Calamity Bearer

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Vanguard Legal
Vintage Legal

Calamity Bearer

Creature — Giant Berserker

If a Giant source you control would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.

SufferFromEDHD on Ruhan, Round Two...FIGHT!

11 months ago

This is a really solid build of an overlooked commander.

Clout of the Dominus is worth a spot.

Obsidian Battle-Axe you have a few other warriors in the main deck that would benefit from this. Could go wider and add Anger. Or both?

Negate could be upgraded to Dovin's Veto.

Divine Reckoning quality removal for this strategy.

Realm-Cloaked Giant is awesome tech! Maybe Cyclone Summoner since they are very similar.

Calamity Bearer something to think about. Narrow but definitely interesting.

CommanderNeyo on Kalemne, Stomping like a GIANT!!

1 year ago

I would highly recommend Calamity Bearer, since it doubles the damage of all your giants and works very well with Kalemne's Double Strike.

I also would suggest you look into Boros Signet and Talisman of Conviction, as they are very helpful at securing your colors. I would consider them over the diamonds and Star Compass.

For removal, I would consider looking into Swords to Plowshares, Path to Exile, Wear / Tear, and Cleansing Nova or Day of Judgment. Cheap removal allows you to continue to play the cards you want to, without having to decide between removing an opponent's threat or playing your own. Also, since your creatures have fairly high mana-costs, you can easily hold a board wipe in hand, wait for your opponents to play all their creatures, then remove them in one fell swoop before playing your own threats.

Lastly, Kalemne is actually a woman... I also thought she was a guy when I first saw her.

zretrareo27 on RW EDH Brion Stoutarm 2022

1 year ago

Made quite a lot of changes recently, ordering some better tempo cards as well. Added more mana rocks for tempo and removed some of the recursion as I don't seem to get to my big creatures fast enough to use it. Added more board wipes that work in my favor Realm-Cloaked Giant adventure saves my commander and Calamity Bearer and Realm-Cloaked Giant, and Solar Blaze saves Calamity Bearer, Capashen Unicorn, Hofri Ghostforge, Magus of the Disk, and Stinkdrinker Daredevil. False Prophet and Planar Collapse limit the amount of tiny creatures on the field.

zretrareo27 on RW EDH Brion 2022

1 year ago

My 2016 EDH deck - revamped for 2022! use commander Brion Stoutarm to Fling your opponents creatures with cards like Act of Treason, and if you're lucky - use Bazaar Trader to keep them!

I've tried to keep this deck nearly 50% White and 50% Red.

I've narrowed the premise of this deck down to the following categories, 50 Cards to the first, and 10 cards to each other category, give or take.

50% of the Deck is the Commander, Land, Mana rocks, and Draw.
10% is Steal/Keep
10% is Removal/Wipe
10% is Bringing Cards Back
10% is Brion Fodder and Fetch cards
10% is Double Damage and Powerful Flyers

Your comments and suggestions are greatly appreciated. That being said, I will probably not be able to afford the more expensive cards Land Tax, Smothering Tithe, Lifeline, Smuggler's Share etc. that are not already in this deck. However - It's still fun to check them out! If you like it, up vote!


With this revision, I've cut many of the fancier, slower dual lands to opt for faster basic lands. I've also added Weathered Wayfarer.

I've removed cards that target artifacts and enchantments like Kami of Ancient Law, instead opting for better utility cards like Quarantine Field that target "nonland permanent".

I've made some recent changes to this deck, hopefully to address that mid game I am struggling with tempo, as well as running out of mana to cast the creature or steal spell and have enough to activate Brion's ability. Some cards like Deathrender and Thornbite Staff have been removed (even though they were good in concept) to add more playability.

I also found that after all the sacrificing, mid game I was running out of defense, so some additional creatures have been added with dual purpose, such as Angel of Sanctions and Emeria Shepherd.


Decksplanation:

Double Damage:
Fiery Emancipation gives me triple damage. Calamity Bearer works specifically to Brion's sac ability. Angrath's Marauders, Gisela, Blade of Goldnight, Gratuitous Violence all make the damage I do twice as effective.
When creatures I steal die, Stalking Vengeance beefs them. When I summon large creatures into play Warstorm Surge deals damage to my opponent, and when I sac those, Stalking Vengeance hits them on the way out.


Fodder:

Malignus, Serra Avatar, and Soul of Eternity all act as giant bombs to throw at the opponent.
Hofri Ghostforge allows for me to steal an opponents creature, fling it at them with brion, and then keep a spirit copy of that creature.


Draw:
Magus of the Wheel and Reforge the Soul provide the opportunity to get a fresh hand at my whim. Humble Defector is an easy and fun, card that helps me forge alliances with other players in multiplayer while getting me TWO extra cards per turn.
Skullclamp works perfect with the sacrifice ability and is easy to cast.
Well of Lost Dreams is insane when played late game for Brion's lifelink ability and can be fetched with Hoarding Dragon or Open the Armory Sin Prodder gives me a potential extra card per turn, or the chance for an opponent to take damage to the face... and then I can pull it out of my graveyard later with my other cards! Basically a win/win. Mangara, the Diplomat and Mila, Crafty Companion  Flip serve to deter attacks and draw.


