This is a deck that I have been thinking about making for a while now. It first started as a Ruhan of the Fomori deck based around all the equipment creatures. Then a friend suggested that I add Sunforger. It took me a while to realize that Sunforger could be as broken in my Ruhan deck as Birthing Pod was in a Karador deck I used to play.
Having access to the cards in your library, even if it is just one type of card, is a pretty big deal in EDH. In my Karador deck, Birthing Pod allowed me to develop a toolbox of creatures for any situation and have access to all of them as soon as I got a Birthing Pod up. The same is true for Sunforger. Being able to cast instants right out of my library is good. The idea enthralled my.
The most appealing colors to me for Sunforger were WBR. Rakdos Charm, Terminate, and Unmake were what sold me on the idea.
After that, I had to pick a general suitable to the colors. There are currently only three choices, and honestly, Kaalia of the Vast really does stand out as the best choice. She can wield a Sunforger sooner than Oros or Tariel can, and she can also provide a solid Plan B: drop fatties into the red zone .
Anyhoo, here is the deck with some explanation as to card choices. I am eager for a second opinion on this.
This deck didn't start out as a Kaalia deck, it started out as a Sunforger deck. That is the main reason I want to play this deck, and to guarantee that I draw Sunforger, I have included all of these tutors. I plan to mulligan into a hand that has Sunforger or some way to tutor for it. Also, I thought I could get away with not having any drawing power because of the volume of black tutor cards in the deck; maybe I'll just tutor for non-instant answers if I need one, like a mass-wipe for tokens.
--- Sunforger's Friends:
The three artifacts serve as a recursion engine; not only can you use Sunforger to cast Unmake on Darksteel Colossus, you can do it again when they decide to play Avacyn. The Squire and the Shikari try to make using Sunforger easier. Squire saves you three mana on the equip cost and can enable you to use Sunforger twice in a turn. Shikari does similar, but she doesn't save you the mana investment.
--- The Sunforger Package:
-Rakdos Charm: serves as graveyard removal, artifact removal, primarily.
-Terminate: straight-up creature destruction.
-Unmake: creature destruction for those things that Terminate can't kill or can't keep dead.
-Faith's Shield: First and foremost protection for Sunforger. Can protect other things if I want, but its primary job is to block removal spells for Sunforger.
-Chaos Warp: my "answer anything" card.
-Hide // Seek: Hide does artifact or enchantment removal ; Seek does combo disruption.
-Master Warcraft: For screwing with someone's combat step, either I attack and use this to go unblocked, or combat elsewhere gets interrupted by this to my advantage.
-Enlightened Tutor: can serve as a tutor for Sunforger, but also can tutor for Elixir of Immortality or Reito Lantern, to get the recursion engine going.
-Reroute: this is for redirecting abilities. Sorin Markov is the most likely thing to get redirected in my meta.
-Dawn Charm: creature regeneration or a fog. If need be, it could be used to counter Rakdos's Return.
-Wild Ricochet: points targetting spells where I want them, then doubles up on them. Or could be used to just douple up on a spell.
--- Kaldra Set and the Swords:
There are a lot of tutors in here that just find equipment. If Sunforger was the only thing in here for them to find, they would be dead cards after I got it. So I included the Kaldra set because I don't think it sees enough play and a couple of swords. FaF can allow me to use Sunforger once my turn, then equip it for once during his turn. LaS can be used to recur creatures for Kaalia or just bodies to hold a Sunforger.
---
-Quicksilver Amulet: If I lose access to Kaalia for some reason, and I need to get my high-mana costed creatures on the field, I turn to this card.
-Damnation: is for token strategies more than anything else. I figure I can get away with only a single mass-wipe becuase of the recursion cards and black tutors in the deck.
-Armageddon: If I get a good enough draw, and land a Kaalia on the field, I might just cast this to lock my opponents out of the game.
