Brought to You by the Letters E D H R and C
Welcome to Power Sink, the article series where we dive into the ABCs of commanders that aren't as easy as 1 2 3. This time we're learning about Kenrith, the Returned KingKenrith, the Returned King.
Kenrith is the second most popular five-color commander on EDHREC and is ranked eighth overall on the site. Having access to the entire card pool is already powerful, but Kenrith's suite of activated abilities sets him apart from others in his identity. He can make creatures huge by placing counters on them and can make them evasive by giving haste and trample. He can also keep you in the game with his life gain, card draw, and reanimation effects. These abilities require only mana, so Kenrith makes an excellent outlet for infinite or near infinite mana, and if you happen to have enough blue mana, you can just make your opponents draw out. Being a 5/5 isn't bad, either, as he can tussle with quite a few creatures and come out on top.
While Kenrith's abilities can synergize - and even combo - with quite a few cards, he doesn't really suggest any particular build path. In fact, his main page only has three high synergy cards, meaning there aren't a lot of cards he plays that don't show up elsewhere. This means you'll do well putting him at the head of just about any deck. The themes on his EDHREC page are all over the place, with a generous number of decks for disparate strategies such as Humans, Group Hug, and Lands. There's even a Royalty theme page with 47 decks! That variety even carries over to the competitive end of the format, with Kenrith having five separate entries on the cEDH decklist database. This means the average deck is going to be less helpful to parse out what you can expect from Kenrith, but we can still find a few common threads.
Kenrith - Average Deck
View on ArchidektCommander (1)
- 1 Kenrith, the Returned KingKenrith, the Returned King
Creatures (26)
- 1 Atraxa, Grand UnifierAtraxa, Grand Unifier
- 1 Avacyn's PilgrimAvacyn's Pilgrim
- 1 Biomancer's FamiliarBiomancer's Familiar
- 1 Birds of ParadiseBirds of Paradise
- 1 Bloom TenderBloom Tender
- 1 Dauthi VoidwalkerDauthi Voidwalker
- 1 Deathrite ShamanDeathrite Shaman
- 1 Dockside ExtortionistDockside Extortionist
- 1 Drana and LinvalaDrana and Linvala
- 1 Dryad of the Ilysian GroveDryad of the Ilysian Grove
- 1 Elesh Norn, Mother of MachinesElesh Norn, Mother of Machines
- 1 Esper SentinelEsper Sentinel
- 1 Eternal WitnessEternal Witness
- 1 Faeburrow ElderFaeburrow Elder
- 1 Faerie MastermindFaerie Mastermind
- 1 Herald of HoofbeatsHerald of Hoofbeats
- 1 Ignoble HierarchIgnoble Hierarch
- 1 Loran of the Third PathLoran of the Third Path
- 1 Noble HierarchNoble Hierarch
- 1 Opposition AgentOpposition Agent
- 1 Sakura-Tribe ElderSakura-Tribe Elder
- 1 Seedborn MuseSeedborn Muse
- 1 Sidar Jabari of ZhalfirSidar Jabari of Zhalfir
- 1 Spore FrogSpore Frog
- 1 Thassa's OracleThassa's Oracle
- 1 Zirda, the DawnwakerZirda, the Dawnwaker
Sorceries (10)
- 1 CultivateCultivate
- 1 Demonic TutorDemonic Tutor
- 1 FarewellFarewell
- 1 FarseekFarseek
- 1 Kodama's ReachKodama's Reach
- 1 Nature's LoreNature's Lore
- 1 NeoformNeoform
- 1 Rampant GrowthRampant Growth
- 1 Tempt with DiscoveryTempt with Discovery
- 1 Three VisitsThree Visits
Instants (11)
- 1 An Offer You Can't RefuseAn Offer You Can't Refuse
- 1 Assassin's TrophyAssassin's Trophy
