
Kenrith, the Returned King
The Commander
: All creatures gain trample and haste until end of turn.
: Put a +1/+1 counter on target creature.
: Target player gains 5 life.
: Target player draws a card.
: Put target creature card from a graveyard onto the battlefield under its owner's control.
Guide
Gameplan
Kenrith is a five-color goodstuff commander whose activated abilities turn excess mana into card draw, lifegain, reanimation, counters, and a global trample/haste alpha-strike enabler. You ramp into a powerful midrange or combo board, then sink mana into Kenrith to grind out advantage or close games, while his open color identity lets you run literally any card or combo you want.
Strengths
- Access to all five colors means no card is off-limits and your answers/threats are best-in-class
- On-board mana sink that scales infinitely with ramp and cost-reduction effects
- The
ability is a hidden finisher, granting your whole team trample and haste for a surprise lethal swing
reanimation and
draw let you grind into the late game against attrition decks
- Extremely flexible—can be built as combo, midrange, group hug, or superfriends
Weaknesses
- No inherent combo or game-winning ability on the card itself, so the deck must supply its own engine
- Mana-hungry; abilities are inefficient without acceleration or untap loops
- Five-color manabase is expensive and can stumble without fixing
- High-profile commander draws removal and is often a known quantity at tables
- Can play as a pile of value with no focused plan if poorly built
Key Cards
- Basalt Monolith — With a way to untap it (or Power Artifact) it generates infinite colorless to fuel Kenrith's draw or reanimation engine.
- Worldly Tutor — Five colors means tutors are gold—fetch your combo piece or silver bullet on demand.
- Smothering Tithe — Generates the explosive mana Kenrith craves to power his expensive activations every turn.
- Cyclonic Rift — The premier blue reset that protects your combo turn or sets up a lethal trample/haste alpha strike.
- Reanimate — Cheap reanimation that complements Kenrith's own
ability for grinding back threats.
- Triumph of the Hordes — Pairs with Kenrith's trample/haste grant for infect or overwhelming token-based kills.
Upgrade Path
Tighten the deck around a single backbone—either a fast combo line (Food Chain, infinite mana to draw the deck) or an explosive ramp-into-bombs plan—rather than playing a directionless value pile. Upgrade the manabase with all fetchlands, duals, and fast mana like Mana Crypt, Jeweled Lotus, and Smothering Tithe, then add efficient tutors (Demonic, Vampiric, Mystical) to find your wincon consistently. Prioritize cheap interaction (Swords to Plowshares, Force of Will, Swan Song) to protect your engine in faster pods.
Core Cards
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
Win Conditions
- ▸Alpha strike with the
trample/haste activation, often boosted by Triumph of the Hordes or counters
- ▸A dedicated combo like Thassa's Oracle + Demonic Consultation or infinite mana feeding Kenrith's draw
- ▸Grinding card and reanimation advantage until you bury opponents with bombs
- ▸Token or wide-board kills enabled by mass evasion
Archetypes
- Five-Color Goodstuff Midrange — Kenrith's open identity lets you run the best ramp, removal, and bombs in the game with a built-in mana sink.
- Combo — His draw and reanimation abilities support combo shells, and any five-color combo (Thassa's Oracle, etc.) is available.
- Group Hug / Politics — His abilities can target any player, letting you gift draws and life to broker deals and manipulate the table.
- Superfriends / Control — Five colors of planeswalkers, board wipes, and counters with Kenrith as a recurring engine and finisher.
Combos
No combos found for this commander on Commander Spellbook.
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Same color identity (BGRUW), by popularity.

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