Thanks for checking out my Karrthus, Tyrant of Jund deck! This was the first "actual" Edh deck that I built and I've been playing it consistently for about 4 years now. I love the deck as my go to fun deck that plays some cool awesome fun cards, has a big blowout finish, yet still manages to win pretty handily if you play it right.
The deck originally started after I built my first EDH deck, and Oros, The Avenger control deck that was primarily designed to deal with my buddies' Uril, the Mistalker deck. It had every single board wipe ever printed, most of the edict effects, and was a big, stinking, annoying control deck. It never actually won any games, though, so I started into the exploration of other decks and my foray into the realm of EDH deckbuilding.
Karrthus came about one night as I was deciding what deck I'm going to build for the weekend edh group that was getting started back then. I knew I wanted black because it was (And still is) my favorite magic color. I wanted green because of the dudes/ramp (Remember, first actual deck build XD) and that was all I knew. I started looking at green/black generals and decided on Iname as One, then started putting together a spirits tribal deck. I quickly realized that I didn't want to go Spirits, at the time there weren't enough that caught my fancy, but know I know that I want a tribal deck, with big fancy creatures, that contains green and black. I start cycling through, then it hit me. Add red, and Boom! Dragons. Thus Karrthus was born.
At first the deck was primarily a Dragons tribal deck with lots of ramp. The goal was to ramp ramp ramp the first 4-5 turns, drop big honkin' dragons, and smash face. As fun as that was I still was losing most of my games, but I started to notice that I won most of my games on the back of Karrthus himself. It's convenient how he takes exactly 3 swings to kill, and he has haste ^.^
So that started the long formation to what the deck is today. It's not perfect, or really highly competitive, and it's not supposed to be! This deck was slowly formed and now somewhat excels at playing a kind of mid-late control-esque game, then dropping Karrthus at an opportune moment and munching at least 1 players' face, if not the whole table.
The goal of the deck in it's present incarnation is to sit back and ramp as hard as you can, as fast as possible. You want to drop Karrthus early if possible, but only if you have at least 2 forms of protection for him, or at the bare minimum a High Market to sac him if he gets into trouble. He's a big, fast, angry dragon that just screams "Kill me/Steal me/Bounce me/Tuck me or you die!!!" to everyone at the table, and he's going to get a ton of hate the moment he hits the board, so ideally you want a greaves+high market ready before he's in.
From there it's swing away, and have a draw/tutor spell to fetch Seize the Day or Savage Beating. This deck is incredibly mana-intensive, hence the Godo in there just to get the Sword of Feast and Famine, and the Cabal Coffers/Urborg synergy. Bear Umbra is the third part of that trio, and you really want to save your tutors to get one or more of those in play attached to Karrthus. next tutor goes for Soul's Majesty/ Garruck, Primal Hunter to draw another 7 cards and sit pretty on the control cards, clearing the way for Karrthus to eat face.
The rest of the deck is just ramp, removal, with a couple of alternate wincons should Karrthus get tucked, namely Lavalanche and Exsanguinate.
This deck is a lot of fun to play, and pretty simple when you understand the basic principles. The hardest thing for me to learn was when and what to mulligan, it finally came down to: Is it higher than 4 cmc and/or not a ramp spell/land/Demonic Tutor/Vampiric Tutor/Top? Pitch it! After that it's just ramping hard, getting that High Market, and slinging Karrhus sized chunks out of your opponents' lifetotals.
I love this deck, it's incredibly fun to play. It does have a weakness against targeted disruption, namely Karrthus getting countered/spot removed/tucked, so Savage Summoning's probably going in, but it's still weak agains that type of control. Other than that, it's an awesome deck to play with, you never get hated on, and it's really easy to kill at least 1-2 people at the table in a turn if you do it right, and the whole table with a Savage beating/Sieze the day swing, or a well timed Exsanguinate.
Anyways, thanks for checking it out, hope you enjoy!
I have the Cavern in there, it's been doing alright, and I'll probably put Savage Summoning in when I get one which'll probably help as well.
I try to avoid permanents that I don't consider flexible, and that shroud enchantment prevents me from dropping sword/umbra/Seize the Day on Karrthus. At least with Greaves I can move it to another creature, suit up, then move it back.
