Kenrith, the Returned King
The pitch is right there in the mana symbols: a five-mana body whose five activated abilities span all five colors, one of which draws a card and one of which reanimates from any graveyard. On its face it is a monowhite legend, but the ability set is a deliberate invitation to build the widest possible manabase, since every symbol you can produce unlocks another lever. That structure makes it one of the few commanders that functions as a genuine five-color engine without needing to be five colors on the type line: cast it off Plains, then feed it whatever else your deck can generate. The design leans on redundancy of effect rather than efficiency of any single line: five life, a card, a +1/+1 counter, mass trample and haste, and reanimation are all modest in isolation, and the real payoff arrives only once you reach a mana state where several fire in the same turn. The reanimation ability is the load-bearing one, since it pulls creature cards from any graveyard, not just your own, turning the card into a repeatable value sink that scales with how much colored mana the table has left dead on the field. The trample-and-haste mode gives the package a finisher gear, converting a stalled board of counters and reanimated bodies into lethal in a single activation. It is a toolbox stapled to a 5/5, priced so the toolbox is the reason you play it.








