Kediss, Emberclaw Familiar
Tracked across real Commander games played through TurnZero HQ.
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What it does
Whenever a commander you control deals combat damage to an opponent, it deals that much damage to each other opponent.
Partner (You can have two commanders if both have partner.)
Combos with Kediss, Emberclaw Familiar
Lines this card is part of — what it needs alongside it, and what the two of them do. An infinite result is the one that moves a deck's bracket.
- Hatred Infinite
- Each opponent loses the game
- Grafted Exoskeleton Infinite
- Each opponent loses the game
- Delina, Wild Mage Angrath's Marauders Infinite
- Near-infinite damage
- Delina, Wild Mage Fiendish Duo Infinite
- Near-infinite damage
- Worldfire Parallax Wave Bloodsworn Steward Infinite
- Each opponent loses the game
- Exile all cards in hands and graveyards
- Exile all permanents
- Near-infinite lifeloss
- Mass Land Denial
- Worldfire Parallax Wave Cyclops of Eternal Fury Infinite
- Each opponent loses the game
- Exile all cards in hands and graveyards
- Exile all permanents
- Near-infinite lifeloss
- Mass Land Denial
- Worldfire Parallax Wave Chasm Guide Infinite
- Each opponent loses the game
- Exile all cards in hands and graveyards
- Exile all permanents
- Near-infinite lifeloss
- Mass Land Denial
- Worldfire Parallax Wave Urabrask the Hidden Infinite
- Each opponent loses the game
- Exile all cards in hands and graveyards
- Exile all permanents
- Near-infinite lifeloss
- Mass Land Denial
Showing the 8 shortest and most explosive. This card appears in more than these — follow any of them through to Commander Spellbook to browse the rest.
Combo data from Commander Spellbook, the community-maintained database of Magic combos. Mirrored nightly.
Rulings
10 official rulings, in the order Wizards published them.
- 2020-11-10
To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.
- 2020-11-10
An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
- 2020-11-10
Kediss's triggered ability will trigger if any commander you control deals combat damage to an opponent, not just your commander.
- 2020-11-10
If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
- 2020-11-10
If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.
- 2020-11-10
Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional 2 the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.
- 2020-11-10
The damage the commander deals as a result of Kediss's triggered ability isn't combat damage. It isn't tracked with combat damage dealt by commanders and won't cause Kediss's ability to trigger again.
- 2020-11-10
Kediss's triggered ability won't trigger if a commander you control deals combat damage to a planeswalker.
- 2020-11-10
Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
- 2020-11-10
You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.
Rulings are Wizards of the Coast's own, mirrored from Scryfall and refreshed nightly.
As a commander
Decks built with Kediss, Emberclaw Familiar in the command zone.
In the 99
Every deck whose current list includes Kediss, Emberclaw Familiar, whatever its commander.
Most played under
| Commander | Decks | Games | Win rate |
|---|---|---|---|
| Captain America, First Avenger | 1 | 0 | — |
| Karlach, Fury of Avernus | 1 | 0 | — |
Colors it shows up in
- Mono-Red 1 deck
- Jeskai 1 deck
Every version of Kediss, Emberclaw Familiar
4 printings, newest first. Prices are the market figures Scryfall publishes, refreshed nightly — a printing with no figure shows a dash rather than a zero, because Scryfall genuinely publishes none for some of them.

The List
- Normal
- —

Inverted
Secret Lair Drop
- Normal
- $11.15
- Foil
- $14.66

- Normal
- $4.63
- Foil
- $12.83

Etched
- Etched
- $14.90
Prices from Scryfall, which tracks the TCGplayer and Cardmarket markets. They move daily and are a guide rather than a quote. Search TCGplayer for Kediss, Emberclaw Familiar — a name search across every version, for the printings TCGplayer publishes no direct link to.
Aggregated from Commander games tracked in TurnZero HQ. Every figure counts decks and games only — no individual deck list, player or playgroup is identified. Win rates are withheld below 5 completed games, where the sample is too small to mean anything.