
Kardur, Doomscourge
The Commander
When Kardur enters, until your next turn, creatures your opponents control attack each combat if able and attack a player other than you if able.
Whenever an attacking creature dies, each opponent loses 1 life and you gain 1 life.
Guide
Gameplan
Force your opponents' creatures to attack each other every combat, then profit as those attackers die—each death drains every opponent for 1 and gains you 1. You play a goad/pillowfort game, controlling the board with cheap removal and edicts while pinging the table to death, recasting Kardur to re-apply the forced-attack effect when needed.
Strengths
- Turns opponents' own boards into your win condition via incidental drain
- Goad and forced-attack effects synergize for massive life swings
- Recurring Kardur from the command zone re-applies the attack-forcing effect
- Plays politics naturally by pointing aggression away from you
- Low mana value (4) makes him cheap and resilient to repeated casts
Weaknesses
- Drain is slow and grindy—can be outraced by faster combo decks
- Relies on opponents having creatures to force into combat
- Vulnerable to board wipes that erase your goad targets and your own setup
- Effect only lasts until your next turn, so timing recasts matters
- Limited card advantage engines in base BR build
Key Cards
- Disrupt Decorum — Goads every opponent's creatures at once for a huge combat that triggers Kardur's drain repeatedly.
- Grand Melee — Forces all creatures to attack each combat, creating constant Kardur death triggers.
- Bloodthirsty Blade — Repeatable single-target goad that keeps pointing threats at your enemies turn after turn.
- Marisi, Breaker of the Coil — Goads creatures on combat damage, but better—reliable goad sources like this fuel the engine (use BR equivalents).
- Master of Cruelties — A devastating attacker whose forced-combat effects punish goaded opponents.
- Disorder in the Court — Goads a creature each opponent controls, multiplying forced attacks and death triggers.
Upgrade Path
Add more goad enablers and a few Mass-attack enchantments (Grand Melee, Curse of the Nightly Hunt) to maximize death triggers, plus drain stackers like Blood Artist and Zulaport Cutthroat. Improve consistency with strong BR ramp (Arcane Signet, Fellwar Stone) and card draw (Sign in Blood, Night's Whisper), and consider Bloodchief Ascension or Sanguine Bond to convert the steady life loss into a faster kill.
Core Cards
- Scythe Specter100%
- Explosion of Riches100%
- Tectonic Giant100%
- Solemn Simulacrum100%
- Rakdos Signet100%
- Breath of Malfegor100%
- Worn Powerstone100%
- Dredge the Mire100%
- Spiteful Visions100%
- Ambition's Cost100%
- Kazuul, Tyrant of the Cliffs100%
- Brash Taunter100%
From 1 Mythicwyrm deck.
Win Conditions
- ▸Grinding the table down via Kardur's 1-life-each-opponent drain across many forced combats
- ▸Symmetrical 'all creatures attack' enchantments turning every combat into mass drain
- ▸Backup reach from group-slug cards like Bitter Ordeal, Bloodchief Ascension, or burn finishers
Archetypes
- Goad / Forced Combat — Kardur weaponizes opponents' creatures by forcing attacks and draining the table as those attackers die.
- Group Slug / Pillowfort — Incidental life loss for every opponent each combat plus deterrents that point aggression elsewhere.
- Aristocrats-lite — Capitalizes on creatures dying in combat, pairing well with sacrifice and death-payoff effects.
Combos
No combos found for this commander on Commander Spellbook.
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