--- Land Choices:
-Kher Keep: makes bodies to hold a Sunforger.
-Volrath's Stronghold: Recurs creatures.
-Rix Maadi, Dungeon Palace: Since I don't depend on my hand, I figure I can use this to shrink my opponent's options. Iffy about it, since it competes with mana to equip and use sunforger.
-Sunhome, Fortress of the Legion: Double strike goes real good on a creature getting +4/+0.
-Stensia Bloodhall: for damaging planeswalkers that my creatures can't get at.
-Slayers' Stronghold: paying practically 3 mana for a small power boost and haste is worth it to me.
-Vault of the Archangel: If you have ever gone up against this card, you know that this card is brutal. It turns alpha strikes into some serious life-gain for the person using it.
-Tower of the Magistrate: for dealing with other people's equipment.
-Strip Mine, Wasteland, Tectonic Edge, Ghost Quarter: for dealing with problem lands. Might cut 1 or 2 cards here.
-Maze of Ith: for defending from at least one creature while Kaalia and anyone equipped with Sunforger is swinging in the red zone.
---
Ordic seems nice. It's weird that he goes so strongly against the exalted strategy, which is being pushed (especially in white with Sublime Archangel).
I know, right? Mr. "White Legend who likes his buddies" gets released in the Core set pushing exalted? Why, Wizards, why do you do this?
I have been reading Cz's guides to multiplayer cards and strategies, and they have inspired a number of concoctions designed to win at multiplayer. Here is one of those, along with a short explanation on card choices:
This deck was built to last in multiplayer games. It erects an army of walls to make combat directed at it ineffective and undesirable. Norn's Annex and Hissing Miasma will bleed non-white opponents of life, and after you stick a couple, opponents should look to lower-hanging fruit to plant their combat damage. While you hide behind your walls, you should be building up your hand and and board. Let your opponents duke it out amongst themselves as long as possible, before you play a Requiem Angel, shortly followed by Day of Judgment or Phyrexian Rebirth. Then charge the spirit tokens into empty boards until your opponents fall.
And the explanation of card choice and rolls:
-Requiem Angel - There are lot of people who would criticize this angel as a panzy-weak panty-showcaser, but 6 mana for a 5/5 flier is not my idea of a weak critter. She can carry damage across the red zone very well. She also fuels one of the primary strategies: hide behind all the rattlesnakes until you can stick an angel; then wrath and attack empty boards with the tokens that this angel will make.
-Souls of the Faultless - A rattlesnake wall. The life-draining effect doesn't hurt either, whenever it happens to be triggered.
-Perimeter Captain - A rattlesnake wall. The life gain is awesome. Plus, what opponent wants her attacks to grant the defender life?
-Stalwart Shield-Bearers - A wall Lord. This guy is there to buff the toughness of the other walls, thereby increasing their value in later stages of the game.
-Wall of Shadows - A persistent wall. It can't be Doom Bladeed or killed in combat (normally). This one was kind of a metagame call, too. Wither and Infect creatures are the sort of trouble that would wear out the other walls in this deck.
-Norn's Annex - A rattlesnake Propaganda. Really only useful on non-white opponents, as white mages will pay mana instead of life. But for non-white mages, it serves as a double Hissing Miasma to would-be attackers.
-Hissing Miasma - A rattlesnake card. This card makes sure opponents pay for targeting you with attacks. Also makes sure that you aren't just completely overrun by token decks.
-Exsanguinate - In here for the potential to just burn people out of the game. Playing "Draw-play-land-go" is a lot more rewarding when you know you have sweet reward at the end of it. I am considering running more. And the life gain is a helluva thing for opponents to overcome; especially if I'm just gonna continue hiding behind my walls.
-Day of Judgment - Part of the primary win condition as well as a board sweeper. I will usually hold off the wrath button until I'm ready to win, though.
-Smite - Some critters are just too dangerous to block turn after turn, especially the ones that punch through a wall every time the attack. This is here to deal with those creatures.
