Hello, I’m Patrick, and I’m a combo addict. I know what you’re thinking; how can someone like me, who has been playing Magic: The Gathering for over 15 years, be so single-minded in his want to brew only the jankiest of combos? I wish I had an answer for you, but I do know how indispensable EDHREC is at feeding that addiction! This series presents various aspects of playing combo decks, from the specifics of a given combo, to how combo players look to build such a deck, to how we can get more consistency in our favored format. Finally, I will prove that a combo-style deck doesn't have to be degenerate. Really, it doesn’t! If it pleases the court, I submit into evidence Exhibit A: ReveillarkReveillark and Karmic GuideKarmic Guide.
The Combo:
ReveillarkReveillark and Karmic GuideKarmic Guide are a staple combo in most graveyard recursion decks that use white. It is such a powerful combination of effects that many decks run it purely for value instead of building a deck around them, which is why our journey into jank starts here. This is the kind of combo that people don’t hate on because it is quick and to the point; however, there is often unused potential when all the pieces are assembled on the board.
Let’s start by looking at what the two cards are and do.
The Interactions:
Obviously, this combo is all about getting creatures from the graveyard onto the battlefield. To ensure we’re all on the same page let's run through an idealised situation and then go into how to improve and best utilize the combo.
In this idealized situation Karmic GuideKarmic Guide and some value creature with power 2 or less are in our graveyard. Let's use Wall of OmensWall of Omens for convenience and for the love of drawing cards. We evoke ReveillarkReveillark, which forces us to sacrifice it as soon as it hits the battlefield. This triggers its exit the battlefield ability bringing Karmic GuideKarmic Guide and Wall of OmensWall of Omens back to the battlefield. Karmic GuideKarmic Guide enters the battlefield and returns ReveillarkReveillark. Now there are three creatures on board where previously there were none and Wall of OmensWall of Omens draws a card. If that doesn’t feel good, I don’t know what does!
This kind of play is where the value tends to end in many decks, but this is precisely where we can try to make it a strong exploitable combo. There are a few options to explore in terms of a third creature that allows the ReveillarkReveillark and Karmic GuideKarmic Guide combo to be repeatable and relatively safe from disruption.
Staying in white provides access to Mirror EntityMirror Entity, or Viscera SeerViscera Seer in black to enhance the combo. The key is to find a creature that is a viable target to bring back from the graveyard with ReveillarkReveillark that can either kill our team or sacrifice them at instant speed. This level of protection allows us to attack and block indefinitely without much recourse, or allows the combo to live long enough for us to draw into win conditions.
The easier of the two interactions is Mirror EntityMirror Entity, since it removes any worry about stacking triggers in the right order to return the pieces to the board. Mirror EntityMirror Entity’s ability, paying 0, puts the life total of all our creatures to 0 and sends them to the graveyard simultaneously. This allows us to stack any triggers that happen as we choose and can resolve the ReveillarkReveillark trigger last to bring back our combo with the loop.
The trickier interaction is with Viscera SeerViscera Seer, because its ability requires stacking the sacrifice triggers so that the creatures enter the graveyard in a specific order to bring them back. Let’s run through it to remove any hesitation in the heat battle.
Oh no, someone targeted our Viscera SeerViscera Seer with Swords to PlowsharesSwords to Plowshares, we’ll never be able to recover if we let this resolve! Luckily, we have ReveillarkReveillark and Karmic GuideKarmic Guide on the battlefield! The first instinct for most players is to try to just sacrifice Viscera SeerViscera Seer for the scry 1, and then remember that they had the combo on board and go to sacrifice the other two. Sadly, this line of play will not lead to all three creatures to return to the battlefield.
To that end, we start by sacrificing the ReveillarkReveillark, and then, holding priority, we sacrifice the Karmic GuideKarmic Guide and the Viscera SeerViscera Seer in either order. This ordering is how we can make sure that the Viscera SeerViscera Seer and Karmic GuideKarmic Guide are valid targets for the ReveillarkReveillark’s ability to bring them back.
It’s the pesky stack that makes us do it this way, first in last out. When we do this, the sacrifices happen on the stack in the order of Viscera SeerViscera Seer, Karmic GuideKarmic Guide, and finally ReveillarkReveillark. Having ReveillarkReveillark leave the battlefield last is the key step to ensure it has valid targets to bring back.
The Decks:
The best thing about this combo is that it fits pretty well into any deck that runs white, as it is a small value engine and doesn’t need to be central to your strategy when building a deck. As proof, according to EDHREC, in 74% of decks that include ReveillarkReveillark, include Karmic GuideKarmic Guide, with a synergy rating of +68%. The reverse of comparing Karmic GuideKarmic Guide to ReveillarkReveillark, there is only a +45% synergy which points out that ReveillarkReveillark requires a little more building around than Karmic GuideKarmic Guide does. No matter what color we want to go into there are three general categories that should be filled out, enablers, finishers and value.
Enablers:
Enablers are cards that fuel the combo, or at the very least get the whole thing started. In this case it is sacrifice outlets. Let’s go over some of the best ones I found using EDHREC and see where it leads us.
