
Berzerker — Khârn the Betrayer attacks or blocks each combat if able.
Sigil of Corruption — When you lose control of Khârn the Betrayer, draw two cards.
The Betrayer — If damage would be dealt to Khârn the Betrayer, prevent that damage and an opponent of your choice gains control of it.
Khârn is a mono-red engine commander built around his bizarre control-swapping ability: any time he'd take damage you redirect him to an opponent and draw two cards, so you intentionally ping him, reclaim him, and repeat for card advantage in a colorless-draw-starved color. Around that engine you run a fast red aggro/burn shell, using forced-attack and goad effects to weaponize the creature even while opponents hold it. The deck plays a fair game of beatdown and reach while quietly out-carding the table.
Tighten the manabase with fast lands and rituals, then add the strongest mono-red staples—Dockside Extortionist, Underworld Breach lines, and efficient ramp like Jeska's Will—to convert your card draw into explosive turns. Lock in reliable reclaim (Homeward Path, Brand, Crawlspace-style protection) so you never permanently lose Khârn, and round out with Aurelia and Combat Celebration-style extra-combat enablers for faster kills. Finally, prioritize the cheapest repeatable pingers to make the draw engine as low-cost and consistent as possible.
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
→ Infinite card draw, Infinite card draw for target opponent, Infinite draw triggers
→ Infinite card draw, Infinite card draw for target opponent, Infinite draw triggers
→ Infinite card draw, Infinite card draw for target opponent, Infinite draw triggers
→ Infinite card draw, Infinite draw triggers, Near-infinite card draw for each opponent
→ Infinite card draw, Infinite card draw for target opponent, Infinite draw triggers
Combos via Commander Spellbook.
Same color identity (R), by popularity.