your own wipes destroys, so indestructible is no help against them; the danger is the -X/-X wipes and exile. This is not a corner case. Karlov ({W}{B}) plus Athreos ({W}{B}) plus Teysa Karlov ({W}{B} pips) is already 6 devotion, so any one more white or black pip on your side of the table crosses seven. Count your devotion before sizing a wipe, and include The Meathook Massacre’s own {B}{B}, which count before its -X/-X applies (Karlov, Athreos and Teysa plus Meathook is 8); if he is a creature and the board needs X=4 or more, he dies in that wipe. His trigger still fires for the other creatures you own that die with him, because a death trigger looks back in time (CR 603.6c, CR 603.10a), so those cards still come back to your hand unless an opponent pays 3 life each time; what you lose is the engine for every death after the wipe.
Strategic mistakes the pilot makes
Rules traps live above. These are the strategic errors that cost games even when every card is played to its oracle.
Casting Karlov into open removal with no protection and no follow-up. Removal is up at the table by T3. A naked Karlov gets Path to Exile’d and now you have a 2-mana command tax on a body the table reads as the engine. The fix: hold Karlov until you can back him up with Flawless Maneuver or Deadly Rollick (their free cast requires a commander already on the battlefield, so on the turn you cast Karlov they cost real mana; they only turn free once he sticks, which is exactly why the protection window before he lands is the one you pay for) OR an untapped Mother of Runes or Giver of Runes you have controlled since your turn began, OR a hand that can immediately threaten a lifegain trigger to spike his power so a Swords trade still buys you something. Karlov still needs W and B; choose his timing from your mana and the actual removal risk, not an assumed Sol Ring shortcut.
Match protection to the answer you expect. Flawless Maneuver stops destruction and lethal damage; it does not stop counterspells, exile, sacrifice or -X/-X. Deadly Rollick is creature interaction rather than general protection. Grand Abolisher restricts opponents’ spells and artifact, creature and enchantment activations on your turn, but does not shut off triggered abilities or every other interaction. Mother of Runes and Giver of Runes answer targeted removal and damage from the color you name (Giver can also name colorless), not wipes that destroy, exile or give -X/-X, edicts, or a source that does not have the color you name. Confirm Ballista’s two counters, lifelink and the available response windows before committing. Holding a piece for another turn can be better than exposing it without a plan.
Drilling Bolas’s Citadel into a 5-life position with no win on board. Citadel reveals top, pay life equal to mana value, cast it. Most spells in the deck cost 2 to 4 life per cast. Without Sensei’s Divining Top to filter, you can dig into a sequence that leaves you at 5 life with Aetherflux at 8 storm count and no kill available. The fix: cast Citadel post-Top, drill in 2-card increments, after every reveal check Aetherflux storm and your remaining life. If neither math gets you to the lethal Reservoir activation this turn, stop and pass with the cards revealed. Top puts the top card back so you do not topdeck-spam your draw step.
Casting Walking Ballista for X=4 to ping a problem creature. Ballista is the combo finisher. Burning it as four-shot removal turns a wincon into a Shock with extra steps. The fix: use Swords to Plowshares, Path to Exile, Anguished Unmaking, or Generous Gift for board control. Ballista comes off the bench when Heliod is in play, or when you are tutoring for the combo this turn. The only time to spend Ballista counters is to keep yourself alive, and even then look for a tutor first.
Forgetting Karlov has built-in removal. Karlov’s exile clause reads “{W}{B}, Remove six +1/+1 counters from Karlov: Exile target creature.” Once Karlov has 6 or more counters, he is also a tutor for a removal spell that hits anything not protected by hexproof or shroud. Players forget this exists. Against an Atraxa, an Avacyn, Angel of Hope, or a Sigarda, Font of Blessings that your removal suite cannot answer cleanly, Karlov’s own ability is the answer (Sigarda, Host of Herons has hexproof herself, so she is out of reach). Sequence: swing for damage first to bank the counters, then trigger the exile clause post-combat from a 12 or 14-counter Karlov so removing six counters doesn’t strand him at a 2/2.
Necropotence-locked draw step on a turn cycle you needed cards on. Necropotence’s “Skip your draw step” clause is permanent while Necro is on the field. If you stop pumping life into Necro for a turn, you draw nothing that turn cycle. The fix: every turn Necro is out, pump at least 2 to 4 life into it. The cards exile face down and arrive in hand on your end step. Stop pumping only when life is too low to bridge to a Soul Sister refill, and even then a single activation is usually fine because the Sisters refill the same turn.
Vilis plus Necropotence is draw-2-per-pay, not 1. With both Vilis, Broker of Blood and Necropotence on the field, each 1-life Necro activation triggers Vilis (you lost 1 life, draw a card) AND banks one face-down exile off Necro that arrives end of turn. Two cards per pay, one immediately. Drill life aggressively as long as a Soul Sister or Suture Priest is on board to refill, because the draw chain compounds. With Vilis + Necropotence + Bolas’s Citadel all out, every Citadel cast pays life (Vilis draws), every cast also banks Aetherflux storm count, AND Necro is queueing exile cards behind. The hand can overflow past your max if Reliquary Tower is not also out. Track the queue or you discard end-of-turn cards you paid life to draw.
Sephiroth sac chain
Sephiroth, Fabled SOLDIER is a triggered sac engine plus the deck’s fourth Blood Artist effect plus a card-draw engine in one slot.
The sac outlets. Diamond Valley is an instant-speed outlet that needs only a tap and one creature, with no mana cost; Sephiroth’s sac is a triggered ability that fires only when he enters or attacks, never in response to anything. Diamond Valley sacs for just {T} with no mana cost and gains you life equal to the sacrificed creature’s toughness, so every activation does double duty: the lifegain can ignite the Sanguine Bond plus Exquisite Blood drain loop, and the death feeds Syr Konrad, Blood Artist, Zulaport, and the Grave Pact edicts, all doubled by Teysa Karlov. Westvale Abbey adds a bulk outlet: {5}, {T} and five sacrificed creatures flip it into a 9/7 lifelink Ormendahl, so it is a five-mana activation, not a free one. Bolas’s Citadel is another instant-speed bulk outlet, tapping and sacrificing ten nonland permanents. Braids, Arisen Nightmare is a second triggered outlet: at the beginning of your end step she can sacrifice a creature, or an artifact, enchantment, land or planeswalker (her section follows). Diabolic Intent sacrifices one creature as part of its cost, once, at sorcery speed. Diamond Valley makes no mana of its own, though it becomes a Swamp under Urborg.
Front face mechanics. 2B legendary creature, 3/3 Human Avatar Soldier. Two abilities:
- “Whenever Sephiroth enters or attacks, you may sacrifice another creature. If you do, draw a card.” This is the sac engine. Triggers on ETB and again every time Sephiroth attacks.
- “Whenever another creature dies, target opponent loses 1 life and you gain 1 life. If this is the fourth time this ability has resolved this turn, transform Sephiroth.” This is the drain plus transformA double-faced card (DFC) flips from one side to the other when a transform trigger fires. trigger. Every creature death other than Sephiroth’s own death counts.