-Oblivion Ring - The general-purpose answer card. Here to deal with planeswalkers, other people's enchantments, or just whatever is threatening at the time.
-Disenchant - Enchantment/Artifact removal. If I don't like it, they shan't have it.
-Sign in Blood - Card draw. I put this in here over Survival Cache, because the card draw was guaranteed. A better option would be Night's Whisper, though, as burning people out with Sign in Blood isn't something I want to do. But I don't have any of those, so I'm stuck Signing.
-Phyrexian Rebirth - What's better than wrathing all the critters for a bunch of 1/1 spirit tokens? How about wrathing for a bunch of 1/1 spirit tokens and a big vanilla token? Sounds good to me.
So that's the deck. I haven't played with it much, but what do you guys think? Needs improvement? Refinement?
-=-=-=-=-=-=-=-=-=-
Sorry about that, but I just had a feeling some people were going to complain about formatting before being helpful, so I went ahead and did that(also, it made things easier for me).
Okay, so the first thing to do is decide what style you want to play with this pile. It doesn't look like you can support a combo style, but you have plenty of control and aggro style cards.
After that, it's just a matter of building into the chosen style. You'll probably want to go for a 60-70 card deck.
If you go with the control-style, all of your counterspells become your best friends (counter spells harder to use successfully in multiplayer, tho. ).
Since your deck is so aggro, have you considered dropping the Jungle Shrines, and in their place putting in a couple Sunpetal Groves and a couple Rootbound Crags? Or even some Clifftop Retreats? It just seems like your deck doesn't want the land drops to come into play tapped.
I hope I addressed everything without sounding like a dick? But again thank you for your suggestions!! :~D
Yep, you rebuffed all my suggestions (without sounding like a dick). I guess my Karador deck had a much more graveyard-dependant style. That thing basically lived out of the graveyard, and was allowed to do so by a meta devoid of GY hate.
If you plan to keep Sedris, the Traitor King as the general, you may want to consider running Sundial of the Infinite. That will allow you to keep the unearthed critters around longer than a turn (at least, until something else tries to bounce, tuck, or graveyard them; then they will be exiled).
As a previous poster mentioned, Patriarch's Bidding is an awesome-sauce tribal reanimator. But a better one for zombie tribal would be Zombie Apocalypse. The Apocalypse only benefits you, while having the bonus side effect of blowing up those pesky humans.
Speaking of card advantage I was thinking of finding a slot for Phyrexian Arena that would be a great turn 1 tutor as well but I don't know where I would put it... thoughts anyone??
Ooh! Ooh! Me! Me! I have thoughts I wish to share! Bloodgift Demon.
I mean, it's a critter, so Karador can recur it. You can give other players the card (think "Hey buddy, I'll give you an extra card to deal with THAT for me." or "1 life? Sounds liek you're in trouble there, buddy. Extra card for your trouble?"). He's also not bad at beating face.
Very nice deck. I am surprised to see how similar it is to mine before I AWOLed it. Krosan Verge, Mirari's Wake, Rune-Scarred Demon, Sheoldred, Butcher of Malakir, Sorin Markov, Marshal's Anthem...All very nice choices. Much approval is given here.
Splinterfright and the wurm get big off of creeps in your 'yard, which is what a Karador deck wants. The Monk could be used as a recurrable token maker or a giant body, whichever is needed. It also synergized with the Kamahl, Fist of Krosa that I used in my build. Grim Flowering would be insane card advantage. The elk could be a more expensive rampant growth, recurrable.
This is a deck that I have been thinking about making for a while now. It first started as a Ruhan of the Fomori deck based around all the equipment creatures. Then a friend suggested that I add Sunforger. It took me a while to realize that Sunforger could be as broken in my Ruhan deck as Birthing Pod was in a Karador deck I used to play.