I don't run Greater Good because I tried really hard to be mostly non-land permanent free, unless the thing I was dropping had an ETB effect or was Pernicious deed or a planeswalker. The Greater Good is an excellent card that I've seen put to good use many, many, many times, but I don't feel I run the necessary surfeit of 4+ power creatures to make it worth it.
Thanks again for checking it out, though, the advice is much appreciated!
5 Mountain
5 Forest
2 Swamp
1 Cavern of Souls
1 Stomping Ground
1 Overgrown Tomb
1 Wooded Foothills
1 Ancient Tomb
1 Blood Crypt
1 Savage Lands
1 Bojuka Bog
1 Reliquary Tower
1 Terramorphic Expanse
1 Command Tower
1 Dragonskull Summit
1 High Market
1 Homeward Path
1 Kessig Wolf Run
1 Phyrexian Tower
1 Golgari Rot Farm
1 urborg, Tomb of Yawgmoth
1 Bloodstained Mire
1 Evolving Wilds
1 Vesuva
1 Maze of Ith
1 Cabal Coffers
1 Verdant Catacombs
1 Vampiric Tutor
1 Suffer the Past
1 Expedition map
1 Sol Ring
1 Sensei's Divining Top
1 Innocent Blood
1 Terminate
1 Reverbrate
1 Demonic Tutor
1 Explore
1 Lightning Greaves
1 Tribute to the Wild
1 Diabolic Intent
1 Sakura-Tribe Elder
1 Nezumi Graverobber
1 Hull Breach
1 Profane Command
1 Exsanguinate
1 Darksteel Ingot
1 Wood Elves
1 Sudden Spoiling
1 Sword of Feast and Famine
1 Putrefy
1 Pernicious Deed
1 Kodama's Reach
1 Krosan Grip
1 Yavimaya Dryad
1 Coalition Relic
1 Lavalanche
1 Sudden Death
1 Reiterate
1 Cultivate
1 Phyrexian Arena
1 Eternal Witness
1 Sarkhan Vol
1 Diabolic Tutor
1 Bear Umbra
1 Momentous Fall
1 Solemn Simulacrum
1 Garruck Wildspeaker
1 Skyshroud Claim
1 Barter in Blood
1 Damnation
1 Explosive Vegetation
1 Seize the Day
1 Ondu Giant
1 Soul's Majesty
1 Indrik Stomphowler
1 Savage Beating
1 Garruck, Primal Hunter
1 Beacon of Unrest
1 Dragon Broodmother
1 Broodmate Dragon
1 Duplicant
1 Godo, Bandit Warlord
1 Sylvan Primordial
1 Rune-Scarred Demon
1 Tooth and Nail
1 Praetor's Council
1 Bogarden Hellkite
1 Terastodon
Thanks for checking out my Karrthus, Tyrant of Jund deck! This was the first "actual" Edh deck that I built and I've been playing it consistently for about 4 years now. I love the deck as my go to fun deck that plays some cool awesome fun cards, has a big blowout finish, yet still manages to win pretty handily if you play it right.
The deck originally started after I built my first EDH deck, and Oros, The Avenger control deck that was primarily designed to deal with my buddies' Uril, the Mistalker deck. It had every single board wipe ever printed, most of the edict effects, and was a big, stinking, annoying control deck. It never actually won any games, though, so I started into the exploration of other decks and my foray into the realm of EDH deckbuilding.
Karrthus came about one night as I was deciding what deck I'm going to build for the weekend edh group that was getting started back then. I knew I wanted black because it was (And still is) my favorite magic color. I wanted green because of the dudes/ramp (Remember, first actual deck build XD) and that was all I knew. I started looking at green/black generals and decided on Iname as One, then started putting together a spirits tribal deck. I quickly realized that I didn't want to go Spirits, at the time there weren't enough that caught my fancy, but know I know that I want a tribal deck, with big fancy creatures, that contains green and black. I start cycling through, then it hit me. Add red, and Boom! Dragons. Thus Karrthus was born.