The bare chain, no Teysa. Sephiroth attacks. Sac a Soul Warden, draw a card. Soul Warden dies on the way to the graveyard. Sephiroth’s death-drain triggers: target opponent loses 1, you gain 1. Blood Artist plus Zulaport trigger off the same death, each draining 1 and gaining 1. The 1 life gained from each trigger fires Karlov’s “whenever you gain life” for +2/+2 per trigger. Single sac with three drain effects on board is +6/+6 to Karlov and 3 life drained from the chosen opponent. With Syr Konrad, the Grim also out, that same death pings every opponent for 1 more; it deals damage instead of draining, so it adds reach across the table without changing the Karlov or lifegain math.
The chain with Teysa Karlov out. Teysa reads “If a creature dying causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.” Teysa only doubles death-caused triggers. Sephiroth has two abilities. The sac-for-draw on ETB and attack is NOT death-caused, so Teysa does NOT double it. The drain-and-count-toward-transform IS death-caused, so Teysa DOES double it.
The arithmetic: one creature death with Teysa out fires Sephiroth’s death-drain TWICE. Two creature deaths fires it FOUR times. The fourth resolution transforms Sephiroth. Two deaths transforms Sephiroth with Teysa out. Four deaths without Teysa.
Post-transform: Sephiroth, One-Winged Angel. Triggers Super Nova on transform, which gives you a permanent emblemAn emblem is a permanent effect granted to you that cannot be removed by any answer in the game. reading “Whenever a creature dies, target opponent loses 1 life and you gain 1 life.” The emblem cannot be removed by Farewell or any other answer. One-Winged Angel itself is a 5/5 flier with a different attack trigger: “Whenever Sephiroth attacks, you may sacrifice any number of other creatures. If you do, draw that many cards.” No longer one-at-a-time. Crack a board of Soul Sisters into a refill on a swing.
What does not work the way you might hope. Sephiroth comes back from the graveyard as the front face, always. Resurrection Orb equipped to Sephiroth returns him to the battlefield at the next end step, but he returns as Sephiroth, Fabled SOLDIER, not Sephiroth, One-Winged Angel. The emblem you earned earlier this game persists regardless. Reanimating Sephiroth out of the graveyard with Sun Titan also returns him as the front face. He is mana value 3, so Sun Titan finds him on attack.
Best target to sac. A Soul Sister on the way out is the best sac because it triggers Karlov’s lifegain growth on ETB earlier in the game, and its death drains an opponent through Sephiroth and the other aristocrats. Felisa, Fang of Silverquill makes X tapped 2/1 white-and-black Inkling tokens with flying when a nontoken creature you control with counters on it dies, X equal to its counters, which Sephiroth’s chosen sac usually does not trigger (Soul Wardens have no counters). The Felisa line that matters is Karlov himself: he does hit the graveyard before the state-based command-zone move (CR 903.9a), so he dies with his counters on and Felisa sees it. A removal spell on a 12-counter Karlov hands you 12 tapped 2/1 fliers, 24 with Teysa Karlov out, and you still return him to the command zone afterward. With Archangel of Thune out the rest of the board carries counters too, so every nontoken death pays Inklings. Sacrificing the token from Bastion of Remembrance is the cheapest food because it had no card-value to begin with, and with Grave Pact on the field each sac also forces every opponent to sacrifice a creature.
The Athreos tax on the chain. With Athreos, God of Passage out, every sacrifice is also a return trigger: a creature you own died, so it comes back to your hand unless a target opponent pays 3 life. Sacrifice a Soul Warden to Sephiroth and the chain reads: draw a card, the drain triggers fire, and the Warden either comes home to be recast (triggering the other Sisters all over again) or an opponent paid 3 life to keep it dead. Token deaths trigger Athreos too, but a token cannot return to your hand (it ceased to exist in the graveyard before the trigger resolved, CR 704.5d), so opponents decline those for free; the tax only has teeth on real cards. Bloodthirsty Conqueror turns the tax into a squeeze: paying the 3 is life loss, so Conqueror converts it into 3 lifegain for you, Karlov banks +2/+2, Archangel of Thune counters the team, and with any Sanguine half on the battlefield the payment is a starter trigger for the full drain loop. A sharp opponent who sees Conqueror simply declines every payment and hands the creature back. You profit on both forks, but the opponent picks the fork, so never build a line that needs one specific outcome.
Skullclamp turns every toughness-1 body into cards. It reads “Equipped creature gets +1/-1. Whenever equipped creature dies, draw two cards.” Equipped, a toughness-1 creature drops to toughness 0 and dies to state-based actions (CR 704.5f). That is a death, not a sacrifice, so Skullclamp is no sac outlet, but each such death still fires Blood Artist, Zulaport Cutthroat, Bastion of Remembrance, Sephiroth’s drain, Syr Konrad, The Meathook Massacre’s loss half, Grave Pact and Athreos’s return, and Teysa Karlov doubles every one of those plus Skullclamp’s own trigger: four cards per death. The one exception is Sephiroth once he flips: his drain then comes from your Super Nova emblem, which is not a permanent (CR 114.5), so Teysa does not double it. Toughness-1 creatures in the 99: Soul Warden, Soul’s Attendant, Suture Priest, Blood Artist (0/1), Zulaport Cutthroat, Orcish Bowmasters itself and Mother of Runes (Walking Ballista at one counter qualifies too, but it is the combo piece). Toughness-1 tokens: Bowmasters’ Orc Army at one counter, Westvale Abbey’s Cleric, Bastion’s Soldier, Castle Ardenvale’s Human and Felisa’s 2/1 Inklings. Skullclamp stays on the battlefield, and each re-equip costs {1} at sorcery speed. Archangel of Thune works against it: her lifegain counters lift these bodies out of range, so a Soul Warden with one counter is a 3/1 under Skullclamp and lives.
Chain compounds with Vilis. With Vilis, Broker of Blood on the field, the Sephiroth sac chain stacks a second loop on top. Each sac dies, Sephiroth’s death-drain fires (1 life gained, target opponent loses 1). Any Necro or Citadel life-loss this turn also draws cards via Vilis (each life lost is a card). Sephiroth-sacrificing into Necro pump into Vilis draws becomes a turn-cycle engine: sac for a card off Sephiroth, drain triggers fire, Necro activations pay life that Vilis converts to draws, top of the deck refills, repeat. M.O.D.O.K. plugs into the same engine: pay 3 life and it connivesKeyword action: draw a card, then discard a card. If the discarded card is not a land, put a +1/+1 counter on the conniving creature., only during your turn but with no activation limit. Paying life is losing life (CR 119.4), so Vilis draws 3; his trigger goes on the stack above the connive and resolves first, so you choose the discard after seeing all four cards. With Sheoldred, the Apocalypse also out, those four draws gain 8, a net +5 life per activation from 4 or more life across four separate lifegain events (Karlov +8/+8). Without her it stops at whichever runs out first, your life (3 per activation; paying your last 3 drops you to 0, which loses before the draws resolve unless Pact Weapon is attached) or your library (4 cards per activation); with her only the library bounds it, still not a loop: drawing from an empty library loses at the next state-based check (CR 704.5b). With Necropotence out, its trigger exiles the discarded card from your graveyard, so Sun Titan cannot get it back; to keep a discarded creature card, activate Volrath’s Stronghold ({1}{B}, {T}) in response to that trigger to put the card on top of your library first.