Having access to the cards in your library, even if it is just one type of card, is a pretty big deal in EDH. In my Karador deck, Birthing Pod allowed me to develop a toolbox of creatures for any situation and have access to all of them as soon as I got a Birthing Pod up. The same is true for Sunforger. Being able to cast instants right out of my library is good. The idea enthralled my.
The most appealing colors to me for Sunforger were WBR. Rakdos Charm, Terminate, and Unmake were what sold me on the idea.
After that, I had to pick a general suitable to the colors. There are currently only three choices, and honestly, Kaalia of the Vast really does stand out as the best choice. She can wield a Sunforger sooner than Oros or Tariel can, and she can also provide a solid Plan B: drop fatties into the red zone .
Anyhoo, here is the deck with some explanation as to card choices. I am eager for a second opinion on this.
Decklist by Card roles:
1 Kaalia of the Vast
Lands: (41)
3 Plains
3 Swamp
2 Mountain
1 Volrath's Stronghold
1 Ghost Quarter
1 Tectonic Edge
1 Wasteland
1 Strip Mine
1 Kher Keep
1 Maze of Ith
1 Rix Maadi, Dungeon Palace
1 Sunhome, Fortress of the Legion
1 Stensia Bloodhall
1 Slayers' Stronghold
1 Vault of the Archangel
1 Tower of the Magistrate
1 Rakdos Carnarium
1 Boros Garrison
1 Orzhov Basilica
1 Temple of the False God
1 Graven Cairns
1 Rugged Prairie
1 Fetid Heath
1 Reflecting Pool
1 Badlands
1 Plateau
1 Scrubland
1 Command Tower
1 Blood Crypt
1 Sacred Foundry
1 Godless Shrine
1 Rupture Spire
1 Sulfurous Springs
1 Battlefield Forge
1 Caves of Koilos
1 Transguild Promenade
1 Rakdos Charm
1 Terminate
1 Unmake
1 Faith's Shield
1 Chaos Warp
1 Hide // Seek
1 Master Warcraft
1 Enlightened Tutor
1 Reroute
1 Dawn Charm
1 Ghostway
1 Wild Ricochet
Sunforger's Friends: (14)
1 Sunforger
1 Steelshaper's Gift
1 Vampiric Tutor
1 Demonic Tutor
1 Stoneforge Mystic
1 Diabolic Tutor
1 Steelshaper Apprentice
1 Increasing Ambition
1 Stonehewer Giant
1 Elixir of Immortality
1 Reito Lantern
1 Junktroller
1 Brass Squire
1 Leonin Shikari
Kaalia's Plan-B: (16)
1 Avacyn, Angel of Hope
1 Balefire Dragon
1 Gisela, Blade of Goldnight
1 Rune-Scarred Demon
1 Angel of Despair
1 Platinum Angel
1 Iona, Shield of Emeria
1 Twilight Shepherd
1 Tariel, Reckoner of Souls
1 Angelic Arbiter
1 Admonition Angel
1 Reaper from the Abyss
1 Malfegor
1 Steel Hellkite
1 Hoard-Smelter Dragon
1 Rakdos the Defiler
1 Quicksilver Amulet
1 Sol Ring
1 Boros Signet
1 Orzhov Signet
1 Rakdos Signet
1 Damnation
1 Armageddon
1 Sword of Kaldra
1 Shield of Kaldra
1 Helm of Kaldra
1 Elspeth, Knight-Errant
1 Sorin, Lord of Innistrad
1 Liliana Vess
1 Sword of Feast and Famine
1 Sword of Light and Shadow
1 Chromatic Lantern
Explanations:
The Tutors:
This deck didn't start out as a Kaalia deck, it started out as a Sunforger deck. That is the main reason I want to play this deck, and to guarantee that I draw Sunforger, I have included all of these tutors. I plan to mulligan into a hand that has Sunforger or some way to tutor for it. Also, I thought I could get away with not having any drawing power because of the volume of black tutor cards in the deck; maybe I'll just tutor for non-instant answers if I need one, like a mass-wipe for tokens.
