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Two Generations Collide: Five-Color Graveyard Manipulation and Recursion with Kenrith!

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Hello and happiest of days to each of you kind folks. A couple of months ago I built a Graveyard Leaving trigger around the awesome Teval in Sultai Colors, but that was missing two colors (here), and then last week I ran a Boros Budget Graveyard Brew around just printed Banon (here). In the other two colors, but let's combine them here and then really push around this concept with what I call "Two Generations Collide" where a bunch of older stuff that dominated in the Casual Format Du Jour of the Day "Five Color" and then I wrote hundreds of articles on and then I was on the Council that voted on rules for years too. Yay for that! Like Anger or Wonder. Then a bunch of newer stuff there that'll trigger with graveyard manipulation and just good recursion stuff too like Teval or the first one in Boros to do it Quintorius. This won't be a budget brew, although many old school stuff isn't played much today and then has little cost but the lands alone are pricey.

Here's my obvious Commander:

Kenrith, the Returned King

He costs five in just one color, has an on-curve 5/5 size and then five triggered abilities for one to five mana in every color. The one-mana Red one will give all of your stuff trample and haste this turn - the second one for Green will grow stuff as a combat trick with a counter, the third White one for three mana gains us 5 life to save us, the fourth one for four and Blue draws and then the last at instant speed will Zombify a dork from any graveyard to our control! Love that thang so much here and there too. That ability to grab and beat is also why I won't be running Bojuka Bog effects here too.

Let's get this party a-started!

Mana, Ramp, Lands

Icetill Explorer
Conduit of Worlds
Life from the Loam

Let's get started with the key of getting those triggers or filling our graveyard with this ramping stuff. I have the four-drop Insect 2/4 body that can give you another land drop like Exploration and then a Crucible of Worlds too to play them and then landfall here will mill to load it up. Love that trio here much! The Conduit costs four for an artifact, you can drop lands from your grvaveyard and then tap it at sorcery speed to cast one thing from your graveyard if you haven't cast anything this turn - then I haven't added Splendid Reclamation stuff since we would get all of our triggers in one go. The classic sorcery above costs two, has dredge three to draw from your graveyard for triggers and then reloads three lands to your hand for more triggers too. Get that stuff on - two triggers per turn, one from draw and then the other from the resolution.

Now let's turn to land cyclers! My favorite one to run is the common Krosan Tusker for seven mana and an okay 6/5 vanilla body then you can cycle it for three to draw and then also grab a basic land too! Then Eternal Dragon costs the same for a 5/5 flying body with a two mana Plainscycling and then you can bring it back in your upkeep for five mana for a trigger! Love that pair here much!

Now let's turn to this graveyard filling land-fetching Green dork duo! Hermit Druid is a smaller 1/1 size and then you can tap him for one to reveal until you hit a basic, draw it, and then dump them into your graveyard! Then the common 1/3 three-drop Avenging Druid will turn combat damage to drawing the top land in your library - this time nonbasics count, and then dumping them too to your sweet graveyard.

Blossoming Tortoise
Six

Now let's turn to this ramp and mill dork duo. The four-drop Hill Giant size one has an ETB and swing trigger to mill three and then reload a land tapped and it doesn't have to be one milled. Then your lands activate for one fewer mana too. Then the three-drop 2/4 size is next with an okay reach to block and size too. Then this time he has an attack trigger to mill three and then drop one land that was milled to your hand to be dropped later. Then on your turn all nonland stuff you have in your graveyard has retrace to be recast and then get that trigger too!

Weathered Wayfarer is next. It taps with a White to tutor out a land to your hand, anything not just basics, and then only if someone else has more lands. The idea here is to grab a cycling or Channel land and then cycle and draw, and then you play it form your graveyard with a Crucible or Turtle. Or keep on using it over and over again if you are just one down. Kishla Village taps for Green, often ETBs untapped and then taps with four to Surveil 2 to either send to your graveyard or send to the library. I also have here all 10 dual lands with Surveil, and then 15 cycling duals and tri lands too.

Takenuma, Abandoned Mire
Drownyard Temple

Let's finish this section with this land duo, the Black channel one is first. It's the only Channel land here since I ran outta space. It channels with four to mill three, and then raise a dork to your hand - so graveyard fuel and recursion stuff too! The colorless land can be brought back with three to the battlefield tapped from our graveyard - here to discard or mill or surveil there and then trigger our stuff!

Please note that this brew is not running the normal Green stuff like Cultivate or Farseek or stuff like Sol Ring too since we needed a more flavorful selection of ramp and I have 15 here.