Braids, Arisen Nightmare
Braids, Arisen Nightmare ({1}{B}{B}, 3/3) triggers at the beginning of your end step: you may sacrifice an artifact, creature, enchantment, land or planeswalker, then each opponent may sacrifice a permanent of their choice that shares a card type with it. For each opponent who doesn’t, that player loses 2 life and you draw a card. Either way, every opponent loses something.
What to sacrifice. Whatever you don’t need: a spare land late, a Westvale Abbey Cleric, a creature wearing Skullclamp (draw two, four with Teysa Karlov) or a Treasure from Smothering Tithe. Opponents match any card type it had: a land asks for a land, a Treasure for any artifact, a Cleric for any creature, and an artifact creature such as Walking Ballista for either.
Lifegain ignition. Exquisite Blood or Bloodthirsty Conqueror triggers once per opponent who takes the 2 (CR 603.2c), each a separate 2-life gain worth +2/+2 on Karlov; with a Sanguine half out, the first one starts the infinite drain loop.
Creature sacrifices. The death fires Blood Artist, Zulaport Cutthroat, Bastion of Remembrance, Sephiroth, Syr Konrad, the Grim, the loss half of The Meathook Massacre and Grave Pact, each twice with Teysa Karlov except Sephiroth’s emblem once he flips (not a permanent, CR 114.5), and Athreos, God of Passage returns a nontoken creature to your hand unless an opponent pays 3 life. Those triggers wait until Braids’s ability has resolved (CR 603.3), so opponents make the Braids choice first and still face the edict: one who gave Braids a creature sacrifices another to Grave Pact.
The Karlov cash-out. Sacrifice a Karlov carrying N counters and Felisa, Fang of Silverquill makes N tapped 2/1 flying Inklings, 2N with Teysa Karlov: he dies before the state-based command-zone move (CR 903.9a), so every payoff above sees him, and a recast from the command zone carries commander tax (CR 903.8). Braids sacrifices on resolution, so an opponent can exile him in response; Diabolic Intent sacrifices him as a cost (CR 601.2h), leaving no such window, and tutors any card to hand.
Recursion. Sun Titan returns her (mana value 3) from the graveyard on entry or attack.
Support package
- Basilisk Collar. {1} equipment, equip {2}. Equipped creature gains deathtouch and lifelink. On Karlov the lifelink connect is itself a lifegain trigger, growing him another +2/+2 (and the whole team +1/+1 if Archangel of Thune is out), while deathtouch makes anything that blocks him die, deterring chump blocks. On Walking Ballista it is a third route to the Heliod line: the Collar grants lifelink, Heliod’s on-lifegain trigger replaces each ping’s counter, and because the pings carry deathtouch the loop is an infinite board wipe as well as infinite damage. Even without Heliod, the Collar turns Ballista into a repeatable destroy-any-non-indestructible-creature engine. No haste and no shroud. Equip is sorcery-speed and costs no turn: a creature cast this turn still cannot attack, but a creature already on the battlefield can be equipped precombat and attack that same turn. Deathtouch does not beat indestructible, so it does not replace Umezawa’s Jitte as the answer to indestructible threats.
- Resurrection Orb. 2 artifact equipment. Equipped creature has lifelink. When it dies, return it to the battlefield at the next end step. Equip 4. On Karlov this is two effects in one: lifelink combat keeps the +2/+2 train rolling, and the recursion clause means a removal spell costs the opponent nothing in card advantage but Karlov returns at the next end step with no command tax. The rebuild is not automatic: leave Karlov in the graveyard, declining the state-based command-zone move (CR 903.9a), until the Orb’s end-step return resolves; move him to the command zone and the trigger finds no card to return. Karlov returns naked (Orb does not re-equip itself) and the +1/+1 counters do NOT persist on the returning creature, so the rebuild is from a 2/2 baseline. The 4 equip cost is steep; usually you tutor the Orb for the rez clause and tag a different creature you can afford to re-equip. Orb on Vilis is the long-game lock. Equipped Vilis returns from death at end of turn with no command tax. An 8/8 flier draw engine that you cannot remove permanently is real. Save Orb for Vilis on grind games once Karlov has banked enough commander damage.
- Teferi’s Protection. 2W instant, the nuclear emergency button. “Until your next turn, your life total can’t change and you gain protection from everything. All permanents you control phase out. While they’re phased out, they’re treated as though they don’t exist.” This is the strongest protection card in white: dodges any wipe (destroy, exile, bounce, -X/-X), dodges any targeted removal mid-stack, dodges a lethal attack pointed at you, dodges your own Sanguine-Exquisite loop getting fired from an opponent’s seat. Costs 3 mana so it cannot be held up alongside a Heliod-Ballista combo turn (6 mana with Heliod already out, 9 mana from scratch) unless Sol Ring or Mana Vault are active. Save it for the “I lose this turn cycle without it” moment. Game Changer, disclose at rule-zero.
- Akroma’s Will. 3W instant. Mode one gives your creatures flying, vigilance, and double strikeKeyword. A creature with double strike deals its combat damage twice per attack, once at the first-strike step and once at the normal damage step.; mode two gives them lifelink, indestructible, and protection from each color, both until end of turn. The rider: “If you control a commander as you cast this spell, you may choose both instead.” That means Karlov on the battlefield, not in the command zone; with him uncast or just removed you get one mode only, which is exactly when a wipe hurts most, so land him before you lean on this. Doubles as wrath protection and an alpha-strike finisher: pop on a Karlov swing for evasion plus lifelink-through-indestructible to close the game in one combat step. It hits all creatures you control, so one cast covers Karlov and the whole team at once. Mode two’s protection from each color includes black, so it knocks Pact Weapon off (CR 702.16d); while Pact Weapon is what keeps you alive at 0 or less life, choose mode one only.
- Flawless Maneuver. {2}{W} instant (3 CMC hardcast). “If you control a commander, you may cast this spell without paying its mana cost. Creatures you control gain indestructible until end of turn.” This is a free alternative cast if you control a commander, not a discount. Blanks a destroy or damage-based board wipe, saving Karlov plus the Soul Sisters plus the drain creatures in one cast; against exile, -X/-X, sacrifice or bounce (Farewell, Toxic Deluge, edicts, an overloaded Cyclonic Rift) it does nothing. The free alt-cost is the entire reason this card is in the deck.
- The Meathook Massacre. {X}{B}{B} legendary enchantment, “each creature gets -X/-X until end of turn” on entry. Two standing death triggers after that: each of your creatures that dies bleeds every opponent 1, and each opposing creature death gains you 1 life, growing Karlov. Both are death triggers, so Teysa Karlov doubles them. The deck’s own scalable wipe, and it wipes without disarming the engine: the enchantment halves, the equipment, and the drain shell survive, and your side dying into it drains the table on the way out. Late, X=0 is a real cast: a two-mana standing drain payoff.