---
Sunforger's Friends:
The three artifacts serve as a recursion engine; not only can you use Sunforger to cast Unmake on Darksteel Colossus, you can do it again when they decide to play Avacyn. The Squire and the Shikari try to make using Sunforger easier. Squire saves you three mana on the equip cost and can enable you to use Sunforger twice in a turn. Shikari does similar, but she doesn't save you the mana investment.
---
The Sunforger Package:
-Rakdos Charm: serves as graveyard removal, artifact removal, primarily.
-Terminate: straight-up creature destruction.
-Unmake: creature destruction for those things that Terminate can't kill or can't keep dead.
-Faith's Shield: First and foremost protection for Sunforger. Can protect other things if I want, but its primary job is to block removal spells for Sunforger.
-Chaos Warp: my "answer anything" card.
-Hide // Seek: Hide does artifact or enchantment removal ; Seek does combo disruption.
-Master Warcraft: For screwing with someone's combat step, either I attack and use this to go unblocked, or combat elsewhere gets interrupted by this to my advantage.
-Enlightened Tutor: can serve as a tutor for Sunforger, but also can tutor for Elixir of Immortality or Reito Lantern, to get the recursion engine going.
-Reroute: this is for redirecting abilities. Sorin Markov is the most likely thing to get redirected in my meta.
-Dawn Charm: creature regeneration or a fog. If need be, it could be used to counter Rakdos's Return.
-Wild Ricochet: points targetting spells where I want them, then doubles up on them. Or could be used to just douple up on a spell.
---
Kaldra Set and the Swords:
There are a lot of tutors in here that just find equipment. If Sunforger was the only thing in here for them to find, they would be dead cards after I got it. So I included the Kaldra set because I don't think it sees enough play and a couple of swords. FaF can allow me to use Sunforger once my turn, then equip it for once during his turn. LaS can be used to recur creatures for Kaalia or just bodies to hold a Sunforger.
---
-Quicksilver Amulet: If I lose access to Kaalia for some reason, and I need to get my high-mana costed creatures on the field, I turn to this card.
-Damnation: is for token strategies more than anything else. I figure I can get away with only a single mass-wipe becuase of the recursion cards and black tutors in the deck.
-Armageddon: If I get a good enough draw, and land a Kaalia on the field, I might just cast this to lock my opponents out of the game.
---
Land Choices:
-Kher Keep: makes bodies to hold a Sunforger.
-Volrath's Stronghold: Recurs creatures.
-Rix Maadi, Dungeon Palace: Since I don't depend on my hand, I figure I can use this to shrink my opponent's options. Iffy about it, since it competes with mana to equip and use sunforger.
-Sunhome, Fortress of the Legion: Double strike goes real good on a creature getting +4/+0.
-Stensia Bloodhall: for damaging planeswalkers that my creatures can't get at.
-Slayers' Stronghold: paying practically 3 mana for a small power boost and haste is worth it to me.
-Vault of the Archangel: If you have ever gone up against this card, you know that this card is brutal. It turns alpha strikes into some serious life-gain for the person using it.
-Tower of the Magistrate: for dealing with other people's equipment.
-Strip Mine, Wasteland, Tectonic Edge, Ghost Quarter: for dealing with problem lands. Might cut 1 or 2 cards here.
-Maze of Ith: for defending from at least one creature while Kaalia and anyone equipped with Sunforger is swinging in the red zone.
---
Master of Etherium + Mycosynth Lattice + March of the Machines = Big pile of Win
I know, right? Mr. "White Legend who likes his buddies" gets released in the Core set pushing exalted? Why, Wizards, why do you do this?