Triggers and Recursion

Now let's turn to my favorite part of this brew, triggers and reanimation! Skeleton Crew costs four for a Hill Giant size and then has a leave-play trigger in your graveyard for making a 2/2 Black token, but it's multiple times a turn, but just dorks. Then you can spend six to bring it back tapped from your graveyard for another trigger. The Legendary vee The Falcon, Airship Restored can be brought back for five mana tapped, costs three for a flying 4/3 of crew just two. When it smashes face sac it to Zombify a dork. Rejoin the Fight costs six, and then mills three and then your foes in turn order can bring back one dork to the battlefield!

Oversold Cemetery

Now let's turn to this enchantment in Black. Cemetery has an upkeep trigger to bring one back to your hand if you have at least four there. Then the one-drop common Tortured Existence can be activated for a Black mana to discard any creature and then bring back one too, so that's a Survival of the Fittest for the graveyard - one mana will trigger your stuff and then this is amazing with the Krosan Tusker or Eternal Dragon for more cards and lands or many other things here too. From milled and surveiled to just pitching late game stuff early.

Now let's finish with a fun Green sorcery duo. The splashable five-cost All Suns' Dawn will bring back one thang of each color - so max there is five. Love that here much, but then it's exiled, and then the harder to cast uncommon Pull Through the Weft brings back two nonlands and then reloads two lands tapped too, so it's a bit of ramp there. No exiling after. Five for one and four for the other! Love that here much!

Synergies and Win-Cons

Genesis
Filth
Glory

Now let's take our time out for synergies and win-cons! We'll start here! The five-drop Green Incarnation 4/4 has an upkeep trigger when in our graveyard to spend three to Regrowth a dork to our hand for one free trigger. Just once though. The Black Incarnation has Swampwalk for four mana and then gives it to our team in our upkeep if we have a Swamp, and I tossed in Urborg to make sure they do. Love that here. Then the five-drop flying Incarnation in our graveyard will let us spend three mana any time to make our stuff pro from any color we choose to protect from damage-based removal or targeted or survive a chump block or Alpha Strike someone. I also tossed in Wonder and Anger too.

Leyline of Sanctity costs four, can be free if in our opening hand, and then gives us hexproof. Most graveyard removal targets the player, so this will shut that down. And then just basic hexproof is good for other stuff too. Then the colorless common Chrome Companion for two mana with an on-curve 2/1 size and then taps with two to reload a card from your graveyard to your bottom of library for triggers or to protect from removal. Also gain a life when you tap this cute lil' pupper. Yuppers Puppers!

Gau, Feral Youth
Fuming Effigy

Now let's turn to win-cons from synergies. This Red dork duo - the former is Bear size and then cost and then has a swing trigger to grow it in size with a counter, and then in your end step will shoot each foe for its power in damage if something left our graveyard! Then the latter four-drop 4/3 common will shoot them now rather than once each turn for the same slate of triggers, but just for one damage each.

Now let's turn to win-cons in dork form instead. The four-drop legendary dork Siegfried, Famed Swordsman has evasion in menace and then a 2/2 base size and then on arrival will mill 3 and then grow in size with counters equal to twice your dork count in your graveyard! Nasty here - note that's set but twice and evasion too. Mortivore has size equal to all dorks in in all graveyards, not just yours. It grows the more you players you have! Then no evasion but you can spend a mana to save it from removal with a Black to regenerate it!

Arashi, the Sky Asunder
Quintorius, Field Historian

The Green on-curve 5/5 vanilla five-drop can tap with X and Green to shoot a flyer for that damage as removal, and then channels with two Green and then X to shoot them all - great removal and then bring it back to your hand for another go with Genesis, Tortured Existence or Oversold Cemetery for another go and then trigger and keep on killing! Then the Boros 2/4 five-drop has the trigger to make a 3/2 Spirit each time something leaves and then pumps their power by one while on the battlefield too!

Teval, the Balanced Scale
Amzu, Swarm's Hunger
Willow Geist

Let's finish with these three trigger dorks in Teval's colors! He has a four-drop Sultai body with an on-curve evasive 4/4 flyer and then when he gets his swing on you can mill three and then drop any land tapped from your graveyard! Then his trigger will make a 2/2 Zombie! Then the Golgari one for one more mana with a smaller 3/3 flyer but then menace too. Then once each turn your trigger will make a 1/1 Insect and then grows equal the biggest mana value that triggers them. They all have menace while they are in play too. The one-drop Green on-curve trampler will grow in size with a counter each time. If you drop it turn 1 or turn 2 you could easily have a 4/5 or 6/6 trampler in just a few turns. Check out that death trigger too!