Fetch:
Hoarding Dragon serves as a flyer, a sacrifice, and can grab any rocks, Skullclamp, or Well of Lost Dreams.
Open the Armory helps grab Skullclamp, Well of Lost Dreams, or Gift of Immortality.
Recruiter of the Guard is specifically to get Bazaar Trader for the huge advantage of keeping my opponents things, but can also grab Duergar Hedge-Mage for removal or Sin Prodder (amongst a few others). Weathered Wayfarer can grab any land, such as Buried Ruin or Arcane Lighthouse.


Mana Rocks:

Boros Cluestone, Commander's Sphere, and Mind Stone are all serving as early ramp and later card draw.
Sol Ring because Sol Ring.


Removal:

Archon of Justice is quite powerful in this deck, as it allows for a flying creature, then a source to sac, and remove a card permanently.
Angel of Serenity gives me the option of 3 recursion or 3 removal.
Duergar Hedge-Mage can be played and replayed in this deck for knocking off annoying enchantments or mana rocks.
Magus of the Disk is one of the board wipes.
Grasp of Fate, Oblivion Ring, and Banishing Light all allow for really flexible removal. Same for Quarantine Field except allows for extra targets for more mana. Chained to the Rocks works the same, but only for creatures. Angel of Sanctions works similarly, but is a creature. Ryusei, the Falling Star really just acts as weenie removal and a sac source from a flyer.


Bringing them Back (and sometimes keep it!):

Adarkar Valkyrie Sac an opponents creature, then get it permanently!
Bazaar Trader Take it with a steal and keep it!
Angelic Renewal Sac my own creature, get it back! Gift of Immortality Sac my own creature, get it back... again, and again!
Emeria Shepherd play a land, get a card! Play a Plains, get a creature to sac!
Mistmoon Griffin Flys, defends, and sac-able, then get back a creature from the graveyard!
Squee's Embrace fun and easy to play, and retrievable with Tragic Poet.
Tragic Poet, a low mana cost creature to get any enchantment in my deck back for any reason. Fun with Squee's Embrace, Angelic Renewal, etc. Returned Pastcaller a flyer that lets me grab a Threaten or Breath of Life. Angel of Serenity gives me the option of 3 recursion or 3 removal.


Stealing their Creatures:

Captivating Crew steals every turn! No wasted card space here, just a reusable sorcery.
Conquering Manticore powerful flyer, that steals!
Zealous Conscripts You can steal anything! Anything! Lands? Mine. Artifacts? Mine. Works great with Bazaar Trader.
Act of Treason, Portent of Betrayal, and Threaten are all basic steal spells.
Malevolent Whispers, Mark of Mutiny, and Traitorous Instinct all give me steal with buffs for Flinging.
Harness by Force allows for more than one thing to be taken if the extra cost is paid!


Powerful Creatures:

I'll be the first to admit, these don't reallllly fit in with the deck. But they're so awesome it's hard to remove. Akroma, Angel of Fury
Akroma, Angel of Wrath
Aurelia, the Warleader

Chino90 on Heartless Giants

1 year ago

Mindlink Mech T3, Calamity Bearer T4, copy it, hit for 16 in the air.

CommanderNeyo on Dark Giants

1 year ago

Howdy there! I personally love giants, and have my own giant tribal deck. Some recommendations are:

Calamity Bearer is a powerhouse in Giant decks, as he doubles the damage of all your giants!

I also like Tectonic Giant, since he provides you card advantage and bonus damage if need be.

I also highly recommend running 4 of Lightning Bolt. It lets you kill many of your opponents' creatures, and also gives you reach to finish them off when you get their health low, but can't quite get that last hit in.

Also, you could consider adding Surtland Flinger to the deck, as he allows you to deal massive damage by flinging one of your giants at your opponent's face, doubling the damage if the sacrificed creature is a giant.

I personally run my giant deck as a Blue Red, so I can use such cards as Glimpse the Cosmos and Invasion of the Giants.

Some other suggestions I have would be try to get more cards in the 1 and 2 mana slots, so that you have something to do in the early turns and don't have to decide between playing your giants and your other spells. Cheap removal, like Doom Blade, Cast Down, or Path to Exile might be helpful. Also, because you have such mana-intensive cards, you likely will need to increase your land count to 24-26.

Anywho, glad to see someone else enjoying an underrated tribe!

seshiro_of_the_orochi on 53.9007 N, 27.5590 E

2 years ago

Hunter's Prowess and Hunter's Insight seem like great card draw spells for your deck. Also, how about Calamity Bearer to benefit from the fact that Minsc turns his targets into giants?

Polaris on Calamity Bearer + Cyclone Summoner …

2 years ago

Yeah, all Calamity Bearer does in this situation is make the blockers extra dead. They manage to soak up everything and keep your opponent safe.

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