- 1 Beast WithinBeast Within
- 1 CounterspellCounterspell
- 1 Cyclonic RiftCyclonic Rift
- 1 Enlightened TutorEnlightened Tutor
- 1 Mystical TutorMystical Tutor
- 1 Path to ExilePath to Exile
- 1 Swan SongSwan Song
- 1 Swords to PlowsharesSwords to Plowshares
- 1 Vampiric TutorVampiric Tutor
Planeswalkers (1)
- 1 Tyvar, Jubilant BrawlerTyvar, Jubilant Brawler
Enchantments (8)
- 1 Ghostly PrisonGhostly Prison
- 1 Mystic RemoraMystic Remora
- 1 PropagandaPropaganda
- 1 Rhystic StudyRhystic Study
- 1 Smothering TitheSmothering Tithe
- 1 Sylvan LibrarySylvan Library
- 1 Training GroundsTraining Grounds
- 1 Wilderness ReclamationWilderness Reclamation
Artifacts (9)
- 1 Arcane SignetArcane Signet
- 1 Chromatic LanternChromatic Lantern
- 1 Chrome MoxChrome Mox
- 1 Commander's SphereCommander's Sphere
- 1 Fellwar StoneFellwar Stone
- 1 Lightning GreavesLightning Greaves
- 1 Mana CryptMana Crypt
- 1 Sol RingSol Ring
- 1 Swiftfoot BootsSwiftfoot Boots
Lands (34)
- 1 Arid MesaArid Mesa
- 1 Bloodstained MireBloodstained Mire
- 1 Breeding PoolBreeding Pool
- 1 City of BrassCity of Brass
- 1 Command TowerCommand Tower
- 1 Exotic OrchardExotic Orchard
- 1 Flooded StrandFlooded Strand
- 4 ForestForest
- 1 Godless ShrineGodless Shrine
- 1 Hallowed FountainHallowed Fountain
- 2 IslandIsland
- 1 Mana ConfluenceMana Confluence
- 1 Marsh FlatsMarsh Flats
- 1 Misty RainforestMisty Rainforest
- 1 Overgrown TombOvergrown Tomb
- 2 PlainsPlains
- 1 Polluted DeltaPolluted Delta
- 1 Sacred FoundrySacred Foundry
- 1 Scalding TarnScalding Tarn
- 1 Spara's HeadquartersSpara's Headquarters
- 1 Steam VentsSteam Vents
- 1 Stomping GroundStomping Ground
- 1 SwampSwamp
- 1 Temple GardenTemple Garden
- 1 The World TreeThe World Tree
- 1 Verdant CatacombsVerdant Catacombs
- 1 Watery GraveWatery Grave
- 1 Windswept HeathWindswept Heath
- 1 Wooded FoothillsWooded Foothills
With 25 nonland cards that can be considered ramp, it's clear that Kenrith decks are looking to stockpile mana. CultivateCultivate, Dryad of the Ilysian GroveDryad of the Ilysian Grove, and Faeburrow ElderFaeburrow Elder all make sure you have the mana to utilize the commander's abilities. The mana production is supplemented with cost reducers like Biomancer's FamiliarBiomancer's Familiar, Training GroundsTraining Grounds, and Zirda, the DawnwakerZirda, the Dawnwaker. These trivialize the cost of Kenrith's abilities and allow for infinite combos if you can reduce costs enough. I've seen a Kenrith player sacrifice and reanimate Dockside ExtortionistDockside Extortionist over and over again for the win. Untap effects, such as Seedborn MuseSeedborn Muse and Wilderness ReclamationWilderness Reclamation, let you put your mana to work on your turn and have it ready to go again for your opponents' turns.
Once we get past the mana, removal, and tutors, the average deck goes off the rails and we start seeing cards that seem to suggest different directions players are taking the commander rather than a unified theme. For instance, new from March of the Machine Commander is Sidar Jabari of ZhalfirSidar Jabari of Zhalfir, alluding to the 284 Knight decks led by Kenrith. Thassa's OracleThassa's Oracle and Opposition AgentOpposition Agent speak to the many competitive builds this commander helms. It's clear that no matter what you want to do, putting this king on the throne of your deck will give it some power.
