|Commander / EDH||Legal|
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|Battle Royale Box Set (BRB)||Rare|
|Urza's Saga (USG)||Rare|
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Destroy all lands or all creatures. Creatures destroyed this way can't be regenerated.
Price & Acquistion Set Price Alerts
1 month ago
The more you upgrade Kaalia into the competitive range, the more expensive it's going to get per slot, and the lower CMC you're going to want to have. Additionally, if you are tired of getting "infinite combo'd to death," the best way to prevent that is to either hose the combo (tutors for answers as well as spells that prevent losing the game), kill them first or wreck their board state, and/or kill their mana by running targeted and mass land destruction - the latter of which will undoubtedly bring you a lot of hate. My Kaalia deck is pretty well tuned as well as pretty expensive, and in all honesty it still struggles to keep up with legitimate cEDH combo decks, especially those with blue. Check it out here: The Destruction Will Be Vast
I'd encourage you to run as many low CMC ramp options as you can - because of the color intensive requirements of Kaalia, each of the three Mardu-combo signets are much better options than higher CMC mana rocks. The deck is only viable to win with your commander's triggered ability going off, so make sure you can get her on the board as quickly as possible - good stuff happening turn 5 or later is just too late. Second, find as many low-cost tutor options as you can so you can have the answer/creature needed to deliver the death blow. Master of Cruelties is your best friend always, so find him ASAP. Third, fill your creature slots with A/D/D creatures that swing the board state in your favor. Every one of them should be making something happen right away, and making it hurt for your opponents as soon as they arrive. Balefire Dragon is really good, so try to pick him up, as well as other A/D/D creatures with similar effects. Finally, anything else in the deck that has a CMC exceeding 4 should either swing the board so far in your favor that you'll win 90% of the time, or replace it with something faster (for example, I run one spell with a CMC exceeding 4 - Catastrophe - which becomes either Wrath of God or Armageddon depending on the situation). There are a lot of great options in Mardu that give your creatures/permanents indestructible, so until you track down some of the more expensive cards, options like Make a Stand, Rush of Vitality, and Valorous Stance are pretty good options. Boros Charm is a must have for this deck, and combos beautifully with board wipes and MLD spells.
Those are my best suggestions without going into too much detail. Best of luck with your build.
3 months ago
LordNazahn, Balan, Wandering Knight could be good, but I'm not quite sure any part of its design is needed or efficient. The instant speed only matters against opponents that only have one blocker (it matters when I have equipment that I want to trigger the combat damage triggered abilities, and I would have to equip it all to another creature and attack with that creature and Balan if I want to have two creatures that can trigger it depending what creature gets blocked, and if an opponent has a blocker for both, the instant ability is irrelevant), the double strike on a creature is not efficient or relevant on a creature (if it were, I wouldn't have dropped Kor Duelist), and the cheating equip costs aspect is not that great when my commander can already do that and it can only attach to one specific creature that costs more mana than all my creatures in the deck except for two. I won't say that it can't be good in an equipment deck, but I feel like I have all better options than it.
dlamars, I do have Humility because of its synergy with equipment (equipment can add abilities if they get attached after Humility enters because of the way layers work), but I don't think Armageddon or Catastrophe would fit in this deck, and here's why:
While I do have Worldslayer because of its combo with Shield of Kaldra or Darksteel Plate, MLD is definitely one of the top (if not THE top) most hated types of spells, and I don't know if this deck would even be the right place for it anyways. The reason I don't think that it's a good fit is because it is a one-time effect (no recursion for it) in a deck that is pretty mana-intensive (equip costs take a lot of mana to do, that's why we are running so much ramp) that won't have an easy time racing against other decks to rebuild (green can ramp quickly, blue and black can draw lands quickly, etc.). Worldslayer ignores that by repeatedly MLD-ing with the combo.
I'll take a look at your deck :)
4 months ago
Week 2 Changes
- Curse of Bounty - At best this untaps a few mana rocks or my attacker (assuming he doesn't already have vigilance). At worst it untaps dragons for the dragon player.
- Curse of Vitality - This thing is just awful.
