Kalemne, Disciple of Iroas

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander Anthology Vol. II (CM2) None
Commander 2015 (C15) Mythic Rare

Combos Browse all

Tokens

Kalemne, Disciple of Iroas

Legendary Creature — Giant Soldier

Whenever you cast a creature spell with converted mana cost 5 or greater, you get an experience counter.

Kalemne, Disciple of Iroas gets +1/+1 for each experience counter you have.

Price & Acquistion Set Price Alerts

C15

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Recent Decks

Kalemne, Disciple of Iroas Discussion

TheAceOfSpades on You're In the Army Now

1 month ago

It appears the point of this deck is lots of creatures, with lots of creature synergy. I would cut Kalemne, Disciple of Iroas, Children of Korlis, Intrepid Hero, and Mentor of the Meek, as they may be good, but they do nothing to serve the goal of the deck. In their place add stuff like True Conviction, and some more mana rocks, as you have a pretty demanding mana base, but not enough ramp. Add stuff like Pearl Medallion, Ruby Medallion, Boros Signet, and even Mana Crypt if you can afford it. Another must have is Ashnod's Altar. This deck will make a ton of creatures, so why not sac some to make even bigger creatures! PUT THIS CARD IN! I would consider, if you can, keeping Crusader of Odric as well as Hanweir Militia Captain  Flip, as thye work so well together, however, cut the crusader over the captain. Another thing to consider cutting is Ballyrush Banneret, as it takes up a whole card slot for an ability that is only mediocre if you are not playing kithkin, plus, most of your big stuff are angels.

rpeelor on You Must Be At Least This Tall To Ride

1 month ago

kamelyan , Heartless Hidetsugu does pair well with Gisela, but that isnt the focus of the deck. Since it is voltron, I don't have to put my opponents to half life when Kalemne, Disciple of Iroas can beat them with commander damage.

DerektheRed on Need insight on my commander.

1 month ago

If you actually want another pre-con:

Some of the other 2015 decks are, or can be, really good and don't draw the same hate: Ezuri, mentioned above; Daxos the Returned(1) is narrow but can be incredibly powerful; Mizzix of the Izmagnus is classic Izzet spell-slinger - super fun if you're into that kind of thing; and Kalemne, Disciple of Iroas is the one I see least - Boros stomp n smash.

I'd also second Daretti artifacts and Prossh, as two decks that are both good/fun out of the box and have potential to be broken with some tinkering.

If you want to avoid getting targeted altogether and play group politics / late-game wins, get Kynaios and Tiro of Meletis from 2016. Hide behind your pillowfort until the time is right...

(1)Here's my Daxos deck if you want to see what that's about (decklist is slightly out of date)


Enchanted to Beat You [Daxos Spirits]

Commander / EDH DerektheRed

SCORE: 1 | 4 COMMENTS | 567 VIEWS | IN 1 FOLDER


JuQ on Omnath Elemental/Landfall EDH

2 months ago

I used to think likewise about mana rocks, but I'm back to test them because they really put you ahead faster than green ramp spells.
Sol Ring is just way too powerful not to use it, especially in a deck with costs that require so much generic mana.
In the best scenario where Rampant Growth, Sakura-Tribe Elder or Wayfarer's Bauble (or Gruul Signet that matter) are on your opening hand they will make you have four mana by turn three and you don't/didn't have so many important cards for four mana, you need to hit higher mana to start developing your game, the deck average mana cost is just too high for +1 mana spell to be meaningful.
Worn Powerstone and Overgrowth compared to Cultivate add the same amount amount of mana but if you cast them on turn three, with Worn Powerstone and Overgreowth you'll be on six mana by turn four providing you have a fourth land in your hand but with cultivate you'll only be on five mana. Overgrowth after turn three will usually be placed on a untapped land and you'll be able to use its mana on that same turn.