Answers

Refute
Three Steps Ahead
Sinister Sabotage

Now let's turn to answers - we'll start with three counters that answer the obvious. The three-cost common will counter anything and then loot you a card too to dig and fill it up. Then the spree will counter anything for three, Catalog for two more and then makes a token of your dork or artifact for two more. Love it here loads! The last one-costs three and then counters anything and then surveils you one as well.

Now let's turn to targeted removal! The four-cost at most Drag to the Roots will destroy anything that ain't a land at instant speed. Then Pile On will surveil you two as well.

Now let's turn to creature-based creature removal. The flashing five-cost 5/3 size artifact dork Necron Deathmark will destroy any dork and then mill you three! Then the Commander and Multiplayer Classic feared eight-drop 6/5 Avatar of Woe is just two mana pretty easily with dorks in graveyards and then will tap to destroy another dork, like their Commander or key dorks, and then once it arrives people won't run stuff they care about moving forward.

Death Begets Life
Living Death
Singularity Rupture

Now let's finish with these three sweepers that are must play here. The eight-cost Sultai one destroys all dorks and then enchantments too and then you'll draw equal to that number - love that with your Heroic Intervention. Then the five-cost mono-Black one will swap all in play and graveyard dorks to get their smash on. They cannot be saved, and with your milling and surveying and stuff that can kill in one turn of swings. Then the six-color one in Dimir just printed will destroy them all and then anyone can get milled half of their library - great for filling up your stuff and effect and then getting your foes close to death if you wanna.

Card Draw

Compulsion
Banon, the Returners' Leader

Now let's turn to card draw and then this fun thang. Since Kenrith can draw for four mana I don't have that many of these. The two-drop uncommon instant can discard anything from your hand to draw in Blue - that's rummaging later moved to red for a cost a two. Great to fill up that sweet graveyard while digging for answers. Then the two-drop Boros legendary leader in last week's brew with a 1/3 body will turn attacking dorks into rummaging for each mana spent and then once per turn you can cast a dork from your graveyard that was put there this turn from a non-battlefield place - easy here!

Windfall
Snort
Celes, Rune Knight

Now let's turn to three Wheel effects which have everyone discard and then refill their hand. The first one does that for three Blue at sorcery speed and then draw equal to the highest hand dropped. The four-cost Red rare with flashback for two more will have everyone discard and then draw five, but this is a may. If they do they eat five damage. Most will. The lady costs Mardu and then four-mana for an on-curve that ETBs and discards any number you want, but just you, and then draws that plus one. That's better in some ways since you can keep counters and such and not send them to the bin, but your foes cannot get hurt. Then when your dorks ETB from your graveyard you can toss a +1/+1 counter on them all, great synergy here. She has to be here!

Teval's Judgment
Fang, Fearless l'cie

Let's finish with these two card draw for your triggers here just normally. The three-drop Black enchantment will do one of the three each turn - draw, make a Treasure or 2/2 Zombie dork. Then the same costed 2/3 dork will turn it into card draw too and then lose a life too, but also just once per turn. Worth it for just doing what you wanna! I did toss in Fact or Fiction too.

Here's my decklist!

5C Graveyard Manipulation | Commander | Abe Sargent

Card Display

You can see my good stuff above! Enjoy it much! My lands are pretty deep since we have so many here. I don't even have Command Tower I was outta space. This is a very synergetic brew. I do have two Mana Dorks that mill, but there are others out there too I could run like Shaun & Rebecca, Agents. I also have here Academy Ruins to bring back dead artifacts, great with our Commander's Sphere and Mind Stone, but we could add more support. Volrath's Stronghold costs much, but it's key here to reload dorks to your graveyard's top to draw and then trigger us. You could swap in Hall of Heliod's Generosity for it.

There we go! This thing is very deep and many cards I initially pulled aren't here, like Scion of Darkness to cycle and steal, Bitter Revelation to dig and draw, better Wheels in red, Bringer of the Blue Dawn to draw 2 a turn, Doom Whisperer, other triggers like Tormod, and Soul Enervation and Cyan and Treasure maker Kheru Goldkeeper. Timeless Witness and Regrowth too. Crucible of Worlds. Draining Whelk and Mystic Snake were in my list too as counters, Seedship Broodtender is great here, and then Interceptor Mechan too. Yuna's Decision and Terra, Herald of Hope as well as Feldon of the Third Path too. Too many great things are here. You could run the Overlord of the Balemurk and Floodpits here too. Leyline of the Guildpact too. Angel of the Ruins? Dream Eater? Junktroller? Thanks much!

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