Tuesday Night Takeover

Kroxa and Kunoros Combo Brewed CEDH

“All I’m saying is that if you had all the mortals die at once, it’d save ya a lot of trips, we could spend a lot more time together!”

Art:Kroxa and Kunoros by Ignatius Budi

Kroxa and Kunoros are a sweet pair of fellas that are quite strong! This deck is a one-card combo with cards like Altar of Dementia, and we have a ton of different combos to finish out games. We are a combo deck through and through, and nearly every card in our deck helps us get closer and closer to that goal. We are a combo-heavy list because we are not playing Blue, which means we are naturally weak to many of the decks in the format, so we don’t want games to go long. We are a powerful deck with some weaknesses, but we can be strong and quite the threat. Without further adieu, let’s get it!

The Deck:

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Kroxa and Kunoros Combo!

Commander (1)
Kroxa and Kunoros

Creatures (16)
Esper Sentinel
Goblin Welder
Abdel Adrian, Gorion’s Ward
Archivist of Oghma
Dauthi Voidwalker
Dockside Extortionist
Drannith Magistrate
Grand Abolisher
Lotho, Corrupt Shirriff\
Mayhem Devil
Orcish Bowmasters
Dualcaster Mage
Imperial Recruiter
Opposition Agent
Ranger-Captain of Eos
Recruiter of the Guard

Instants (17)
Ad Nauseam
Cabal Ritual
Dark Ritual
Deadly Rollick
Enlightened Tutor
Entomb
Fire Covenant
Imp’s Mischief
Orim’s Chant
Path to Exile
Pyroblast
Red Elemental Blast
Saw in Half
Silence
Swords to Plowshares
Vampiric Tutor
Vanishing Verse

Sorceries (14)
Damn
Demonic Tutor
Diabolic Intent
Faithless Looting
Gamble
Grim Tutor
Imperial Seal
Into the Fire
Jeska’s Will
Praetor’s Grasp
Reanimate
Sevinne’s Reclamation
Twinflame
Wheel of Fortune

Artifacts (17)
Chrome Mox
Jeweled Lotus
Lotus Petal
Mana Crypt
Mox Diamond
Mox Opal
Mana Vault
Sol Ring
Altar of Dementia
Arcane Signet
Defense Grid
Grim Monolith
Talisman of Conviction
Talisman of Hierarchy
Talisman of Indulgence
Wishclaw Talisman
The One Ring

Enchantments (7)
Animate Dead
Dance of the Dead
The Meathook Massacre
Underworld Breach
Necromancy
Necropotence
Smothering Tithe
Lands (28)
Ancient Tomb
Arid Mesa
Badlands
Blood Crypt
Bloodstained Mire
Cabal Pit
Cavern of Souls
City of Brass
Command Tower
Eiganjo, Seat of the Empire
Exotic Orchard
Gemstone Caverns
Godless Shrine
Luxury Suite
Mana Confluence
Marsh Flats
Mountain
Plateau
Sacred Foundry
Scalding Tarn
Scrubland
Silent Clearing
Spectator Seating
Sunbaked Canyon
Swamp
Takenuma, Abandoned Mire
Vault of Champions
Windswept Heath

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Why Kroxa and Kunoros?

Kroxa and Kunoros are one-card combo machines that we always have available. They are a key part of the deck, and through our artifact mana, we can often get them out pretty early. Since they are in the command zone, we can often hold off on casting Kroxa and Kunoros until we are ready to go.

Deck Overview:

This section contains information about cards in the deck and how they function within the deck! I also highlighted some of my favorite cards in the deck! The infinite combos and loops in the deck are listed below in the “Main Win Conditions” Section.

Creatures:

We are a little staxy ourselves with cards like Archivist of Oghma and Drannith Magistrate, which can provide a lot of value for us. If we are up against other graveyard decks Dauthi Voidwalker can be devastating for our opponents. Imperial Recruiter, Recruiter of the Guard and Ranger-Captain of Eos which are great ways to grab utility creatures. While we can’t grab Abdel Adrian, Gorion's Ward being able to tutor up something like Orcish Bowmasters or Dauthi Voidwalker is very strong.

