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COMMANDER(S)
Kenrith, the Returned King
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B G R U W
- Five-Color
Created by  Jon
Bracket
6.5 - 7.0
Bracket 4
Average CMC Average CMC
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ANALYSIS

Overview:

This 5-color Kenrith deck combines Advisor tribal synergies with a stax/control shell and infinite mana combos. The primary strategy leverages Advisor typal support (Urza's Incubator, Kindred Dominance, Vanquisher's Banner) to establish board presence while utilizing stax elements (Gaddock Teeg, Propaganda, Grand Arbiter Augustin IV) to slow opponents. Kenrith serves as a flexible value engine and combo outlet, with Training Grounds/Biomancer's Familiar enabling explosive activations. The deck can win through combat with buffed Advisors, infinite mana combos with Kenrith's abilities, or mill strategies using Bruvac the Grandiloquent and Mindcrank.

Primer:

Core Strategy Execution:

  1. Early Setup (T1-3): Deploy mana rocks (Sol Ring, Chrome Mox) and stax pieces (Esper Sentinel, Gaddock Teeg). Use fetches/shocks to fix mana.
  2. Midgame Control (T4-6): Resolve key Advisors like Grand Arbiter Augustin IV and Kambal, Consul of Allocation. Establish card advantage via Rhystic Study/Kindred Discovery.
  3. Combo Assembly: Tutor for Isochron Scepter + Dramatic Reversal with artifact mana sources to generate infinite mana. Use Kenrith's abilities to draw the deck, create infinite +1/+1 counters, or mill opponents via Psychic Corrosion.
  4. Alternative Wins: Activate Azor's Elocutors filibuster counters or overwhelm with boosted Advisors using Skyboon Evangelist and Kongming, "Sleeping Dragon".

Mulligan Priorities:

  • Keep hands with 2-3 lands (including fetch/shock), 1-2 ramp pieces, and at least one stax/combo component.
  • Prioritize early mana (Birds of Paradise, Bloom Tender) or disruptive Advisors (Esper Sentinel, Gaddock Teeg).
  • Avoid hands lacking colored mana sources or with only high-CMC spells.

Key Tips:

  • Use Teferi's Protection/Deflecting Swat to protect combo turns.
  • Academy Ruins can recur Isochron Scepter if disrupted.
  • Wilderness Reclamation/Seedborn Muse enable multiple Kenrith activations per turn cycle.

Weaknesses:

Critical

  • Heavy reliance on artifact mana and key enchantments (Training Grounds, Wilderness Reclamation) makes the deck vulnerable to mass artifact/enchantment removal.
  • Blood Moon/Back to Basics cripples the shock/fetch mana base.

Moderate

  • Graveyard hate (Rest in Peace) disrupts Kenrith's reanimation ability and Academy Ruins recursion.
  • Creature board wipes reset Advisor tribal synergies.

Minor

  • Limited instant-speed interaction outside counterspells (Counterspell, Dovin's Veto).
  • Some wincons (Azor's Elocutors) are easily disrupted.

Most Important Cards:

  • Isochron Scepter (Infinite mana combo enabler)
  • Dramatic Reversal (Combo piece with Scepter)
  • Training Grounds (Reduces Kenrith activation costs)
  • Grand Arbiter Augustin IV (Stax effect and cost reduction)
  • Demonic Tutor (Tutors key combo/stax pieces)
  • Rhystic Study (Primary card advantage engine)
  • Urza's Incubator (Advisor tribal cost reduction)
  • Teferi's Protection (Combo turn protection)
  • Seedborn Muse (Untap synergy with Kenrith)
  • Bruvac the Grandiloquent (Mill amplifier)

Attribute Ratings:

Speed: 7/10
Capable of T4-5 wins with ideal draws (Scepter/Reversal + mana rocks), but often slows to T6-8 for safer combo execution.

Resilience: 5/10
Limited protection beyond a few counterspells, though recursion (Academy Ruins) and phasing (Teferi's Protection) provide some recovery.

Consistency: 8/10
Extensive tutor suite (9 tutors including fetches) and card draw engines ensure reliable access to combo pieces.

