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Rules guide · Legendary Creature

Kediss, Emberclaw FamiliarHow it works & interactions with other cards

By the ManaCount desk· 6 min read· Commander Legends· November 20, 2020
Carte Magic Kediss, Emberclaw Familiar

Kediss, Emberclaw Familiar is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

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.)

Complete guide

Kediss, Emberclaw Familiar is a powerful companion for any aggressive commander, turning single-target attacks into sweeping waves of fire. This Elemental Lizard ensures that when your leader strikes one opponent, everyone else at the table feels the heat.

Spreading the Damage

Kediss features a triggered ability that activates whenever a commander you control deals combat damage to an opponent. It checks the amount of damage dealt and then deals that exact amount to every other opponent. This effect applies to any commander you control, which is particularly relevant in formats like Partner or if you have gained control of an opponent's commander.

Resolution Step-by-Step

When your commander successfully deals combat damage to an opponent during the combat damage step, Kediss's ability triggers and is put on the stack. Upon resolution, Kediss (the source of the ability) causes the commander to deal non-combat damage to each other opponent. Note that because this secondary damage is not 'combat damage,' it does not trigger Kediss again, nor does it count toward the 21 commander damage required to eliminate a player.

Common Pitfalls

A frequent mistake is assuming this secondary damage triggers 'on combat damage' effects. Since the damage dealt to the other opponents is considered non-combat damage, it will not trigger abilities that specifically require combat damage. Additionally, if your commander deals damage to a planeswalker instead of an opponent's face, Kediss will not trigger at all.

Strategic Timing

Kediss is best played in decks where your commander has high power or abilities like Lifelink or Deathtouch. Since the commander itself is the source of the secondary damage, Lifelink will result in you gaining massive amounts of life, and Deathtouch will effectively clear creatures if that damage is somehow redirected to them.

Interaction examples

Treasure Hunting with Face-Breaker

Suppose your commander deals combat damage to Opponent A. Kediss triggers, causing your commander to deal damage to Opponents B and C. Professional Face-Breaker triggers only once for the initial combat damage to Opponent A (creating one Treasure). It does not trigger for the damage to B and C because Kediss deals non-combat damage.

Scaling with Power

If you use Ornithopter of Paradise to fix your mana and cast a high-power commander, Kediss becomes a force multiplier. If your commander deals 5 combat damage to one player, Kediss ensures the other opponents also take 5 damage. Even if your commander is a small utility creature, Kediss ensures no one is left untouched by your aggression.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Kediss, Emberclaw Familiar

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    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.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    Kediss's triggered ability will trigger if any commander you control deals combat damage to an opponent, not just your commander.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    Kediss's triggered ability won't trigger if a commander you control deals combat damage to a planeswalker.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    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.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    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.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    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.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    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.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    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.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.

    No other card is named in this ruling.

  10. #10· Wizards of the Coast

    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.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Kediss, Emberclaw Familiar
+Grafted Exoskeleton
#1

Kediss, Emberclaw Familiar + Grafted Exoskeleton

Each opponent loses the game
  1. 1Deal combat damage to an opponent using your commander, which will get at least ten poison counters due to its infect. This will cause the opponent to lose the game due to having ten or more poison counters.
  2. 2Kediss triggers, causing your commander to give each other opponent at least ten poison counters due to its infect. This will cause each opponent to lose the game due to having ten or more poison counters.
Kediss, Emberclaw Familiar
+Tainted Strike
#2

Kediss, Emberclaw Familiar + Tainted Strike

Each opponent loses the game
  1. 1Cast Tainted Strike by paying {B}, targeting your commander.
  2. 2Deal combat damage to an opponent using your commander, which will get at least ten poison counters due to its infect. This will cause the opponent to lose the game due to having ten or more poison counters.
  3. 3Kediss triggers, causing your commander to give each other opponent at least ten poison counters due to its infect. This will cause each opponent to lose the game due to having ten or more poison counters.
Kediss, Emberclaw Familiar
+Phyresis
#3

Kediss, Emberclaw Familiar + Phyresis

Each opponent loses the game
  1. 1Deal combat damage to an opponent using your commander, which will get at least ten poison counters due to its infect. This will cause the opponent to lose the game due to having ten or more poison counters.
  2. 2Kediss triggers, causing your commander to give each other opponent at least ten poison counters due to its infect. This will cause each opponent to lose the game due to having ten or more poison counters.
Kediss, Emberclaw Familiar
+Triumph of the Hordes
#4

Kediss, Emberclaw Familiar + Triumph of the Hordes

Each opponent loses the game
  1. 1Cast Triumph of the Hordes by paying {2}{G}{G}
  2. 2Deal combat damage to an opponent using your commander, which will get at least ten poison counters due to its infect. This will cause the opponent to lose the game due to having ten or more poison counters.
  3. 3Kediss triggers, causing your commander to give each other opponent at least ten poison counters due to its infect. This will cause each opponent to lose the game due to having ten or more poison counters.
Kediss, Emberclaw Familiar
+Glistening Oil
#5

Kediss, Emberclaw Familiar + Glistening Oil

Each opponent loses the game
  1. 1Deal combat damage to an opponent using your commander, which will get at least ten poison counters due to its infect. This will cause the opponent to lose the game due to having ten or more poison counters.
  2. 2Kediss triggers, causing your commander to give each other opponent at least ten poison counters due to its infect. This will cause each opponent to lose the game due to having ten or more poison counters.
Kediss, Emberclaw Familiar
+Corrupted Conscience
#6

Kediss, Emberclaw Familiar + Corrupted Conscience

Each opponent loses the game
  1. 1Deal combat damage to an opponent using your commander, which will get at least ten poison counters due to its infect. This will cause the opponent to lose the game due to having ten or more poison counters.
  2. 2Kediss triggers, causing your commander to give each other opponent at least ten poison counters due to its infect. This will cause each opponent to lose the game due to having ten or more poison counters.
Delina, Wild Mage
+Kediss, Emberclaw Familiar
+Fiendish Duo
#7

Delina, Wild Mage + Kediss, Emberclaw Familiar + Fiendish Duo

Near-infinite damage
  1. 1Declare Delina as an attacker.
  2. 2Delina triggers, creating at least one token copy of Fiendish Duo that is tapped and attacking.
  3. 3Deal combat damage with Delina, dealing at least twelve commander damage to an opponent.
  4. 4Kediss triggers, causing Delina to deal at least forty-eight damage to each other opponent.
Delina, Wild Mage
+Kediss, Emberclaw Familiar
+Angrath's Marauders
#8

Delina, Wild Mage + Kediss, Emberclaw Familiar + Angrath's Marauders

Near-infinite damage
  1. 1Declare Delina as an attacker.
  2. 2Delina triggers, creating at least one token copy of Angrath's Marauders that is tapped and attacking.
  3. 3Deal combat damage with Delina, dealing at least twelve commander damage to an opponent.
  4. 4Kediss triggers, causing Delina to deal at least forty-eight damage to each other opponent.
03

Legal formats

legacyvintagecommanderoathbreakerdueltlr
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