Instants:

To start, we have some speed and mana “ramp” in the form of Dark Ritual and Cabal Ritual, which can be a great way to speed out pretty much anything for very little mana. We also have Red Elemental Blast and Pyroblast, which are the few ways we can interact with blue spells. Ad Nauseam is strong in this deck and a great way to get closer to our combos. We also have some removal, which can be great if our opponents have stax creatures like Path to Exile, Swords to Plowshares, and my personal favorite Vanishing Verse which is a pretty underrated spell in the format.

Sorceries:

We have a ton of sorcery speed tutors like Demonic Tutor, Diabolic Intent, and Imperial Seal, which are all great ways to grab combo pieces/utilities. Into the Fire is an interesting card that we can use to clear the board which can be strong against some strategies or get a pseudo-Wheel of Fortune effect for us, which can be a great way to cycle through the deck. Damn is a cool and cheap removal spell that we rarely overload but can be strong against opponents who are a little staxy. We typically use Praetor's Grasp to remove our opponent’s main combo lines, or in a mirror, we can get one of ours back / an extra.

Artifacts:

We are extremely mana-focused as we want to combo off and end the game as quickly as possible. I have gotten a few questions at my LGS about why I run all-color Talismans, and in testing, I found these to be cheap and strong ways to get all of our colors/mana and sacrifice to cards like Goblin Welder. Beyond that, we have format staples like The One Ring and Jeweled Lotus. Defense Grid is one of the cards in the deck that allows us to address our biggest weakness of not playing blue. Wishclaw Talisman is another card I like a lot since it is basically a one-time Demonic Tutor it is by no means as strong, but tutors are pretty much always good.

Enchantments:

Most of our enchantment package is combo pieces like Smothering Tithe, Underworld Breach, and Dance of the Dead, which are all strong cards that are apart of the various combos in the deck. Beyond that, we have strong enchantments like Necropotence, which can be an amazing way to filter through the deck and get our combo pieces. The Meathook Massacre is my favorite enchantment in the deck. Not only is it a great removal spell, but it is also a great payoff for our infinite creature combos and sacrifice.

Land Base:

Our land base is what you would expect from a CEDH landbase with format staples like Ancient Tomb, Gemstone Caverns, and City of Brass. Cabal Pit is one of my favorite lands in the deck since we can pretty easily establish Threshold and be able to take out a commander/creature of our opponents. Beyond that, we have many on-and-off color fetches and the original duals and shock lands. I found in testing that this landbase is very efficient and strong.

Strengths of the Deck:

  • Tons of ways to combo off
  • We can combo off very early, not 1-2 but usually 2-3 consistently
  • There is a decent amount of removal to remove key creatures/commanders

Weaknesses of the Deck:

  • General weaknesses of not playing blue in CEDH
  • No counterspells
  • Weak to graveyard hate

Deck Stats:

Sample Hands:

Main Win Conditions:

We are a combo deck through and through, so it should come as no surprise that we have quite a few combos and many different ways to go off and end the game. Many of our combos require other lines to be active, like Altar of Dementia lines. Additionally, we can use The Meathook Massacre and Mayhem Devil as strong damage outlets. Below are all of the combos in the deck explained.

Abdel Adrian, Gorion's Ward + Animate Dead

Requires:

Abdel Adrian in your graveyard. Animate Dead in hand. 1B available.
Steps:

  1. Cast Animate Dead by paying 1B, returning Abdel Adrian from your graveyard to the battlefield, and attaching Animate Dead to it.
  2. Abdel Adrian enters the battlefield, exiling Animate Dead until Abdel Adrian leaves the battlefield, and creating a 1/1 Soldier creature token.
  3. Animate Dead triggers, causing you to sacrifice Abdel Adrian.
  4. Animate Dead returns to the battlefield, returning Abdel Adrian from your graveyard to the battlefield, and attaching Animate Dead to it.
  5. Repeat from step 2.