At first the deck was primarily a Dragons tribal deck with lots of ramp. The goal was to ramp ramp ramp the first 4-5 turns, drop big honkin' dragons, and smash face. As fun as that was I still was losing most of my games, but I started to notice that I won most of my games on the back of Karrthus himself. It's convenient how he takes exactly 3 swings to kill, and he has haste ^.^
So that started the long formation to what the deck is today. It's not perfect, or really highly competitive, and it's not supposed to be! This deck was slowly formed and now somewhat excels at playing a kind of mid-late control-esque game, then dropping Karrthus at an opportune moment and munching at least 1 players' face, if not the whole table.
The goal of the deck in it's present incarnation is to sit back and ramp as hard as you can, as fast as possible. You want to drop Karrthus early if possible, but only if you have at least 2 forms of protection for him, or at the bare minimum a High Market to sac him if he gets into trouble. He's a big, fast, angry dragon that just screams "Kill me/Steal me/Bounce me/Tuck me or you die!!!" to everyone at the table, and he's going to get a ton of hate the moment he hits the board, so ideally you want a greaves+high market ready before he's in.
From there it's swing away, and have a draw/tutor spell to fetch Seize the Day or Savage Beating. This deck is incredibly mana-intensive, hence the Godo in there just to get the Sword of Feast and Famine, and the Cabal Coffers/Urborg synergy. Bear Umbra is the third part of that trio, and you really want to save your tutors to get one or more of those in play attached to Karrthus. next tutor goes for Soul's Majesty/ Garruck, Primal Hunter to draw another 7 cards and sit pretty on the control cards, clearing the way for Karrthus to eat face.
The rest of the deck is just ramp, removal, with a couple of alternate wincons should Karrthus get tucked, namely Lavalanche and Exsanguinate.
This deck is a lot of fun to play, and pretty simple when you understand the basic principles. The hardest thing for me to learn was when and what to mulligan, it finally came down to: Is it higher than 4 cmc and/or not a ramp spell/land/Demonic Tutor/Vampiric Tutor/Top? Pitch it! After that it's just ramping hard, getting that High Market, and slinging Karrhus sized chunks out of your opponents' lifetotals.
I love this deck, it's incredibly fun to play. It does have a weakness against targeted disruption, namely Karrthus getting countered/spot removed/tucked, so Savage Summoning's probably going in, but it's still weak agains that type of control. Other than that, it's an awesome deck to play with, you never get hated on, and it's really easy to kill at least 1-2 people at the table in a turn if you do it right, and the whole table with a Savage beating/Sieze the day swing, or a well timed Exsanguinate.
Anyways, thanks for checking it out, hope you enjoy!
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[Primer]WIsamaru, the Howling BladeW[Primer]
[Primer]BGSkullbriar: From Life, Death Eternal (1v1)GB[Primer]
BGRbighaben and Feverous' Prossh, Skyraider of KherRGB
BGRProssh-Gro (1V1)RGB
Against control have you tried Cavern of Souls or Steely Resolve?
Greater Good is another really good sac outlet it they try and clone your general to.
RGW Rith, the Awakener
BRG Prossh, Skyraider of Kher
UBR Nicol Bolas
GWU Treva, the Renewer
RWU Numot, the Devastator
I have the Cavern in there, it's been doing alright, and I'll probably put Savage Summoning in when I get one which'll probably help as well.
I try to avoid permanents that I don't consider flexible, and that shroud enchantment prevents me from dropping sword/umbra/Seize the Day on Karrthus. At least with Greaves I can move it to another creature, suit up, then move it back.
I don't run Greater Good because I tried really hard to be mostly non-land permanent free, unless the thing I was dropping had an ETB effect or was Pernicious deed or a planeswalker. The Greater Good is an excellent card that I've seen put to good use many, many, many times, but I don't feel I run the necessary surfeit of 4+ power creatures to make it worth it.
Thanks again for checking it out, though, the advice is much appreciated!
Signature by Inkfox Aesthetics
[Primer]WIsamaru, the Howling BladeW[Primer]
[Primer]BGSkullbriar: From Life, Death Eternal (1v1)GB[Primer]
BGRbighaben and Feverous' Prossh, Skyraider of KherRGB
BGRProssh-Gro (1V1)RGB