- Grappling Hook - Doublestrike is pretty strong, but at this price point I'd want it paired with trample. If it could untap a creature and force it to block or simply allow you to fight, it would help racing dragons.
- Jedit Ojanen of Efrava - Only one other deck runs forests (dragons) and not a whole lot of them. Would be good in the mirror, but there's not a lot of Cat players in our league.
- Kindred Summons - This deck is 24% creatures. And cats aren't inherently strong without being equipped so this card feels awful every time I cast it.
- Stoneforge Mystic - Gets the add to tutor up Sword of the Animist early game or Argentum Armor late game.
- Adorned Pouncer - This guy is a beating with Arahbo's eminence ability. Eternalize gives you another late game play and body to equip swords to.
- Catastrophe - Get ahead on the power curve with equipment and blow up all the lands, giving you a vacuum to knock some players out. Chose this one so that it isn't a dead draw against a resolved Ur Dragon. Also it has cat in the name, and I was sure to pronounce it "CAT-tastrophe"
- Brimaz, King of Oreskos - A above-curve beater that produces sword-carriers seems great
- Sandwurm Convergence - Spicy tech against dragons and vampires.
Week 2 Results
Sitting down in a 3-man pod against two dragon decks, I was a little anxious about the matchup. Basically I would be in charge of trying to stop two snowballs from rolling down a hill, both of which had no interest in stopping each other, but are instead interested in being the first to reach the bottom and flatten Kittytown. The game was disastrous. Despite a turn 2 Adorned Pouncer, both dragon players had turn 2 ramp plays. One dragon player quickly sprinted ahead with a turn 3 Boneyard Scourge followed by a turn 4 Fist of Suns. Turn 5 saw his The Ur-Dragon come down and a punch-in with the Scourge allowing him to cheat a third dragon into play. Turn 5 and he was sitting on 20+ power flying. I had an Adorned Pouncer equipped with something irrelevant. Then the other dragon player plays Karrthus, Tyrant of Jund and before I knew what happened, I was dead. -1 point for not casting my commander.
In the interim while waiting for the other pods to finish up after our short 10 minute EDH game, we played some matches for fun, during which the Cat deck performed better, but proved to be unable to stop two Dragon decks from going off without the help of anyone else. During those matches I ended up playing all of my basics using a Sword of the Animist and Traverse the Outlands. This would prove to be my downfall in Game 2 due to poor shuffling.
Adorned Pouncer and three lands. Snap keep. This cat comes down on turn 2 and swings for 8 on turn 3. Feeling super-medium about my matchup as a dragon player starts ramping and a vampire player starts pumping out those free 1/1 blockers. Then it happens: Fist of Suns on turn 4. Why was that included in this deck!!? Turn 5 sees The Ur-Dragon and a shaky alliance between Cats and Vampires. The vampire player manages a Blade of the Bloodchief equipped Vampire Nighthawk which redirects the "Free Dragon Parade" over Kittytown. The vampire player casts Fell the Mighty in a blow-out of a play. Sitting on a 14/15 Nighthawk, I felt like the situation had stablized, but I miss my third land-drop in a row. Stuck on 4 mana, I am in damage control mode, just hoping to cast my commander before dying to prevent the loss-of-point. The Ur-Dragon (a mere 7 mana now with Fist) swings lethal commander damage at me so I fire off a Crushing Vines in order to live. But the vampire player sees a moment of weakness and an easy kill and finishes me off with a 16/17 Nighthawk.
What a miserable night it was.
4 months ago
Hey there, I've been trying to brew a nahiri list for awhile now and I'm curious if you tried out or considered Humility or MLD like Armageddon/Catastrophe? It seems to me that these are all one sided with nahiri out and encourage longer games which is preferable since we don't have commander damage. I kind of threw a list together, but it doesn't play like I was hoping and is very rough maybe take a peek? Nahiri, this is not going to be fun.- it runs a lot of board wipes and planeswalkers, but feels meh.
4 months ago
I'd think Catastrophe might have a home here.
4 months ago
Anyways went 2/3 today and won 2x Fatal Push, both wins were by turn 3. Only game I lost was due to a Stasis lock and me missing my own land untaps from Rising Waters due to not catching that the untap is on upkeep... lesson learned (RTFC) and it won't happen again. Also added Reconnaissance to combat the inability to untap.