Mainly on the Plain, or Mountain, or Island
It may seem like Kenrith reigns supreme no matter what you do. Luckily, I've got a plan to rein him in.
K is for King
View on ArchidektCommander (1)
- 1 Kenrith, the Returned KingKenrith, the Returned King
Lands (74)
- 1 Academy RuinsAcademy Ruins
- 1 Arch of OrazcaArch of Orazca
- 1 ArenaArena
- 1 Baldur's GateBaldur's Gate
- 1 Basilisk GateBasilisk Gate
- 1 Black Dragon GateBlack Dragon Gate
- 1 Blast ZoneBlast Zone
- 1 Blighted CataractBlighted Cataract
- 1 Blinkmoth NexusBlinkmoth Nexus
- 1 Bonders' EnclaveBonders' Enclave
- 1 Boseiju, Who EnduresBoseiju, Who Endures
- 1 Castle ArdenvaleCastle Ardenvale
- 1 Castle LocthwainCastle Locthwain
- 1 Castle VantressCastle Vantress
- 1 Cave of the Frost DragonCave of the Frost Dragon
- 1 Celestial ColonnadeCelestial Colonnade
- 1 Citadel GateCitadel Gate
- 1 CliffgateCliffgate
- 1 Command TowerCommand Tower
- 1 Crawling BarrensCrawling Barrens
- 1 Creeping Tar PitCreeping Tar Pit
- 1 Den of the BugbearDen of the Bugbear
- 1 Desolate LighthouseDesolate Lighthouse
- 1 Dimir GuildgateDimir Guildgate
- 1 Eiganjo, Seat of the EmpireEiganjo, Seat of the Empire
- 1 Exotic OrchardExotic Orchard
- 1 Faerie ConclaveFaerie Conclave
- 1 Field of the DeadField of the Dead
- 1 Fiery IsletFiery Islet
- 1 Gates of IstfellGates of Istfell
- 1 Gateway PlazaGateway Plaza
- 1 Gavony TownshipGavony Township
- 1 Geier Reach SanitariumGeier Reach Sanitarium
- 1 Ghost QuarterGhost Quarter
- 1 Gond GateGond Gate
- 1 Hall of Heliod's GenerosityHall of Heliod's Generosity
- 1 Hall of Storm GiantsHall of Storm Giants
- 1 Hall of TagsinHall of Tagsin
- 1 Havengul LaboratoryHavengul Laboratory
- 1 Heap GateHeap Gate
- 1 Hissing QuagmireHissing Quagmire
- 1 Hive of the Eye TyrantHive of the Eye Tyrant
- 1 Homeward PathHomeward Path
- 1 Horizon CanopyHorizon Canopy
- 1 Inkmoth NexusInkmoth Nexus
- 1 Karn's BastionKarn's Bastion
- 1 Kessig Wolf RunKessig Wolf Run
- 1 Khalni GardenKhalni Garden
- 1 Kher KeepKher Keep
- 1 Lair of the HydraLair of the Hydra
- 1 Lumbering FallsLumbering Falls
- 1 Manor GateManor Gate
- 1 Maze's EndMaze's End
- 1 Memorial to FollyMemorial to Folly
- 1 Memorial to GeniusMemorial to Genius
- 1 Mikokoro, Center of the SeaMikokoro, Center of the Sea
- 1 Needle SpiresNeedle Spires
- 1 Otawara, Soaring CityOtawara, Soaring City
- 1 Petrified FieldPetrified Field
- 1 Raging RavineRaging Ravine
- 1 Sanctum of EternitySanctum of Eternity
- 1 Scavenger GroundsScavenger Grounds
- 1 Sea GateSea Gate
- 1 Selesnya GuildgateSelesnya Guildgate
- 1 Shambling VentShambling Vent
- 1 Silent ClearingSilent Clearing
- 1 Springjack PastureSpringjack Pasture
- 1 Stirring WildwoodStirring Wildwood
- 1 Sunbaked CanyonSunbaked Canyon
- 1 Sunhome, Fortress of the LegionSunhome, Fortress of the Legion
- 1 Takenuma, Abandoned MireTakenuma, Abandoned Mire
- 1 Tyrite SanctumTyrite Sanctum
- 1 Vault of the ArchangelVault of the Archangel
- 1 War RoomWar Room
Creatures (11)
- 1 Beledros WitherbloomBeledros Witherbloom