- Shadowspear. 1 legendary artifact equipment, equip 2. Equipped creature gets +1/+1 and has trample plus lifelink. Activated {1}: until end of turn, permanents your opponents control lose hexproof and indestructible. No target and table-wide, which is exactly why it works through hexproof. Two roles: hand it to Karlov for evasive lifelink combat that feeds the +2/+2 counter loop on every connection, OR keep it ready to strip the indestructible off a problem permanent before you swing or before you fire a removal spell. Cheap, fast, legendary so don’t run a second.
- Umezawa’s Jitte. 2 legendary artifact equipment, equip 2. Whenever the equipped creature deals combat damage, any combat damage, bank two charge counters. Three modal abilities, each removes a charge: equipped creature gets +2/+2 until end of turn / target creature gets -1/-1 until end of turn / you gain 2 life. The gain-2-life mode is the engine play: instant-speed, mana-free lifegain, so every counter is a Karlov +2/+2 on demand AND a starter trigger for any Sanguine half on the table (Sanguine Bond, Vito). The -1/-1 mode is reusable on-curve creature removal. The +2/+2 mode stacks damage onto the swing that banked the counters. Counters bank from any creature you equip Jitte to, not just Karlov.
Mother of Runes and Giver of Runes
Mother of Runes ({W}, 1/1) taps to give target creature you control protection from the color of your choice until end of turn. Giver of Runes ({W}, 1/2) does the same for another target creature you control and can name colorless instead. Mother can target herself and Giver cannot, but each can target the other. Both tap at instant speed, once per turn cycle.
What they protect. Karlov first, then the creatures your combos and engines run through, such as Walking Ballista, Vito, Thorn of the Dusk Rose, Bloodthirsty Conqueror, Teysa Karlov and Vilis, Broker of Blood.
What they stop. Targeted removal of the named color: granted in response, protection makes the target illegal, so single-target removal does not resolve (CR 702.16b, CR 608.2b). Damage from a source of that color is prevented as well (CR 702.16e). A multicolored spell has each of its colors, so either color stops a white-black removal spell. Colorless sources, such as an opposing Walking Ballista ping or colorless artifact removal, need Giver’s protection from colorless.
What they do not stop. Wipes that destroy, exile or give -X/-X (Toxic Deluge, Farewell, The Meathook Massacre, any destroy-all), edicts and other sacrifice effects, and anything from a source that does not have the color you named.
Evasion for commander damage. An attacking creature with protection from a color cannot be blocked by creatures of that color (CR 702.16f), so name the color of the blockers that matter before blocks. It stacks with Basilisk Collar and Shadowspear on Karlov: deathtouch means each remaining blocker needs only 1 damage assigned, and trample sends the rest through (CR 702.2c, CR 702.19b).
Deploy them a turn early. A creature’s {T} ability needs you to have controlled it continuously since your most recent turn began (CR 302.6), so each stays summoning sick until your next turn begins: it cannot tap on the turn it lands or on the opponents’ turns that follow. Cast them a turn before the piece they protect: a T1 Mother is live when Karlov lands on T2.
Protection knocks off Equipment of the quality you name. Giver’s protection from colorless unattaches every colorless Equipment on the target as a state-based action (CR 702.16d): Shadowspear, Umezawa’s Jitte, Basilisk Collar, Resurrection Orb and Skullclamp. Pact Weapon is black, so protection from black from either of them drops it (as does the protection from each color that Akroma’s Will grants), and Pact Weapon is what keeps you alive at 0 or less life in the Aetherflux table-kill: pro-black on its wearer while you sit at 0 or less loses the game at the next state-based check (CR 704.5a). On an equipped creature choose a color, not colorless, and not black while it wears Pact Weapon, unless the removal you are answering is itself colorless (or mono-black, aimed at the Pact Weapon wearer): then protection still saves the creature, and its Equipment would have come off anyway once the creature left the battlefield. When removal aimed at the Pact Weapon wearer is black and another color, name one of its other colors instead: that stops the removal just as well and leaves Pact Weapon attached.
Protection also blocks your own targeting. Until end of turn, protection blocks targeting by your own sources of the named quality, not just your opponents’ (CR 702.16b). After pro-white, Heliod’s lifelink grant and counter trigger cannot target the creature (never give Walking Ballista pro-white mid-combo), and neither can Mother or Giver. After pro-colorless, Shizo, Death’s Storehouse, Plaza of Heroes and the Equip ability of a colorless Equipment cannot target it either.
Tokens to bring
If you’re sleeving up before a session, throw these in the deckbox:
- Treasure tokens x10. Smothering Tithe will generate a lot. Citadel casts may add a few via incidental cards.
- Inkling tokens 2/1 white and black with flying x6. Felisa, Fang of Silverquill creates X of these, tapped, when a nontoken creature you control with counters on it dies, X equal to its counters. (Teysa Karlov makes no tokens of her own; she grants your creature tokens vigilance and lifelink.)
- Horse tokens 5/5 white x4. Crested Sunmare (sideboard, bring tokens if you side it in vs a slow token/go-wide pod).
- Human Cleric tokens 1/1 white and black x4. Westvale Abbey’s {5}, {T}, pay 1 life activation makes one each time, and you need a stack of them to reach the five-creature flip into Ormendahl.
- Human Soldier tokens 1/1 white x4. Bastion of Remembrance produces one on enter, then per-death drains.
- Orc Army token 0/0 black x1. Orcish Bowmasters amasses onto a single Army, so one token plus a die for its +1/+1 counters covers it.
- Human tokens 1/1 white x2. Castle Ardenvale’s {2}{W}{W}, {T} activation makes one at a time.
- A spare die or counter pile for Karlov’s +1/+1 counters. He will hit 30+ regularly.
Sideboard, eight cards
The sideboard is for pod-specific tuning, not pre-game preference. Scout commanders before round one, swap in the answer that the main deck does not already cover, swap out the redundant or pod-irrelevant card it directly answers. Sideboarding “more” because the table looks scary is wrong. Sideboarding a specific answer to a specific question is correct.
Bring in describes the pod profile the card answers. Swap out lists the maindeck card to cut. Never cut a combo piece (Heliod, Sanguine Bond, Exquisite Blood, Aetherflux Reservoir, Bolas’s Citadel) or a universal answer (Anguished Unmaking, Toxic Deluge, Farewell) to make sideboard room; cut the redundant or pod-irrelevant card instead. The one exception is Walking Ballista in the Cursed Totem matchup, because Totem turns Ballista off and makes the combo piece itself the dead card.
Defiant Bloodlord (5BB, 4/5 flier, “Whenever you gain life, target opponent loses that much life”). Bring in against drain-heavy slow pods, or enchantment-removal-heavy metas where Sanguine Bond and Vito keep getting answered and you want a creature-bodied third Sanguine effect on a 4/5 flying body. Swap out Vito, Thorn of the Dusk Rose (Vito is the cheaper 3-mana mini-Sanguine; in a slow pod you upgrade the slot from 2B to 5BB and get a real threat on the board). Bloodlord is a 7-mana flier so only bring him if games go long.
