Syr Konrad, the Grim
The trigger clause is the whole design here, and it is written to fire from three directions at once: another creature dying (leaving the battlefield for a graveyard), a creature card entering a graveyard from anywhere else (mill, discard, a Faithless Looting pitch), and a creature card leaving your graveyard (reanimation, delve, an exile-cost sacrifice from the yard). Most aristocrats payoffs care about death alone; this one taxes the middle and back end of a creature card's lifecycle too. The activation is a self-contained fuel line for the entering clause: it kills nothing, but it slides creature cards from library into graveyard, banking a damage ping on entry that you can bank again by reanimating or exiling them back out. Mill your own creatures for the entering-the-yard trigger, then pull them out for the leaving-the-yard trigger, and a single card fires the engine coming and going. The result is a build-around that converts graveyard velocity into a burn engine, punishing the opponent for every board wipe, every sacrifice outlet, every self-mill loop you were already running. Note the asymmetry the ability quietly enforces: the
activation mills every player, but the damage points at opponents only, so symmetrical fuel produces one-sided pressure. The 5/4 body is beside the point; nobody runs this to attack. It turns a strategy black has always leaned toward (graveyards, sacrifice, recursion) into a clock that closes games without ever declaring an attacker.

Rules text
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Other printings
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- Modern Horizons 3 Commander#207
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- Wizards Play Network 2023#5
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