- 1 Dryad of the Ilysian GroveDryad of the Ilysian Grove
- 1 Eidolon of RhetoricEidolon of Rhetoric
- 1 Jadzi, Oracle of ArcaviosJadzi, Oracle of Arcavios
- 1 Meteor GolemMeteor Golem
- 1 Nine-Fingers KeeneNine-Fingers Keene
- 1 Oracle of Mul DayaOracle of Mul Daya
- 1 Quartzwood CrasherQuartzwood Crasher
- 1 Radha, Heart of KeldRadha, Heart of Keld
- 1 Xanathar, Guild KingpinXanathar, Guild Kingpin
- 1 Zirda, the DawnwakerZirda, the Dawnwaker
Instants (1)
- 1 Utter EndUtter End
Enchantments (5)
- 1 AbundanceAbundance
- 1 Felidar RetreatFelidar Retreat
- 1 Seismic AssaultSeismic Assault
- 1 Trade RoutesTrade Routes
- 1 VanishingVanishing
Artifacts (4)
- 1 Conduit of WorldsConduit of Worlds
- 1 Ghirapur OrreryGhirapur Orrery
- 1 Horn of GreedHorn of Greed
- 1 Proteus StaffProteus Staff
Sorceries (2)
- 1 Life from the LoamLife from the Loam
- 1 You Find a Cursed IdolYou Find a Cursed Idol
Battles (1)
- 1 Invasion of KaldheimInvasion of Kaldheim
Planeswalkers (1)
- 1 Wrenn and SevenWrenn and Seven
We're going back to school and packing alphabet soup for our lunch by brewing a deck with 26 nonland cards, each starting with a different letter of the English alphabet. Aside from having a deck of mostly lands, this restriction keeps the power level in check by forcing us to choose between cards we otherwise wouldn't have to simply because they start with the same letter.
While this deck will rely heavily on the commander, we're also jamming some lands to help with the plan. With the ability to put counters on creatures and give them trample, we want to make use of lands that provide creatures. It's mana-intensive, but we can put counters on lands that turn into creatures, like Creeping Tar PitCreeping Tar Pit, Inkmoth NexusInkmoth Nexus, and Hall of Storm GiantsHall of Storm Giants. We can also make tokens with Kher KeepKher Keep, Den of the BugbearDen of the Bugbear, and, of course, Field of the DeadField of the Dead.
Our commander draws cards, but in his absence, we can draw with Arch of OrazcaArch of Orazca, Castle LocthwainCastle Locthwain, and Mikokoro, Center of the SeaMikokoro, Center of the Sea. We're supplementing our removal with lands such as Boseiju, Who EnduresBoseiju, Who Endures, Blast ZoneBlast Zone, and ArenaArena. We even have a recursion package in our land base with Academy RuinsAcademy Ruins and Hall of Heliod's GenerosityHall of Heliod's Generosity.
Finally, we're running all the Gates. They help fix our colors, but we can also get big mana with Baldur's GateBaldur's Gate, boost a creature with Basilisk GateBasilisk Gate, and naturally we're running Maze's EndMaze's End to grab that victory. All these Gates and utility lands will result in a lot of lands coming in tapped, but it's not like we have many spells we need to cast on curve anyway. Despite the section title, this deck has no basic lands. Normally I wouldn't advocate that kind of greedy deckbuilding, but I think this deck is just going to lose to Blood MoonBlood Moon or Back to BasicsBack to Basics whether you add basics or not.
