Arcane Foundry › Commanders › Karlach, Fury of Avernus
Karlach, Fury of Avernus
Legendary Creature — Tiefling Barbarian · {4}{R} · Red commander
Whenever you attack, if it's the first combat phase of the turn, untap all attacking creatures. They gain first strike until end of turn. After this phase, there is an additional combat phase.
Choose a Background (You can have a Background as a second commander.)
Build a Karlach, Fury of Avernus deck →
What Karlach, Fury of Avernus actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Triggered ability · attackWhenever you attack, if it's the first combat phase of the turn, untap all attacking creatures. They gain first strike until end of turn. After this phase, there is an additional combat phase.
- Keyword · choose a backgroundchoose a background
What a Karlach, Fury of Avernus deck needs
Plays as combat trigger. What the commander asks of the other 99 — read from the card and checked by hand.
- extra combat phases and attackers that profit from them
- a wide board that attacks every turn (the trigger fires on the attack)
The Karlach, Fury of Avernus deck plan
The roles the Forge fills for this commander, and how many cards of each.
- 16× A permanent whose own trigger fires on attacking — the fuel an attack-trigger doubler multiplies, and the payoff an attack commander wants beside it
- 20× Make creature tokens — a static anthem or a go-wide commander needs a board to be wide
- 6× Actually remove one problem permanent — preventing its damage is not removing it
- 10× Find the exact card the plan needs
- 2× Answer a whole board at once
- 8× Refill your hand
- 3× Keep a permanent you control alive through removal
- 11× Get ahead on mana
Best cards for Karlach, Fury of Avernus
Ranked by an engine that reads what each card does — its real cost, its delay and how reliably it works — rather than counting how often other people play it.
A permanent whose own trigger fires on attacking — the fuel an attack-trigger doubler multiplies, and the payoff an attack commander wants beside it
- Krenko, Tin Street Kingpin3 mana
- Fear of Missing Out2 mana
- Inti, Seneschal of the Sun2 mana
- Captain Lannery Storm3 mana
- Combat Celebrant3 mana
- Laelia, the Blade Reforged3 mana
- Legion Warboss3 mana
- Minion of the Mighty1 mana
Make creature tokens — a static anthem or a go-wide commander needs a board to be wide
- Replicating Ring3 mana
- Omarthis, Ghostfire Initiate0 mana
- Andúril, Flame of the West3 mana
- Hanweir Garrison3 mana
- Sarkhan, Fireblood3 mana
- Field of the Dead0 mana
- Fountainport0 mana
- Phyrexian Triniform9 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Wild Magic Surge2 mana
- Crush1 mana
- Umezawa's Jitte2 mana
- Titan's Presence3 mana
- Abrade2 mana
- Untimely Malfunction2 mana
- Chaos Warp3 mana
- Kozilek's Command2 mana
Find the exact card the plan needs
- Imperial Recruiter3 mana
- Shield-Wall Sentinel4 mana
- Skyship Weatherlight4 mana
- Moonsilver Key2 mana
- Pattern Matcher4 mana
- Gamble1 mana
- Hoarding Dragon5 mana
- Shrine Steward5 mana
Answer a whole board at once
- Blasphemous Act9 mana
- Chain Reaction4 mana
- Street Spasm1 mana
- Selective Obliteration5 mana
- Mizzium Mortars2 mana
- Delete2 mana
- Earthquake1 mana
- Apocalypse5 mana
Refill your hand
- Ragavan, Nimble Pilferer1 mana
- Skullclamp1 mana
- Professional Face-Breaker3 mana
- The One Ring4 mana
- Sticky Fingers1 mana
- Vexing Bauble1 mana
- Birgi, God of Storytelling // Harnfel, Horn of Bounty3 mana
- Adaptive Omnitool2 mana
Keep a permanent you control alive through removal
- Hexing Squelcher2 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Eldrazi Monument5 mana
- Commander's Plate1 mana
- Mithril Coat3 mana
- Akroma's Memorial7 mana
- The Walls of Ba Sing Se8 mana
Get ahead on mana
- Sol Ring1 mana
- Palladium Myr3 mana
- Worn Powerstone3 mana
- Chrome Mox0 mana
- Everflowing Chalice0 mana
- Mox Diamond0 mana
- Mana Vault1 mana
- Wayfarer's Bauble1 mana