Results:

Infinite creature tokens. Infinite ETB. Infinite LTB. Infinite death triggers. Infinite sacrifice triggers. Infinite blinking.

Abdel Adrian, Gorion's Ward + Dance of the Dead

Requires:

Abdel Adrian in your graveyard. Dance of the Dead in hand. 1B available.

Steps:

  1. Cast Dance of the Dead by paying 1B, returning Abdel Adrian from your graveyard to the battlefield, and attaching Dance of the Dead to it.
  2. Abdel Adrian enters the battlefield, exiling Dance of the Dead until Abdel Adrian leaves the battlefield, and creating a 1/1 Soldier creature token.
  3. Dance of the Dead triggers, causing you to sacrifice Abdel Adrian.
  4. Dance of the Dead returns to the battlefield, returning Abdel Adrian from your graveyard to the battlefield, and attaching Dance of the Dead to it.
  5. Repeat from step 2.

Results:

Infinite creature tokens. Infinite ETB. Infinite LTB. Infinite death triggers. Infinite sacrifice triggers. Infinite blinking.

Abdel Adrian, Gorion's Ward + Necromancy

Requires:

Abdel Adrian in your graveyard. Necromancy in hand. 2B available.

Steps:

  1. Cast Necromancy by paying 2B, returning Abdel Adrian from your graveyard to the battlefield, and attaching Necromancy to it.
  2. Abdel Adrian enters the battlefield, exiling Necromancy until Abdel Adrian leaves the battlefield, and creating a 1/1 Soldier creature token.
  3. Necromancy triggers, causing you to sacrifice Abdel Adrian.
  4. Necromancy returns to the battlefield, returning Abdel Adrian from your graveyard to the battlefield, and attaching Necromancy to it.
  5. Repeat from step 2.

Results:

Infinite creature tokens. Infinite ETB. Infinite LTB. Infinite death triggers. Infinite sacrifice triggers. Infinite blinking.

Kroxa and Kunoros + Altar of Dementia

Requires:

Kroxa and Kunoros in hand or in the command zone. Altar of Dementia on the battlefield. 3RWB available plus enough mana to pay for commander tax, if applicable.

Steps:

  1. Cast Kroxa and Kunoros either from your hand or from the command zone by paying 3RWB and commander tax, if applicable.
  2. When Kroxa and Kunoros enters the battlefield, it triggers.
  3. Holding priority, activate Altar of Dementia by sacrificing Kroxa and Kunoros, causing you to mill cards equal to Kroxa and Kunoros’ power.
  4. Resolve the Kroxa and Kunoros trigger, causing you to exile five other cards from your graveyard and return Kroxa and Kunoros from your graveyard to the battlefield.
  5. Repeat from step 2.

Results:

Infinite self-mill. Exile your library.

Dualcaster Mage + Altar of Dementia + Sevinne's Reclamation

Requires:

Altar of Dementia on the battlefield. All other cards in hand. Any permanent card with mana value 3 or less in your graveyard. 3WRR available.

Steps:

  1. Cast Sevinne’s Reclamation by paying 2W, targeting any valid target in the graveyard.
  2. In response, cast Dualcaster Mage by paying 1RR.
  3. Dualcaster Mage enters the battlefield, triggering itself, targeting Sevinne’s Reclamation.
  4. In response, activate Altar of Dementia by sacrificing Dualcaster Mage, causing target player to mill two cards.
  5. Resolve the Dualcaster Mage trigger, putting a copy of Sevinne’s Reclamation on the stack targeting Dualcaster Mage.
  6. Resolve the Sevinne’s Reclamation copy, returning Dualcaster Mage from your graveyard to the battlefield.
  7. Repeat from step 3.