About Rite of the Raging Storm. In my meta the board will be starting to get scary by that point. There can be many problematic creatures like Yidris, Maelstrom Wielder, Atraxa, Praetors' Voice, Kalemne, Disciple of Iroas, The Gitrog Monster and others. All that Rite of the Raging Storm does is just lowering other players life slowly, later it can be good to get triggers from Omnath, Where Ancients Tread and Warstorm Surge, but you can't keep the elemental for blocking purposes or to mass them for posterior use. You'll still have your doors open for anyone, and you know what? they will be pissed that they can't attack you with the token so they will attack you with their own creatures for sure. At that point a Deadly Recluse will probably be more useful (all of this on my meta, maybe your games play out differently). So all of this means that in your deck Rite of the Raging Storm is a late game card and for a late game card is not that good.

WarArchangel86 on The Ever-Expanding Army

4 months ago

Recommendations:

R/W Soldier Creatures - Kalemne, Disciple of Iroas, Iroas's Champion, Hearthfire Hobgoblin Three powerful double strikers and two of which should be includes just since Iroas is your commander. Soltari Guerrillas Personal favorite of mine Lightning bolt on a body, great for removing pesky low toughness creatures with annoying abilities.

Artifacts/Enchantments - Konda's Banner, Herald's Horn, Obelisk of Urd These three are amazing with tribal decks. Sunforger, Legion's Initiative these two can give you responses Sunforger can tutor any of your instants and Legions Inititive can protect you from a board wipe unfortunately tokens will still be lost as they cease to exist when they leave battlefield.

Lands - Replace Sunscorched Desert with Bojuka Bog <- makes colorless in your deck and the ability to exile an opponents graveyard is a powerful ability.

Sorcery/Instants - Ghostway, Faith's Reward, Eerie Interlude cards to prevent you from losing creatures due to a boardwipe, these can also be tutored if you decide to add the Sunforger to your deck.

BotaNickill on A HOmage to Chandra The Beautiful

4 months ago

Won 3 of 4 matches today, game 1 vs white soldier weenie, no contest, (poorly built deck). Games 2 thru 4 vs Kalemne, Disciple of Iroas. I Burned Him down 2 of 3 and only lost the 2nd game due to drought. he was flooded, but I just couldn't make it happen. The deck seems to work pretty well 1v1, I'm pretty impressed how much direct damage I was able to do to both creatures and players. Using Pyromancer's Goggles to double a 12 damage Fireball or similar spell is incredible!

CaoJin on Help with Strengthening Grixis Pirate ...

6 months ago

Hello everyone!

I am currently trying to get a Pirate tribal deck working with my local playgroup as I love the theming and flavour of the tribe but it is proving pretty difficult to get started mainly due to how difficult it seems to be to get Admiral Beckett Brass's effect off. The decks I normally wind up against are creature heavy Atraxa, Praetors' Voice or very streamlined Krenko, Mob Boss, a very fast wide Edgar Markov or tall Karlov of the Ghost Council, A beatstick toolbox The Ur-Dragon or Meren of Clan Nel Toth, A Human Tribal Sigarda, Heron's Grace or Kalemne, Disciple of Iroas and some form of heavy blue/Dimir or Bant control, usually Talrand, Sky Summoner or Derevi, Empyrial Tactician, though there is talk of a mill/control Scarab God in the works.

I'm not looking for hard counters, just giving the idea of the meta I'm playing in. We don't use infinite combos or mass land destruction, maybe one or two single target spells to remove things like Maze of Ith or other utility lands.

I usually keep running into the problem of not being able to keep enough creatures up and not being able to break through the lines to begin to steal things and get going, most creatures that come out tower above mine and I just can't keep up the pace when an opponent has a large enough field of creatures.

Are there any parts of this strategy I am overlooking or potentially new strategies I could pursue that would open up my options and make it easier to have an impact on the game.

Below is the upto date deck list, I would appreciate any feedback or suggestions either in this thread or on the deck comments.



Thank you all for your time!

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