3 Norn's Annex
Creatures: (16)
2 Requiem Angel
3 Souls of the Faultless
4 Perimeter Captain
3 Stalwart Shield-Bearers
4 Wall of Shadows
4 Hissing Miasma
1 Oblivion Ring
Instants: (4)
3 Smite
1 Disenchant
Sorceries: (9)
1 Exsanguinate
3 Day of Judgment
3 Sign in Blood
2 Phyrexian Rebirth
7 Swamp
6 Plains
Lands: (11)
4 Tainted Field
2 Esper Panorama
3 Terramorphic Expanse
2 Evolving Wilds
An explanation of the deck strategy:
This deck was built to last in multiplayer games. It erects an army of walls to make combat directed at it ineffective and undesirable. Norn's Annex and Hissing Miasma will bleed non-white opponents of life, and after you stick a couple, opponents should look to lower-hanging fruit to plant their combat damage. While you hide behind your walls, you should be building up your hand and and board. Let your opponents duke it out amongst themselves as long as possible, before you play a Requiem Angel, shortly followed by Day of Judgment or Phyrexian Rebirth. Then charge the spirit tokens into empty boards until your opponents fall.
And the explanation of card choice and rolls:
-Requiem Angel - There are lot of people who would criticize this angel as a panzy-weak panty-showcaser, but 6 mana for a 5/5 flier is not my idea of a weak critter. She can carry damage across the red zone very well. She also fuels one of the primary strategies: hide behind all the rattlesnakes until you can stick an angel; then wrath and attack empty boards with the tokens that this angel will make.
-Souls of the Faultless - A rattlesnake wall. The life-draining effect doesn't hurt either, whenever it happens to be triggered.
-Perimeter Captain - A rattlesnake wall. The life gain is awesome. Plus, what opponent wants her attacks to grant the defender life?
-Stalwart Shield-Bearers - A wall Lord. This guy is there to buff the toughness of the other walls, thereby increasing their value in later stages of the game.
-Wall of Shadows - A persistent wall. It can't be Doom Bladeed or killed in combat (normally). This one was kind of a metagame call, too. Wither and Infect creatures are the sort of trouble that would wear out the other walls in this deck.
-Norn's Annex - A rattlesnake Propaganda. Really only useful on non-white opponents, as white mages will pay mana instead of life. But for non-white mages, it serves as a double Hissing Miasma to would-be attackers.
-Hissing Miasma - A rattlesnake card. This card makes sure opponents pay for targeting you with attacks. Also makes sure that you aren't just completely overrun by token decks.
-Exsanguinate - In here for the potential to just burn people out of the game. Playing "Draw-play-land-go" is a lot more rewarding when you know you have sweet reward at the end of it. I am considering running more. And the life gain is a helluva thing for opponents to overcome; especially if I'm just gonna continue hiding behind my walls.
-Day of Judgment - Part of the primary win condition as well as a board sweeper. I will usually hold off the wrath button until I'm ready to win, though.
-Smite - Some critters are just too dangerous to block turn after turn, especially the ones that punch through a wall every time the attack. This is here to deal with those creatures.
-Oblivion Ring - The general-purpose answer card. Here to deal with planeswalkers, other people's enchantments, or just whatever is threatening at the time.
-Disenchant - Enchantment/Artifact removal. If I don't like it, they shan't have it.
-Sign in Blood - Card draw. I put this in here over Survival Cache, because the card draw was guaranteed. A better option would be Night's Whisper, though, as burning people out with Sign in Blood isn't something I want to do. But I don't have any of those, so I'm stuck Signing.
-Phyrexian Rebirth - What's better than wrathing all the critters for a bunch of 1/1 spirit tokens? How about wrathing for a bunch of 1/1 spirit tokens and a big vanilla token? Sounds good to me.
So that's the deck. I haven't played with it much, but what do you guys think? Needs improvement? Refinement?
In before the complainers...