Crested Sunmare (3WW, “At the beginning of each end step, if you gained life this turn, create a 5/5 white Horse creature token” plus “Other Horses you control have indestructible”). Bring in for token-go-wide pods where games stretch past T8. Swap out Athreos, God of Passage (the rebuild engine hands cards back but puts no body in front of an attack; against a wide board you want blockers, and a per-turn 5/5 indestructible Horse line outscales the recast grind once games stretch).
Despark (WB instant, “Exile target permanent with mana value 4 or greater”). Bring in against big-permanent pods. Smothering Tithe, a planeswalker with mana value at least four, or another qualifying permanent. It cannot target an instant or sorcery spell such as Cyclonic Rift or Approach of the Second Sun. Cheaper than Anguished Unmaking, instant speed, exiles. Swap out Swords to Plowshares (Plow is creature-only and dead against artifact, enchantment, or planeswalker pods; Despark answers the same big-permanent threat profile while Plow sits in hand).
Spellbook (0-mana artifact, “You have no maximum hand size”). Bring in against discard-heavy pods (Tergrid, Nath of the Gilt-Leaf, Megrim-style decks) for a second hand-size protection alongside Reliquary Tower. Swap out Authority of the Consuls (anti-aggro ETB tax that’s dead in a discard pod where opponents are not flooding the board with creatures; cut the matchup-irrelevant card for the matchup-relevant redundancy).
Soul Snare (W enchantment, “{W}, Sacrifice Soul Snare: exile target creature attacking you or a planeswalker you control”). Bring in against creature-aggressive pods that turn sideways every turn (Krenko, Edric, Najeela, VoltronThe strategy of stacking equipment, auras, and counters onto a single creature (usually the commander) to one-shot opponents through commander damage. commanders). Swap out Generous Gift (Gift hands the aggro pod a 3/3 attacker on top of taking your removal slot; swap it for cheap single-use exile that punishes the attack itself, one swing, one activation, Snare sacrifices itself).
Cursed Totem (2-mana artifact, “Activated abilities of creatures can’t be activated”). Bring in against creature-combo pods (Kinnan, Najeela, devoted-druid lines). It shuts off opposing combo activations but ALSO shuts off your own Walking Ballista, Karlov’s {W}{B} exile activation, Vito’s {3}{B}{B} lifelink switch, Mother of Runes, Giver of Runes, M.O.D.O.K.’s connive, Vilis’s -1/-1 activation, Syr Konrad’s {1}{B} mill, and Heliod’s {1}{W} lifelink while your devotion to white is five or more (he is a creature then), so only bring it in when your kill plan can route through Sanguine plus Exquisite or raw Karlov combat damage. Swap out Walking Ballista (Totem turns Ballista into a dead 2/2 with no activation, so the combo piece itself becomes the cut; Sanguine + Exquisite at 10 mana and Karlov commander damage are your kill plan in the Totem matchup).
Null Elemental Blast (1 colorless instant, “Counter target multicolored spell” OR “Destroy target multicolored permanent”). Bring in against meta with two or more multicolored commanders at the table. Hits opposing commanders on cast or after they resolve, hits partner-pair pieces, hits most 3-color value engines for 1 mana. This is the deck’s ONLY counterspell, since WB does not natively run counters. The cost is a true colorless {C} pip that W and B mana cannot pay: hold up Sol Ring, Mana Vault, Talisman of Hierarchy’s {C}, or a colorless land to cast it at instant speed. Swap out The Meathook Massacre (the symmetric X wipe is the removal slot you can spare when your engine board wants to stay put; trade it for a real one-mana counter that hits the commander itself).
Angel’s Grace (W instant, split second, “You can’t lose the game this turn and opponents can’t win the game this turn. Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead”). Bring in against storm pods (Citadel-Ad Nauseam shells, Thoracle lines), burn pods (Purphoros, Krenko, Torbran), and infinite-damage combos. ALSO: bring it in for your own Bolas’s Citadel drill turns when life is low. Split second means it cannot be responded to with spells or activated abilities at all, other split-second spells included (they are still spells); only mana abilities, special actions, and triggered abilities work while it is on the stack. Swap out Vilis, Broker of Blood (Vilis is 8 mana of long-game card draw that storm and burn pods never let you reach; trade the slow finisher you can’t cast for one-shot kill insurance you can).
Cuts to avoid in any matchup. Never cut Heliod (combo half), Sanguine Bond or Exquisite Blood (second combo halves), Aetherflux Reservoir or Bolas’s Citadel (third wincon), Anguished Unmaking (only universal exile-anything-nonland in the deck), Toxic Deluge (the cheapest flexible-X creature wrath; its X is paid in life, not mana, and this deck refunds life), or Farewell (only modal exile wrath). The deck has three redundant lifegain payoffs (Archangel of Thune, Vito, Enduring Tenacity) and five redundant removal pieces (Swords to Plowshares, Path to Exile, Generous Gift, Deadly Rollick, The Meathook Massacre); cuts come from there. Walking Ballista is the one combo piece that comes out: only when Cursed Totem comes in, because Totem turns Ballista off and makes the combo piece the dead card.
Card role glossary
Quick map of which slot every card fills. Use this when sleeving up to confirm coverage by category.
Soul Sisters, lifegain triggers on creature ETB. Soul Warden, Soul’s Attendant, Suture Priest. Warden and Attendant gain you 1 life whenever another creature enters, yours or an opponent’s. Suture Priest is narrower: she gains only when a creature YOU control enters, and an opposing creature entering instead makes that player lose 1 life, a small standing drain. Stack all three and a Karlov cast is +6/+6 because three lifegain triggers fire on his arrival; an opponent’s creature entering is +4/+4 (Warden and Attendant only) plus the Priest’s 1-life bleed.
Lifegain payoffs. Karlov of the Ghost Council (+2/+2 per lifegain trigger), Archangel of Thune (a +1/+1 counter on each creature you control per lifegain trigger, so the same triggers that grow Karlov grow the whole board). Karlov is the centerpiece and Archangel is the team-wide multiplier.
Drain-on-lifegain payoffs (Sanguine half). Sanguine Bond (enchantment, lifegain becomes drain), Vito, Thorn of the Dusk Rose (creature, same effect; his {3}{B}{B} activation gives your creatures lifelink until end of turn, a black-mana Vault of the Archangel that the Urborg plus Coffers plus Crypt Ghast engine pays for, and a lifelink source for Ballista when white mana is short), Enduring Tenacity (4/3 enchantment creature, same effect, returns as an enchantment when it dies so it is the hardest Sanguine half to remove).
Lifegain-on-opponent-loss (Exquisite half). Exquisite Blood (enchantment), Bloodthirsty Conqueror (3BB 5/5 flying deathtouch creature). Pair any Sanguine half with any Exquisite half for the infinite drain loop.