Phyrexian AltarPhyrexian Altar/Ashnod’s AltarAshnod’s Altar: Colorless and gives us infinite colorless mana to work with.
Viscera SeerViscera Seer: Lets us scry our library to get what we want.
Mirror EntityMirror Entity: Can kill our team, but is also a win condition with enough mana or creatures.
Spawning PitSpawning Pit: Lets us go infinitely wide if we want.
Altar of DementiaAltar of Dementia: Mill for the win and enable the combo.
Vish Kaal, Blood ArbiterVish Kaal, Blood Arbiter: Possible commander and enabler.
Finishers:
Finishers are the game enders, where we have to figure out where we want to take the deck and how we win.
Murderous RedcapMurderous Redcap: Kills the opponents, and can take care of any pesky creatures on the way.
Venser, Shaper SavantVenser, Shaper Savant: Bounce all the permanents that aren’t yours, and set everyone back to the stone age. Doesn’t end the game on that turn, but it might as well be.
Zulaport CutthroatZulaport Cutthroat/Blood ArtistBlood Artist: Drain for 1 for each loop.
Acidic SlimeAcidic Slime: Kill all the lands and mana rocks, one at a time.
Boonweaver GiantBoonweaver Giant: This is another combo on top of the one we’re talking about already, we can put Pattern of RebirthPattern of Rebirth on the giant, and then start to tutor up all the big scary creatures we could want from our deck.
Soul’s AttendantSoul’s Attendant/Soul WardenSoul Warden/Suture PriestSuture Priest: If life gain is your strategy, these are the cards you want. We just need Test of EnduranceTest of Endurance out and we will win the game on our next upkeep if no one stops us.
Stoneforge MysticStoneforge Mystic: Find the equipment needed to voltron your way to the winning position.
Value:
Finally, we need some way to get to our combo pieces without just running out of things to do before we get there. That’s where value cards comes into play. Looking through EDHREC, the following cards are in numerous decks for good reason because they provide answers to situations while keeping you alive.
Solemn SimulacrumSolemn Simulacrum: An engine to draw our deck and get play all of our basic lands.
Saffi EriksdonnerSaffi Eriksdonner: Possible commander and a redundant effect for Karmic GuideKarmic Guide.
CloneClone: Any clone effect will work here, we can double up on our own effects as well as get the best stuff on the board or graveyard in the case of Body DoubleBody Double.
DuplicantDuplicant: Get rid of each creature on the board forever.
Reclamation SageReclamation Sage: Kill the artifacts and enchantments.
Farhaven ElfFarhaven Elf/Knight of the White OrchidKnight of the White Orchid: Ramp those lands out.
Eternal WitnessEternal Witness: Get our stuff back that was so unfairly killed.
According to EDHREC, the most common commanders that run this combo are Karador, Ghost ChieftainKarador, Ghost Chieftain in first, then Alesha, She who Smiles at DeathAlesha, She who Smiles at Death, and in third Roon of the Hidden RealmsRoon of the Hidden Realms. They all tend to focus on really squeezing out value from each creature, much like our combo.
The Responses:
The most obvious place to start is graveyard hate. Rest in PeaceRest in Peace eats this combo alive, along withScavenging OozeScavenging Ooze orAnafenza the ForemostAnafenza the Foremost as a general since their effects all exile your creatures from the graveyard or stops them from going to the graveyard at all. This requires some enchantment and creature removal to protect this combo. The combo is also weak to mass exile effects such asMerciless EvacuationMerciless Evacuation. ReveillarkReveillark's ability still triggers as it exits the battlefield, but without a graveyard there are no valid targets. The best option is to send everything to the graveyard in response and hope for a reanimator spell.
The next weak point in the combo is when ReveillarkReveillark is evoked there is the possibility of a counter spell, since everything else along the loop are triggered abilities, which are more difficult to interact with for other players. Fortunately the combo can recover from a counter using any other reanimator effects in the deck to bring creatures back to the battlefield or your hand.
The last place we could get stopped are tax effects, Torpor OrbTorpor Orb, or even cards that punish you for putting creatures onto the battlefield without casting them from your hand. This is a consideration that is very meta and commander dependent.
The Resolution:
This discussion doesn’t really lead us to just going out into the world and playing a deck, because it only informs us of what kind of choices we should be making when building around the ReveillarkReveillark and Karmic GuideKarmic Guide combo. To help with that, here is a deck that is a slightly modified average deck from EDHREC.
Combodor, Ghost Chieftain
View on Archidekt- 1 [Commander]Karador, Ghost Chieftain[/Commander][Commander]Karador, Ghost Chieftain[/Commander]
Creatures (31)
- 1 Birds of ParadiseBirds of Paradise
- 1 Soul WardenSoul Warden
- 1 Viscera SeerViscera Seer
- 1 Blood ArtistBlood Artist
- 1 Fauna ShamanFauna Shaman
- 1 Qasali PridemageQasali Pridemage
- 1 Saffi EriksdotterSaffi Eriksdotter
- 1 Sakura-Tribe ElderSakura-Tribe Elder
- 1 Satyr WayfinderSatyr Wayfinder
- 1 Eternal WitnessEternal Witness
- 1 Farhaven ElfFarhaven Elf
- 1 Reclamation SageReclamation Sage
- 1 Recruiter of the GuardRecruiter of the Guard
- 1 Wood ElvesWood Elves
- 1 Yavimaya ElderYavimaya Elder
- 1 Disciple of BolasDisciple of Bolas
- 1 Jarad, Golgari Lich LordJarad, Golgari Lich Lord
- 1 Meren of Clan Nel TothMeren of Clan Nel Toth
- 1 Solemn SimulacrumSolemn Simulacrum
- 1 Acidic SlimeAcidic Slime
- 1 Karmic GuideKarmic Guide
- 1 ReveillarkReveillark
- 1 ShriekmawShriekmaw
- 1 Sidisi, Undead VizierSidisi, Undead Vizier
- 1 DuplicantDuplicant
- 1 Sun TitanSun Titan
- 1 Butcher of MalakirButcher of Malakir
- 1 Elesh Norn, Grand CenobiteElesh Norn, Grand Cenobite
- 1 Rune-Scarred DemonRune-Scarred Demon
- 1 Sheoldred, Whispering OneSheoldred, Whispering One
- 1 Ashen RiderAshen Rider
Instant (5)
- 1 Anguished UnmakingAnguished Unmaking
- 1 EntombEntomb
- 1 Path to ExilePath to Exile
- 1 Swords to PlowsharesSwords to Plowshares
- 1 Sylvan ReclamationSylvan Reclamation
Sorcery (10)
- 1 Buried AliveBuried Alive
- 1 Demonic TutorDemonic Tutor
- 1 Eldritch EvolutionEldritch Evolution
- 1 Jarad's OrdersJarad's Orders
- 1 Life from the LoamLife from the Loam
- 1 Living DeathLiving Death
- 1 Merciless EvictionMerciless Eviction
- 1 ReanimateReanimate
- 1 Unburial RitesUnburial Rites
- 1 Wrath of GodWrath of God
Enchantment (6)
- 1 Animate DeadAnimate Dead
- 1 Aura ShardsAura Shards
- 1 Deadbridge ChantDeadbridge Chant
- 1 Greater GoodGreater Good
- 1 Survival of the FittestSurvival of the Fittest
- 1 Sylvan LibrarySylvan Library
Artifact (10)
- 1 Altar of DementiaAltar of Dementia
- 1 Ashnod's AltarAshnod's Altar
- 1 Birthing PodBirthing Pod
- 1 Golgari SignetGolgari Signet
- 1 Orzhov SignetOrzhov Signet
- 1 PanharmoniconPanharmonicon
- 1 Selesnya SignetSelesnya Signet
- 1 SkullclampSkullclamp
- 1 Sol RingSol Ring
- 1 Spawning PitSpawning Pit
Land (37)
- 1 Ash BarrensAsh Barrens
- 1 Bojuka BogBojuka Bog
- 1 Canopy VistaCanopy Vista
- 1 Command TowerCommand Tower
- 1 Evolving WildsEvolving Wilds
- 6 ForestForest
- 1 Godless ShrineGodless Shrine
- 1 Golgari Rot FarmGolgari Rot Farm
- 1 High MarketHigh Market
- 1 Isolated ChapelIsolated Chapel
- 1 Llanowar WastesLlanowar Wastes
- 1 Murmuring BoskMurmuring Bosk
- 1 Overgrown TombOvergrown Tomb
- 4 PlainsPlains
- 1 Sandsteppe CitadelSandsteppe Citadel
- 1 Sunpetal GroveSunpetal Grove
- 7 SwampSwamp
- 1 Temple GardenTemple Garden
- 1 Temple of SilenceTemple of Silence
- 1 Temple of the False GodTemple of the False God
- 1 Urborg, Tomb of YawgmothUrborg, Tomb of Yawgmoth
- 1 Windswept HeathWindswept Heath
- 1 Woodland CemeteryWoodland Cemetery
The biggest changes made were putting in the signets and taking out a couple of creatures that couldn’t be targeted with ReveillarkReveillark, and replacing them with some of the value targets mentioned in the article. It ended up being much more of a tool box value deck with possible combo finishers. This list can be tuned to your liking and to fit your meta. Especially if you are one who loves card draw because we lack a lot of that here. The best part about EDH is that week to week your decks don’t have to be the same. Find new things to do with it!
With some combos, the win condition is the resolution of the spells, but in this case there is only an engine that can protect itself. There are many ways we can start to abuse the engine to create a game winning plan. The most important thing about your game plan is to tune it to your meta, so that you win in a way that your group thinks is an ok way to win.
Even if you find that you hate combo plays after running ReveillarkReveillark and Karmic GuideKarmic Guide, you at least will appreciate the power of it. This combo won’t necessarily win the game, but if you’re a player interested in “going off”, this combination will satisfy you.
I will be back with another combo next time, but if you have any suggestions or questions just make a comment below!
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