Deck, formatted:
20 Island
18 Plains
3 Evolving Wilds
4 Terramorphic Expanse
Creatures:
1 Kor Hookmaster
1 Sphinx of Uthuun
1 Gideon's Avenger
1 Lord of the Unreal
2 Aven Fleetwing
1 Azure Drake
1 Loxodon Partisan
1 Assualt Griffin
1 Plated Seastrider
1 Cloud Crusader
1 Suture Priest
2 Serra Angel
1 Augury Owl
1 Accorder Paladin
1 Scrapdiver Serpent
2 Nephalia Seaskite
2 Phantasmal Dragon
3 Phantasmal Bear
1 Surrakar Banisher
1 Pride Guardian
2 Mana Leak
2 Mind Control
1 Pristine Talisman
1 Preordain
4 Cancel
1 Defensive Stance
1 Jace's Ingenuity
1 Chant of the Skifsaang
2 Unsummon
1 Turn the Tide
2 Negate
4 Pacifism
1 Levitation
1 Ice Cage
1 Inspired Charge
1 Safe Passage
1 War Report
Deck Statistics:
45 Lands,
26 Creatures,
27 Spells,
98 total.
Sorry about that, but I just had a feeling some people were going to complain about formatting before being helpful, so I went ahead and did that(also, it made things easier for me).
Okay, so the first thing to do is decide what style you want to play with this pile. It doesn't look like you can support a combo style, but you have plenty of control and aggro style cards.
After that, it's just a matter of building into the chosen style. You'll probably want to go for a 60-70 card deck.
If you go the aggro-style route, you could build a basic shell with the Illusion critters (Lord of the Unreal, Phantasmal Dragon, Phantasmal Bear) Loxodon Partisan and Accorder Paladin can help out with the aggro route. Assualt Griffin and Serra Angel could help round out your beaters.
If you go with the control-style, all of your counterspells become your best friends (counter spells harder to use successfully in multiplayer, tho. ).
War Report and Defensive Stance are terrible, tho. Get ride of those.
Merchant Scroll is a must-add; it allows you to tutor for Mystical Teachings.
Also, up for including faeries? A lot of them have flash, are in black and/or blue, and could help serve as a win-con.
Runechanter's Pike would be good in here.
Anywhoo, just some suggestions for you to consider.
Yep, you rebuffed all my suggestions (without sounding like a dick). I guess my Karador deck had a much more graveyard-dependant style. That thing basically lived out of the graveyard, and was allowed to do so by a meta devoid of GY hate.
Flayer of the Hatebound is a new card that would work nice with Sedris' unearthing ability.
As a previous poster mentioned, Patriarch's Bidding is an awesome-sauce tribal reanimator. But a better one for zombie tribal would be Zombie Apocalypse. The Apocalypse only benefits you, while having the bonus side effect of blowing up those pesky humans.
Ooh! Ooh! Me! Me! I have thoughts I wish to share! Bloodgift Demon.
I mean, it's a critter, so Karador can recur it. You can give other players the card (think "Hey buddy, I'll give you an extra card to deal with THAT for me." or "1 life? Sounds liek you're in trouble there, buddy. Extra card for your trouble?"). He's also not bad at beating face.
I second this. More information much required.
Without that, though, all I can say is:
Duress, Negate, Stoic Rebuttal, Day of Judgment, Counterspell, Mindbreak Trap, Despise, Distress, Surgical Extraction.
I was wondering if you've considered revising the list at all recently. Splinterfright, Boneyard Wurm, and Geist-Honored Monk are three cards from Innistrad that I have been looking at. Also Grim Flowering and Dawntreader Elk from Dark Ascension.
Splinterfright and the wurm get big off of creeps in your 'yard, which is what a Karador deck wants. The Monk could be used as a recurrable token maker or a giant body, whichever is needed. It also synergized with the Kamahl, Fist of Krosa that I used in my build. Grim Flowering would be insane card advantage. The elk could be a more expensive rampant growth, recurrable.
Anywhoo...your thoughts?