4 months ago
Cards I think are still bad here:Sarkhan Unbroken is just for lols, he's fine if you have a board to support him but he basically just says "here I am attack me till I die" and in EDH that's not doing enough I don't think.
Karthus is still a terrible card to play. There are enough reanimator effects, clone effects, steal before resolution effects etc. etc. that the second he's out of your hand and library he's a liability to you ever winning the game. Would not play.
Deathbringer Regent is slow and conditional for a wipe. Why not play Damnation or literally any wrath spell. Heck for a 6 drop you could be playing Akroma's Vengeance to wipe everything or Austere Command for versatility or Catastrophe as a spell that locks you into a winning position, or Deadly Tempest to stay in colour but add a face-beating to your opponents who are going wide, and on and on. There are WAY WAY WAY better options than this sub-par beater who plays into tribal theme.
I think Skithiryx, the Blight Dragon is kind of a win-more card here. I guess it trades for one removal but I don't think it will win you games with its infect ability, and it's other abilities keep you very heavy in black which you're already dipping to with reanimator.
Fist of Suns helps you to cast 8 cards in your deck, and not by much; also requires you to have perfect 5c fixing whereas you are leaning towards having a heavier jund theme. I'd cut for a straight up rock or tribal profit card so it is dead less often. Does NOT remove commander tax (I.e. it cuts cost of your commander by 4 but realistically you're ramping so hard and have other cheapening effects that do it already, playing your commander is the purest form of gravy in magic I've conceived of. "Oh do I already have stupid mana and a field of dragons? Guess I'll dump 9 in all 5 colours to draw 5 cards and use an omniscience one time, plus have lethal in 2 turns"
Not sure why you took out Wasitora, Nekoru Queen because forced sacrifice is great against voltron and incidental large tokens which are fucking cute are pretty nice. She's a political powerhouse, in your theme colours and comes out fast, dodging indestructible, hexproof, etc. etc.
Mana base can still be corrected, there are individual cards that have purely better replacements (and I don't mean duals for shocks, you're fine there) like Murmuring bosk, which is a nice card in that it taps for 3 colour, but it will ALWAYS come in tapped and then hurts you to produce its two colours beyond green. I guess it's nice that you can search for it as a forest? I would rather just be playing more dual types that don't hurt me or sandsteppe citadel honestly.
4 months ago
Hey there as promised earlier, here are my suggestions. I will suggest what to take out and possible replacements for each.
(Take out these)Nissa, Voice of Zendikar, Kiora, Master of the Depths,Mystic Barrier, Isperia, Supreme Judge, Dictate of Karametra, Jace, the Living Guildpact, Creeping Renaissance, Garruk Relentless, Praetor's Counsel, Spreading Plague, Ob Nixilis of the Black Oath, Sorin, Grim Nemesis, Primal Surge, Citadel Siege, Jace, Memory Adept.
Also in terms of lands remove: Elfhame Palace, Orzhov Guildgate, Selesnya Guildgate, Tranquil Expanse, Golgari Rot Farm, Selesnya Sanctuary, Azorius Chancery. I could suggest a lot more like Thornwood Falls among others but I feel your wanting to keep the land base fairly budget still correct?
Now let me suggest some replacements...
Cyclonic Rift, Teferi, Temporal Archmage, Supreme Verdict, Anguished Unmaking, Sphere of Safety, Norn's Annex, No Mercy, Sol Ring, Astral Cornucopia, Fellwar Stone, Gilded Lotus, Spike Weaver, Exploration / Burgeoning, Venser, the Sojourner, Merciless Eviction, Skyshroud Claim, Mana Reflection, Rhystic Study, Sylvan Library, City of Brass, Reflecting Pool, Forbidden Orchard, Mana Confluence, Murmuring Bosk, Path to Exile, Swan Song, Disallow, Catastrophe, Mystical Tutor, and Demonic Tutor.
I better cut this to an end here, as I still got to look at your other decklists. But if you are wondering about any of my suggestions here / and or what to add if any from among my suggestions then just let me know!