Results:

Infinite ETB. Infinite LTB. Infinite sacrifice triggers. Infinite death triggers. Infinite mill. Infinite self-mill. Infinite magecraft triggers.

Dualcaster Mage + Saw in Half

Requires:

All cards in hand. 3BRR available. There is at least one creature on the battlefield.

Steps:

  1. Cast Saw in Half by paying 2B, targeting any creature.
  2. Holding priority, cast Dualcaster Mage by paying 1RR.
  3. Dualcaster Mage enters the battlefield, copying Saw in Half targeting Dualcaster Mage.
  4. Resolve the copy of Saw in Half, destroying Dualcaster Mage and creating two token copies of it with base power equal to half the destroyed creature’s power and base toughness equal to half the destroyed creature’s toughness, rounding up each time.
  5. Both Dualcaster Mage tokens enter the battlefield, triggering themselves.
  6. Resolve the first Dualcaster Mage trigger, copying Saw in Half targeting a Dualcaster Mage token.
  7. Repeat from step 4.
  8. Once you have a large amount of Dualcaster Mage triggers on the stack, you may resolve those triggers, copying Saw in Half targeting any creature you control to create infinite token copies of the creature(s).
  9. You may also resolve the Dualcaster Mage triggers, copying any other instant and/or sorcery spells on the stack.

Results:

Infinite creature tokens. Infinite ETB. Infinite LTB. Infinite death triggers. Infinite magecraft triggers. Infinite copies of any instant

Underworld Breach + Lion's Eye Diamond + Wheel of Fortune

Requires:

Wheel of Fortune in your graveyard. All permanents on the battlefield. You have at least six other cards in hand and/or graveyard.

Steps:

  1. Activate Lion’s Eye Diamond by discarding your hand and sacrificing it, adding RRR.
  2. Cast Wheel of Fortune from your graveyard for its escape cost by paying 2R and exiling 3 cards from your graveyard.
  3. Resolve Wheel of Fortune, causing each player to discard their hand and draw seven cards.
  4. Cast Lion’s Eye Diamond from your graveyard for its escape cost by exiling 3 cards from your graveyard.
  5. Repeat.

Results:

Infinite looting. Infinite draw triggers. Infinite looting for opponents. Near-infinite storm count.

Underworld Breach + Jeska's Will + Wheel of Fortune

Requires:

Underworld Breach on the battlefield. All other cards in your graveyard. You have at least six additional cards in your graveyard, plus an additional six cards between your hand and/or graveyard. An opponent has at least six cards in hand. 2R available.

Steps:

  1. Cast Jeska’s Will from your graveyard for its escape cost by paying 2R and exiling three other cards from your graveyard, adding at least six R.
  2. Cast Wheel of Fortune from your graveyard for its escape cost by paying 2R and exiling three other cards from your graveyard, causing each player to discard their hand and draw seven cards.
  3. Repeat.

Results:

Infinite looting for all players. Infinite draw triggers for all players. Near-infinite storm count. Near-infinite magecraft triggers.

Underworld Breach + Smothering Tithe + Wheel of Fortune

Requires:

Wheel of Fortune in your graveyard. All permanents on the battlefield. At least one opponent is unable to pay for Smothering Tithe’s trigger. You have at least three other cards in your graveyard, plus an additional three cards between your graveyard and/or hand. 2R available.

Steps:

  1. Cast Wheel of Fortune from your graveyard for its escape cost by paying 2R and exiling three cards from your graveyard, causing each player to discard their hand and draw seven cards.
  2. Smothering Tithe triggers for each card drawn by your opponents, creating that many Treasure tokens.
  3. Activate three of the Treasure tokens by tapping and sacrificing them, adding 2R.
  4. Repeat.

Results:

Infinite looting for all players. Infinite draw triggers for all players. Infinite self-discard triggers for all players. Near-infinite Treasure tokens. Near-infinite colored mana.

Conclusion: