Karrthus wants a deck that plays cheap creatures and attacks from the first turns. It also suits a deck that steals its opponents' creatures and spells.
Mana cost
Black, Red, Green ()
Power / toughness7 / 7
RarityMythic
Flying, haste
When Karrthus enters, gain control of all Dragons, then untap all Dragons.
Picked for what they do in Karrthus's deck. When two cards do the same job, the one with the lower comes first. All of them fit Karrthus's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Open the full glossary
explain how Karrthus works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary
Wizards of the Coast7 Aug 2020
The control-change effect of Karrthus's triggered ability lasts indefinitely. It doesn't wear off during the cleanup step, and it doesn't expire if Karrthus leaves the battlefield. In a multiplayer game, it does expire if you leave the game.
Wizards of the Coast7 Aug 2020
When the triggered ability resolves, you'll untap all Dragons, including the ones you already control.
Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryBRGPlayers write colors as letters: B for black, R for red, G for green.AggroAggro decks play cheap creatures early and attack every turn, trying to knock opponents out before their bigger plans come together.Open the Aggro pageHaste EnablerLets your creatures attack or use tap abilities the turn they arrive, instead of waiting out summoning sickness. Rhythm of the Wild, AngerOpen the Haste Enabler pageEvasionAn ability that makes a creature hard to block, so its attacks reach the player. Flying, menace, landwalk and plain 'can't be blocked' are the common kinds.Open the Evasion pageTypal PayoffRewards you for playing lots of one kind of creature. That includes "lords" that make every other Goblin or Merfolk you control bigger, and cards that ask you to choose a creature type and then pay you off for it. A creature type is the word on the middle line of the card, like Goblin, Elf or Zombie.Open the Typal Payoff pageTheftTakes something that belongs to an opponent: a creature, another permanent, or even a spell cast straight off the top of their deck. Act of Treason, Hellkite TyrantOpen the Theft pageETB ValueDoes something useful the moment it arrives: an enter the battlefield ability, which players shorten to ETB. You keep that effect even if the card is removed straight afterwards, which is why these pair so well with flicker cards that make them enter again. Solemn Simulacrum, The One RingOpen the ETB Value pageTheftTheft decks take control of opponents' creatures and other cards, or cast spells from their decks, and use them against them. Some steals last one turn so you can attack with the borrowed creature; others are permanent.Open the Theft pageMass TheftTakes many permanents at once rather than one. It often takes the whole table's creatures for a turn, which frequently ends the game on the spot. Insurrection, Hellkite TyrantOpen the Mass Theft pageUntapperUntaps permanents. Untapping a land or a mana-producing artifact effectively lets you spend that mana twice in a turn, which is why untap effects turn up in so many infinite combos. Seedborn MuseOpen the Untapper pageTypal/KindredTypal decks are built around one creature type, like Elves, Dragons or Zombies, with cards that make that type stronger. The type is printed after the dash on the card's type line, and the strategy is also called kindred or tribal.Open the Typal/Kindred pageStatic BuffGives creatures a lasting bonus to power and toughness while it remains on the battlefield, rather than a boost that wears off at end of turn. Garruk's Uprising, Patchwork BannerOpen the Static Buff pageDragonsDragons are big flying creatures, most often red.Open the Dragons page
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