Interaction: 6/10
Moderate stack interaction (6 counterspells) and targeted removal, but lacks board wipes beyond Kindred Dominance.

Rating Justification:

This deck demonstrates optimized combo potential (T4-5 wins) with strong consistency, but its reliance on fragile artifacts and vulnerability to common stax pieces prevents higher-tier placement. The balance between tribal synergies and combo execution aligns with high-power casual play.

Power level: 6.5 - 7.0

DECK LIST
Kenrith, the Returned King
Creature: 28
($130.34)
1
Azor's Elocutors
3 W/U W/U
1
Biomancer's Familiar
G U
1
Birds of Paradise
G
1
Bloom Tender
1 G
1
Bruvac the Grandiloquent
2 U
1
Celestial Regulator
1 W U
1
Denry Klin, Editor in Chief
2 W U
1
Droning Bureaucrats
3 W
1
Esper Sentinel
W
1
Faeburrow Elder
1 G W
1
Gaddock Teeg
G W
1
Grand Arbiter Augustin IV
2 W U
1
Ignoble Hierarch
G
1
Jacob Hauken, Inspector // Hauken's Insight
1 U
1
Kambal, Consul of Allocation
1 W B
1
Karlov of the Ghost Council
W B
1
Kethis, the Hidden Hand
W B G
1
Kongming, "Sleeping Dragon"
2 W W
1
Michiko Konda, Truth Seeker
3 W
1
Minister of Impediments
2 W/U
1
Naomi, Pillar of Order
3 W B
1
Noble Hierarch
G
1
Obzedat, Ghost Council
1 W W B B
1
Seedborn Muse
3 G G
1
Shield Broker
3 U U
1
Skyboon Evangelist
4 W
1
Teysa Karlov
2 W B
1
Teysa, Envoy of Ghosts
5 W B
Artifact: 12
($85.04)
1
Altar of the Brood
1
1
Arcane Signet
2
1
Chrome Mox
0
1
Commander's Sphere
3
1
Isochron Scepter
2
1
Mindcrank
2
1
Sol Ring
1
1
Swiftfoot Boots
2
1
Talisman of Hierarchy
2
1
Talisman of Progress
2
1
Urza's Incubator
3
1
Vanquisher's Banner
5
Enchantment: 8
($105.63)
1
Ghostly Prison
2 W
1
Kindred Discovery
3 U U
1
Propaganda
2 U
1
Psychic Corrosion
2 U
1
Rhystic Study
2 U
1
Smothering Tithe
3 W
1
Training Grounds
U
1
Wilderness Reclamation
3 G
Instant: 9
($199.82)
1
Counterspell
U U
1
Cyclonic Rift
1 U
1
Deflecting Swat
2 R
1
Dovin's Veto
W U
1
Dramatic Reversal
1 U
1
Fierce Guardianship
2 U
1
Swords to Plowshares
W
1
Teferi's Protection
2 W
1
Vampiric Tutor
B
Sorcery: 2
($52.85)
1
Demonic Tutor
1 B
1
Kindred Dominance
5 B B
Land: 40
($456.15)
1
Academy Ruins
1
Adarkar Wastes
1
Arid Mesa
1
Battlefield Forge
1
Blood Crypt
1
Bloodstained Mire
1
Bojuka Bog
1
Breeding Pool
1
Brushland
1
Cavern of Souls
1
Caves of Koilos
1
City of Brass
1
Command Tower
1
Flooded Strand
1
Godless Shrine
1
Hallowed Fountain
1
Karplusan Forest
1
Llanowar Wastes
1
Mana Confluence
1
Marsh Flats
1
Misty Rainforest
1
Overgrown Tomb
1
Plaza of Heroes
1
Polluted Delta
1
Reliquary Tower
1
Sacred Foundry
1
Scalding Tarn
1
Shivan Reef
1
Steam Vents
1
Stomping Ground
1
Sulfurous Springs
1
Temple Garden
1
Underground River
1
Urborg, Tomb of Yawgmoth
1
Verdant Catacombs
1
Watery Grave
1
Windswept Heath
1
Wooded Foothills
1
Yavimaya Coast
1
Yavimaya, Cradle of Growth

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