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Harald, King of Skemfar
BGGolgariLegendary Creature — Elf Warrior

Harald, King of Skemfar

Mana value3Rank#8,474
BuildCard details

The Commander

Menace (This creature can't be blocked except by two or more creatures.)

When Harald enters, look at the top five cards of your library. You may reveal an Elf, Warrior, or Tyvar card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

Guide

Gameplan

Flood the board with Elves and Warriors, ramp hard with Elvish mana dorks, then alpha strike or pump the team for a wide lethal swing. Harald cantrips into your best tribal cards on each cast, so you reuse him through cheap recursion to dig for threats. The deck snowballs from explosive mana into overwhelming board presence by the midgame.

Strengths

  • Excellent mana acceleration from a deep pool of Elf dorks, enabling fast, explosive starts
  • Built-in card advantage from Harald's ETB that refills your hand with tribal payoffs
  • Goes both wide (tokens) and tall (anthems/overruns), giving multiple lines to victory
  • Black gives recursion, removal, and tutors that mono-green elves lack

Weaknesses

  • Extremely vulnerable to board wipes that punish a wide, low-toughness board
  • Relies on creature-based mana, so artifact/creature destruction sets you back hard
  • Harald's selection is narrow (only Elf/Warrior/Tyvar), so non-tribal slots are dead to it
  • Can struggle to interact with combo decks racing to win before you connect

Key Cards

  • Elvish Archdruid — Anthems your Elves and taps for massive mana scaling with your board, fueling overruns and X-spells.
  • Craterhoof Behemoth — The premier finisher that converts a wide elf board into instant lethal damage.
  • Skemfar Shadowsage — A Warrior tribal payoff that drains the table or gains life based on your Elf count.
  • Wirewood Symbiote — Lets you re-trigger Harald's ETB repeatedly by bouncing him for more card selection and untapping dorks.
  • Priest of Titania — Explosive ramp that taps for one green per Elf, enabling huge turns ahead of curve.
  • Cankerbloom — Flexible Warrior that handles artifacts, enchantments, or buys time, fitting the tribal subtheme.

Upgrade Path

Add fast mana and tutors—Survival of the Fittest, Worldly Tutor, and Sylvan Library—to consistently find your payoffs and finishers. Tighten the mana base with dual lands and protect your board with Heroic Intervention and Tabletop curse-style insurance against wipes. Prioritize the best overruns (Craterhoof, Triumph of the Hordes for infect) and ramp-to-win lines like Ezuri or Elvish Archdruid loops to raise the deck's ceiling.

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

  • ▸Craterhoof Behemoth or Overwhelming Stampede alpha strike for lethal trample damage
  • ▸Pumping a menace Harald or other beater into commander damage kills
  • ▸Drain effects like Skemfar Shadowsage or Gray Merchant of Asphodel ticking the table out
  • ▸Massive mana into a game-ending X-spell or repeated value loops

Archetypes

  • Elf Tribal — Harald digs for Elves and the color identity supports the densest elfball ramp package in the format.
  • Tokens/Go-Wide — Elf token generators flood the board to enable overrun and anthem finishes.
  • Aristocrats — Black lets you sacrifice expendable elf bodies for value and reanimate key pieces with recursion.
  • Reanimator — Green/black recursion can cheat out big finishers if the go-wide plan stalls.

Combos

No combos found for this commander on Commander Spellbook.

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