Death payoffs (aristocrats and edicts). Blood Artist and Sephiroth, Fabled SOLDIER drain on every creature death at the table, yours or an opponent’s; Zulaport Cutthroat and Bastion of Remembrance pay only when your own creatures die. Syr Konrad, the Grim (1 damage to each opponent whenever another creature dies, which is the one mode Teysa Karlov doubles, or whenever a creature card is put into a graveyard from anywhere other than the battlefield, or whenever a creature card leaves your graveyard, neither of which she touches; it deals damage rather than draining, so it does not gain you life or pump Karlov, but it turns a board wipe or a Sephiroth sac chain into table-wide burn). Grave Pact (each of your creature deaths makes every opponent sacrifice a creature, doubled by Teysa Karlov; the Soul Sisters and Sephiroth feed it for table-wide attrition, and every creature sacrificed into it is itself a death that pays Blood Artist, Sephiroth, Syr Konrad, and the Massacre’s lifegain half). The Meathook Massacre (each of your creature deaths makes every opponent lose 1 life and each opposing death gains you 1, both doubled by Teysa Karlov; the loss half does not gain you life, the gain half grows Karlov). Against token and go-wide decks this suite is the pressure plan: every opposing body that dies, to a sized Meathook, a Grave Pact edict, M.O.D.O.K.’s -1/-1, or ordinary combat, pays you, and Teysa doubles the take. M.O.D.O.K. gives creatures your opponents control -1/-1, so an opposing X/1 dies as it enters, but it still triggers Soul Warden, Soul’s Attendant, Suture Priest and Authority of the Consuls on the way in; the death then pays Blood Artist, Sephiroth, Syr Konrad and the Massacre’s lifegain half, but not Zulaport, Bastion, Grave Pact or the Massacre’s loss half, which count only your own creatures.
Sac outlets. Sephiroth, Fabled SOLDIER (on ETB and on attack, sacrifice another creature to draw a card) and Braids, Arisen Nightmare (at the beginning of your end step, you may sacrifice an artifact, creature, enchantment, land or planeswalker) are triggered outlets: each fires only on its own trigger, not on demand. The on-demand outlet is Diamond Valley ({T}, sacrifice a creature: gain life equal to its toughness) at instant speed; Diabolic Intent sacrifices one creature as part of its cost, once, at sorcery speed; Westvale Abbey is a bulk outlet at {5}, {T} and five sacrificed creatures, which flips it into a 9/7 lifelink Ormendahl; and Bolas’s Citadel is another instant-speed bulk outlet at {T} and ten sacrificed nonland permanents.
Card draw engines. Necropotence (BBB, pay-life-for-cards), The One Ring (4-mana artifact, indestructible, draw a card per burden counter and lose that much life, protection the turn it lands), Smothering Tithe (3W, treasures off opponent draws), Braids, Arisen Nightmare (1BB 3/3, sacrifice a permanent at your end step and draw a card for each opponent who takes 2 life loss rather than sacrifice a permanent sharing a card type with it), Pact Weapon (3B equipment, draw and pump the equipped attacker for the revealed card’s mana value in life, also stops you losing at 0 life), Sensei’s Divining Top (1 artifact, tap-to-draw plus filter), Vilis, Broker of Blood (5BBB 8/8 flier, draws a card for each point of life you lose, the long-game bomb), M.O.D.O.K. (3BB 2/2 flier, pay 3 life to connive, only during your turn and with no activation limit; with Vilis out each payment also draws 3), Skullclamp (1 equipment, equip 1, +1/-1: a toughness-1 creature dies on the spot and you draw two, four with Teysa Karlov; the targets are listed under the Sephiroth sac chain).
Draw payoff and symmetric-draw tax. Sheoldred, the Apocalypse (2BB 4/5 deathtouch legend). On each of your own draws you gain 2 life, which is a Karlov +2/+2 trigger and Soul Sister fuel; on each opponent draw they lose 2 life, stacking with Smothering Tithe on the same trigger. It does not draw cards itself, and it does not fire off Necropotence or Bolas’s Citadel, since neither draws.
Tutors. Vampiric Tutor (B instant, top of library, 2 life), Demonic Tutor (1B sorcery, straight to hand), Diabolic Intent (1B sorcery, sacrifice a creature, to hand; it needs a creature on board, and the sacrifice feeds the death payoffs), Imperial Seal (B sorcery, top of library, 2 life, Vampiric’s sorcery-speed twin at the identical cost), Enlightened Tutor (W instant, artifact or enchantment to top). Five direct tutors. Plus Sun Titan as a recursion engine on ETB or attack for permanents with mana value 3 or less.
Wincons. Heliod plus Walking Ballista (infinite damage, 9 mana from scratch or 6 mana on the kill turn if Heliod is already out). Sanguine Bond plus Exquisite Blood (infinite drain, 10 mana hardcast, 8 with Jet Medallion), with redundant halves (Vito for Sanguine, Bloodthirsty Conqueror for Exquisite). Aetherflux Reservoir plus Bolas’s Citadel plus Sensei’s Divining Top (storm finisher), or an Aetherflux table-kill with Pact Weapon plus Bloodthirsty Conqueror (pay 50 from a 0-life-safe board, Conqueror refunds the 50 each shot; from 51 or more life Conqueror sustains the loop without Pact Weapon, paying 50 into 1 and refunding back to 51). Karlov commander damage (organic, 21 damage from a buffed commander).
Combo enablers. Sensei’s Divining Top (tap-to-draw plus filter, Citadel partner), Bolas’s Citadel (cast from top paying life), Aetherflux Reservoir (storm count plus 50-life zap).
Protection. Shadowspear (+1/+1 plus trample plus lifelink on the equipped creature, untargeted table-wide strip-hexproof activation), Resurrection Orb (lifelink plus return-at-end-step), Umezawa’s Jitte (charge-counter modal: +2/+2 pump, -1/-1 removal, gain-2-life Karlov fuel), Teferi’s Protection (2W instant, phase out everything plus protection from everything, the nuclear save), Akroma’s Will (3W instant, full team buff plus protection from each color, which knocks off the black Pact Weapon), Flawless Maneuver ({2}{W} instant, free alternative cast with a commander, team indestructible), Deadly Rollick ({3}{B} instant, free alternative cast with a commander, exile a creature), Grand Abolisher (WW creature, during your turn opponents cannot cast spells or activate artifact, creature, or enchantment abilities; some land abilities and triggered abilities still work), Plaza of Heroes (land, {3}, {T}, exile it: target legendary creature gains hexproof and indestructible until end of turn, the protect-Karlov button baked into the mana base at no spell slot), Mother of Runes (W 1/1, {T}: target creature you control gains protection from the color of your choice until end of turn, herself included), Giver of Runes (W 1/2, the same for another creature you control, with protection from colorless as a further choice that knocks off colorless Equipment; protection from black from either of them knocks off Pact Weapon, which is black).
Hate pieces. Drannith Magistrate (1W, opponents cannot cast commanders or spells from anywhere but hand), Orcish Bowmasters (1B flash, a ping on every opponent extra draw plus amass Orcs, punishes wheels and draw engines while feeding the death engine), Authority of the Consuls (W, ETB tapped plus lifegain), Grand Abolisher (WW, on your turn opponents cannot cast spells or activate abilities of artifacts, creatures, or enchantments), Cursed Totem (sideboard, shuts off creature activations), M.O.D.O.K. (3BB 2/2 flying lifelink, creatures your opponents control get -1/-1, so X/1 token boards die on arrival, and each lifelink hit is a lifegain trigger for Karlov). One gap to know about: no repeatable graveyard interaction in the 99; the one touch is Farewell’s exile-all-graveyards mode, a one-shot sorcery, so a dedicated reanimator or recursion deck goes mostly unpunished. If that becomes a recurring pod problem, the cheap fix is Bojuka Bog, a land slot that enters tapped and exiles a target player’s graveyard on arrival.
Stax-soft.Stax is a strategy of taxing or denying opponents' mana and actions (Drannith Magistrate, Trinisphere). Stax-soft means light, soft locks rather than hard prisons. Smothering Tithe (treasures off opponent draws is mild card tax), Drannith Magistrate (commander lock).
Ramp. Sol Ring, Mana Vault, Arcane Signet, Talisman of Hierarchy, Orzhov Signet, Jet Medallion (black spells cost 1 less), Crypt Ghast (doubles black from Swamps), Cabal Coffers plus Urborg combo, K’rrik, Son of Yawgmoth (pay 2 life for each black pip in any cost, the lifelink and Soul Sisters pad the cost, grows on every black spell).
Recursion. Athreos, God of Passage (whenever another creature you own dies, it returns to your hand unless a target opponent pays 3 life; hand, not the battlefield, so every return is a recast), Sun Titan (ETB and attack, MV 3 or less, straight to the battlefield, finds Soul Sisters, signets, Top; Sephiroth at MV 3 qualifies), Agadeem’s Awakening ({X}{B}{B}{B} out of the land slot, returns any number of creature cards with different mana values X or less from your graveyard to the battlefield, the mass rebuild after a wipe), Volrath’s Stronghold ({1}{B}, a creature card from your graveyard to the top of your library, reusable on Karlov, Sephiroth, Vilis, and the creature combo halves Heliod and Walking Ballista), Hall of Heliod’s Generosity ({1}{W}, an enchantment card from your graveyard to the top, including a destroyed Sanguine Bond, Exquisite Blood, Necropotence, or Smothering Tithe). Everything here pulls from the graveyard only, never exile. Athreos is the standing engine and the rest are point recursion: he catches every death as it happens but hands back cards you must recast, while Sun Titan and Agadeem’s Awakening put bodies straight onto the battlefield. The grind plan leans on Athreos and Sun Titan, with Resurrection Orb as the targeted recursion for whichever creature you equip (Karlov early, Vilis late).
Quick reference card
Print this and slide it under the sleeve box.
Karlov oracle text. WB legendary creature (CMC 2), base 2/2. “Whenever you gain life, put two +1/+1 counters on Karlov. {W}{B}, Remove six +1/+1 counters from Karlov: Exile target creature.” Activated ability is instant-speed, costs {W}{B} AND six counters.
Combo costs at a glance.
- Heliod plus Walking Ballista: 9 mana from scratch (Heliod {2}{W} = 3, Ballista X=2 = 4, Heliod’s {1}{W} lifelink activation = 2), 6 on the kill turn if Heliod is already out. Both halves tutorable. Five tutors hit either.
- The drain loop: 10 mana (3BB + 4B), 8 with Jet Medallion. Any Sanguine half (Sanguine Bond, Vito, or Enduring Tenacity) plus any Exquisite half (Exquisite Blood or Bloodthirsty Conqueror) wins. Sanguine Bond, Exquisite Blood, and Enduring Tenacity (an enchantment creature) are Enlightened-tutorable; only Vito and Bloodthirsty Conqueror need a black tutor.
- Vito plus Exquisite Blood (or Bloodthirsty Conqueror): 8 mana (2B + 4B), 6 with Jet Medallion. Cheapest infinite drain in the deck.
- Aetherflux storm: 4 mana for Reservoir, then 10 casts to the 50-life payoff. With Pact Weapon plus Bloodthirsty Conqueror it is a table-kill: pay 50 (survive at 0), deal 50, Conqueror refunds the 50, repeat. At 51 or more life Conqueror alone sustains the loop, no Pact Weapon needed: pay 50 into 1 life and the refund puts you back at 51. Pact Weapon’s job is the exactly-50 case (without it, paying down to 0 kills you before the damage resolves) and insurance against chip damage during the loop.
- Karlov commander damage: 21 damage from a single source. Reachable by T5 with Soul Sisters and Teysa active.
Tutor map.
| Tutor | Finds | Notes |
|---|---|---|
| Vampiric Tutor | any card to top | B instant, lose 2 life. Cast on opp end step before your turn. |
| Demonic Tutor | any card to hand | 1B sorcery. The cleanest tutor. |
| Diabolic Intent | any card to hand | 1B sorcery plus a creature sacrifice, so it needs a creature on board. Backup Demonic; the sacrifice fires the death payoffs. |
| Imperial Seal | any card to top | B sorcery, lose 2 life. Vampiric’s twin at sorcery speed only. |
| Enlightened Tutor | artifact or enchantment to top | W instant. Finds Heliod, Athreos, Ballista, Aetherflux, Citadel, Top, Sanguine, Exquisite, Tithe, Necropotence, all rocks, all equipment. |
| Sun Titan | mana value 3 or less from graveyard | ETB and attack. Recurs Top, Soul Sisters, signets. Sephiroth at MV 3 qualifies. |
Removal hierarchy, cheapest to broadest.
- Swords to Plowshares / Path to Exile. W instant, creature only, exile. Use first against opponent engine creatures.
- Deadly Rollick. {3}{B} instant, exile target creature, free if you control a commander. Use against an engine creature when you want a no-mana answer on someone else’s turn.
- Teferi’s Protection. 2W instant, save your whole board. Phase out everything and keep your life total unchanged until your next turn. Use against any wipe, lethal attack, or game-ending opponent combo aimed at you. Not removal, but goes in the same slot in your decision tree. Game Changer.
- Generous Gift. 2W instant, any permanent, opponent gets a 3/3. Use for artifacts, enchantments, lands when nothing else works.
- Anguished Unmaking. 1WB instant, any nonland permanent, pay 3 life, exile. The universal answer. Save for game-enders or for permanents your other spells cannot hit.
- The Meathook Massacre. {X}{B}{B} enchantment, every creature gets -X/-X on entry. The broadest answer in the deck: size X to the board you need gone, keep the drain shell standing, and your own creatures dying into it bleed each opponent on the way out.
Mana ceiling reference.
- Cabal Coffers tapped with N Swamps in play: N black mana.
- Crypt Ghast adds 1 B per Swamp tapped that turn: N additional black mana if you tap all N Swamps.
