
Kenrith, the Returned King
Kenrith, the Returned King Commander Deck
Kenrith is a five-color mana sink, and the deck ramps hard into piles of mana so it can activate his abilities over and over: card draw, +1/+1 counters, life, haste and trample, and reanimation from any graveyard. Cost reducers and untap effects stretch each turn's mana into many activations. A political, group-hug layer of votes, symmetrical draw and attack taxes keeps the table friendly while Kenrith takes over. A small Gate package rides on the land ramp to draw extra cards and fuel the five-color mana base. How it wins: Kenrith's activations bury the table in card advantage and reanimated threats, then a board grown with counters and given trample and haste swings for lethal, or Vizkopa Guildmage turns Kenrith's repeated life gain into life loss for every opponent. Key roles: - Ramp and fixing: land searches, mana rocks and mana creatures build the large, all-color mana pool that Kenrith's five abilities demand (Faeburrow Elder, Chromatic Lantern, Tempt with Discovery) - Activation cost reduction: cheapens the activated abilities of Kenrith and other creatures, so each turn's mana pays for far more draws, counters and reanimations (Training Grounds, Biomancer's Familiar, Zirda, the Dawnwaker) - Untap engines: let the mana be used on opponents' turns and at end step, turning Kenrith into an instant-speed engine around the table (Seedborn Muse, Wilderness Reclamation) - Reanimation and graveyard value: stocks the graveyard and brings creatures back through Kenrith's last ability or mass returns (Buried Alive, Magister of Worth, Eternal Witness) - Politics and group hug: votes, symmetrical gifts and attack taxes keep opponents placated or deterred while the deck builds up, with extra votes to swing outcomes (Ballot Broker, Círdan the Shipwright, Propaganda) - Gates and drain finish: the Gate lands and Gate searches feed extra draws, and the life-gain drain turns Kenrith's 5-life activation into a kill (Guild Summit, Circuitous Route, Vizkopa Guildmage)
Kenrith, the Returned King decklist
- Arcane Signet
- Chromatic Lantern
- Commander's Sphere
- Fellwar Stone
- Lightning Greaves
- Sol Ring
- Swiftfoot Boots
- Wayfarer's Bauble
- Azorius Guildgate
- Boros Guildgate
- Canopy Vista
- Command Tower
- Dimir Guildgate
- Evolving Wilds
- Exotic Orchard
- 5× Forest
- Frontier Bivouac
- Golgari Guildgate
- Gruul Guildgate
- 3× Island
- Izzet Guildgate
- 3× Mountain
- Opulent Palace
- Orzhov Guildgate
- Path of Ancestry
- 5× Plains
- Rakdos Guildgate
- Sea Gate
- Selesnya Guildgate
- Simic Guildgate
- 3× Swamp
- Terramorphic Expanse
- Agatha of the Vile Cauldron
- Baird, Steward of Argive
- Ballot Broker
- Biomancer's Familiar
- Composite Golem
- Círdan the Shipwright
- District Guide
- Eternal Witness
- Faeburrow Elder
- Fathom Mage
- Gatecreeper Vine
- Gluntch, the Bestower
- Humble Defector
- Llanowar Elves
- Magister of Worth
- Marwyn, the Preserver
- Nine-Fingers Keene
- Queen Marchesa
- Reclamation Sage
- Sakura-Tribe Elder
- Seedborn Muse
- Selvala, Explorer Returned
- Solemn Simulacrum
- Spore Frog
- The Council of Four
- Vizkopa Guildmage
- Willbreaker
- Zirda, the Dawnwaker
- Ghostly Prison
- Guild Summit
- Propaganda
- Rites of Flourishing
- Spelunking
- Training Grounds
- Wilderness Reclamation
- Beast Within
- Counterspell
- Crop Rotation
- Generous Gift
- Growth Spiral
- Negate
- Path to Exile
- Swords to Plowshares
- Buried Alive
- Circuitous Route
- Cultivate
- Explore the Underdark
- Farseek
- Kodama's Reach
- Open the Gates
- Rampant Growth
- Sylvan Scrying
- Tempt with Discovery