Now that we've covered the lands, let's learn the ABCs of this deck.
Now I Know My ABCs
A is for AbundanceAbundance. With this we can filter right down to the nonland cards we really want.
B is for Beledros WitherbloomBeledros Witherbloom, to untap our lands and give us extra blockers and we can offset that life payment with our commander.
C is for Conduit of WorldsConduit of Worlds to replay our lands and the occasional permanent.
D is for Dryad of the Ilysian GroveDryad of the Ilysian Grove, which fixes our mana and gives us more land drops.
E is for Eidolon of RhetoricEidolon of Rhetoric. We're probably not casting multiple spells in a turn, so why should anyone else?
F is for Felidar RetreatFelidar Retreat, to make tokens or power up our creatures.
G is for Ghirapur OrreryGhirapur Orrery. With the extra land drop and so many lands in the deck, we stand a good chance of getting the draw effect from this one
H is for Horn of GreedHorn of Greed. Sure, it helps opponents, too, but we should be able to take better advantage of it than they can.
I is for Invasion of KaldheimInvasion of Kaldheim. We wheel our hand of unneeded lands when we play this, and once it's flipped, we can turn lands in hand into direct damage.
J is for Jadzi, Oracle of ArcaviosJadzi, Oracle of Arcavios, though truthfully we're using this for the backside.
K is for Kenrith, the Returned KingKenrith, the Returned King, our commander.
L is for Life from the LoamLife from the Loam, to retrieve our most important lands.
M is for Meteor GolemMeteor Golem, because we need removal, and our commander can get it back, since it's a creature.
N is for Nine-Fingers KeeneNine-Fingers Keene. She can help us find our Gates, and a creature with menace and ward is a great place to put +1/+1 counters.
O is for Oracle of Mul DayaOracle of Mul Daya, so we can play lands off the top of our deck, and extra ones, at that!
P is for Proteus StaffProteus Staff, so we can convert our tokens into creatures out of our deck.
Q is for Quartzwood CrasherQuartzwood Crasher. Our commander can give everything trample, so we'll have no trouble making token dinos.
R is for Radha, Heart of KeldRadha, Heart of Keld. Playing lands off the top is nice, but she can dish out some serious damage with the kind of land counts we'll have.
S is for Seismic AssaultSeismic Assault, to turn lands in hand into damage
T is for Trade RoutesTrade Routes, to pitch our lands for cards or to pull them back to hand for other uses.
U is for Utter EndUtter End. Not the most efficient removal spell, but it's the kind of thing you use when you have to consider the first letter of a card name in deckbuilding.
V is for VanishingVanishing, a hidden gem of a card to protect the king.
W is for Wrenn and SevenWrenn and Seven. Lands to hand, lands to the battlefield, potentially giant tokens with reach, this has a lot of what we want on one card.
X is for Xanathar, Guild KingpinXanathar, Guild Kingpin. With so few to cast of our own, why not make use of our opponents' spells?
Y is for You Find a Cursed IdolYou Find a Cursed Idol. Just one more way to deal with pesky artifacts and enchantments.
Z is for Zirda, the DawnwakerZirda, the Dawnwaker, to reduce the cost on our commander's activated abilities as well as the ones on our lands.
C You Later
This ended up being a fascinating (albeit time-consuming) deck to build. I'd expected certain letters to have more options, but I was surprised that I found myself avoiding great cards simply because I needed that letter spot for something I wanted more. Anguished UnmakingAnguished Unmaking is a fantastic card, but do I want to spend my "A" slot on it instead of AbundanceAbundance or Ad NauseamAd Nauseam? I'd be curious to see what a deck built with these restrictions look like in another language, where you could have different distribution among card names, or even a different alphabet entirely. If you're looking to dive more into the data of card distributions by letter, check out this article by fellow EDHREC writer MtGDS.
That's all I have for this time. Did this deck land? Or was it too elementary? Let me know in the comments or on Twitter.
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