- With Urborg, Tomb of Yawgmoth, every land is also a Swamp, so Coffers reads them all. A 7-land board with Urborg, Coffers, Ghast and 6 untapped lands taps for: 6B (lands as Swamps) + 6B (Ghast triggers) + 7B (Coffers reading 7 Swamps including Coffers itself) + 1B (Ghast triggers on the Coffers tap too, since Coffers is a Swamp under Urborg and its ability taps it for mana) = 20 black mana gross, 18 net after the {2} Coffers activation cost. Track this when sequencing Citadel turns. Every point of it is black: Coffers, Ghast, and K’rrik pay for the drain halves and Citadel, not for the WW casts (Grand Abolisher, Archangel of Thune, Sun Titan, Farewell), so count your white sources separately before planning those.
- K’rrik, Son of Yawgmoth turns life into black mana: pay 2 life for each black pip in any cost. With the deck’s lifegain padding your total, that is extra black “mana” for the combo halves and Citadel turns.
Free spell triggers.
- Flawless Maneuver. {2}{W} hardcast, free alternative cast if you control a commander. Team indestructible.
- Deadly Rollick. {3}{B} hardcast, free alternative cast if you control a commander. Exile a creature.
Karlov power thresholds.
- 0 counters: 2/2. Cannot exile.
- 6 counters: 8/8 with one exile activation available. First removal window.
- 11 counters: 13/13. One Akroma’s-Will double-strike swing is 26 commander damage.
- 12 counters: 14/14. Two unblocked swings of 14 is 28 commander damage. The honest kill, and Shizo, Death’s Storehouse makes the unblocked part nearly literal for {B} and a tap.
- 20 counters: 22/22. Three exiles banked. Functionally Game Over against any tapped-out opponent.
Game Changers in the 99 (13). Vampiric Tutor, Demonic Tutor, Enlightened Tutor, Imperial Seal, Mana Vault, Smothering Tithe, Necropotence, Farewell, Bolas’s Citadel, Drannith Magistrate, Orcish Bowmasters, Teferi’s Protection, The One Ring. Disclose at rule-zero.
MTG terms that show up above.
Open glossary
- Game Changer
- A specific card on Wizards' published Game Changer list. Bracket 3 caps at 3. Bracket 4 has no published cap, but running more than a few flags more attention at the table.
- Bracket
- Wizards' Commander conversation framework: 1 Exhibition, 2 Core, 3 Upgraded, 4 Optimized, 5 cEDH. A stock precon is not automatically a particular bracket. Discuss deck intent, speed, consistency, and play patterns as well as card restrictions.
- Voltron
- The strategy of stacking equipment, auras, and counters onto a single creature (usually the commander) to one-shot opponents through commander damage.
- Commander damage
- A player who has been dealt 21 or more combat damage by the same commander over the game loses. Track each commander separately, including partners. Noncombat damage does not count, and gaining life does not erase this total.
- ETB
- Short for 'enters the battlefield'. Any triggered ability that fires when a permanent enters play is an ETB trigger.
- Equip
- An Equipment's activated ability: pay its equip cost to attach it to a target creature you control. Normally activate only during your main phase with an empty stack and priority. A separate attach effect follows its own timing and restrictions.
- Attach
- The keyword action for putting an Equipment or Aura onto a creature. ETB triggers that attach an equipment for free bypass both the equip cost and the sorcery-speed limit.
- Free equip
- Attaching without paying the printed equip cost. Sigarda's Aid supplies a triggered attach effect. Puresteel Paladin with metalcraft grants equip 0, which still uses normal equip timing unless another effect changes it.
- Treasure
- Sacrificial colorless artifact token. Tap, sacrifice it, add one mana of any color. Counts as an artifact for triggers and metalcraft.
- Phase Out
- A phased-out permanent is treated as though it does not exist, with limited exceptions. Phasing is not a zone change, destruction, or exile. It normally phases in during its controller's untap step, but effects such as Out of Time specify a different duration.
- Cascade
- A cast trigger: exile cards until you exile a nonland card with lower mana value than the cascade spell. You may cast it without paying its mana cost only if the resulting spell also has lower mana value. Put the other exiled cards on the bottom in a random order.
- Affinity
- A cost-reduction keyword. 'Affinity for artifacts' means the spell costs 1 less to cast for each artifact you control.
- Modified
- A creature is modified if it has a counter, is equipped, or is enchanted by an Aura controlled by that creature's controller. The Equipment's controller does not matter; the Aura's controller does.
- Vigilance
- Attacking does not cause a creature with vigilance to tap. It still needs to be untapped and otherwise eligible to attack. Brave the Sands grants vigilance; Shadowspear grants trample and lifelink instead.
- Lifelink
- Damage dealt by a source with lifelink also causes its controller to gain that much life at the same time. Shadowspear grants lifelink. Vampiric Link instead uses a triggered life-gain ability that resolves later and is not lifelink.
- Mindslaver
- A 'Mindslaver effect' lets you control an opponent's next turn: their draws, plays, and attacks. Named for the Mindslaver artifact; some commander-specific triggers replicate the effect.
- Metalcraft
- An ability word marking effects that care whether you control three or more artifacts. Read the individual card: metalcraft is not itself an activated ability or a shared rules ability.
- Impulse draw
- Exile cards from the top of your library, then you may play them this turn (sometimes longer). At higher power levels, mass impulse effects double as burst card advantage and mana.
- Mulligan
- Under the London mulligan, shuffle and draw seven each time, then put cards on the bottom after choosing to keep. In multiplayer Commander the first mulligan is free; a keep after the second mulligan puts one card back, the third puts two back, and so on.
- Drain
- A trigger that makes an opponent lose life and gains you that much, Blood Artist style. Life loss is not damage, so it goes through protection and prevention that only stop damage.
- Rule-zero
- The pre-game conversation about deck power, combos, tutors and table expectations, held before the first shuffle so nobody is surprised by what the deck does.
- Summoning sickness
- A creature cannot attack, and cannot activate an ability with the tap or untap symbol in its cost, unless it has been under its controller's control continuously since their most recent turn began (CR 302.6). Haste turns it off, and it never applies to other permanent types.
- Replacement effect
- A continuous effect that watches for an event and replaces it with a different one as it happens, rather than triggering afterwards (CR 614.1). When several would apply to the same event, the affected object's controller or the affected player picks the order (CR 616.1).
- Storm
- A triggered ability that functions on the stack: when you cast the spell, copy it for each other spell cast before it this turn (CR 702.40a). The copies are not cast, so they never add to the storm count themselves.
- Mana Vault
- A one-mana artifact that taps for three colorless mana and does not untap during your untap step. Its upkeep trigger lets you pay {4} to untap it. Its draw-step trigger deals 1 damage to you if it is still tapped; paying or declining the upkeep cost is not itself the damage condition.
All 100 cards and the sideboard.
Esper group-draw drain, Bracket 4. Everyone draws, everyone bleeds, closing with infinite drain or Peer plus Wound Reflection.
Mono-black theft: what opponents sacrifice or discard arrives on your side, Coffers funds a lethal Torment, nine Game Changers.
Golgari Squirrel aristocrats, Bracket 4. Twelve Game Changers, four combo engines, many assemblies, attempts near turn five.
Custom builds, cEDH lists and stock precons, filtered by colour, bracket or commander.