|Commander / EDH||Legal|
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|Oath of the Gatewatch (OGW)||Mythic Rare|
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Kalitas, Traitor of Ghet
Legendary Creature — Vampire Warrior
If a nontoken creature an opponent controls would die, instead exile that card and put a 2/2 black Zombie creature token onto the battlefield.
, Sacrifice another Vampire or Zombie: Put two +1/+1 counters on Kalitas, Traiter of Ghet.
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Kalitas, Traitor of Ghet Discussion
3 days ago
Nathanaiel - exactly, the other two options are not the best, and if I am to increase the number of manlands, I'd probably just advocate for the third Tar Pit. However, too many taplands is very much a concern in this list, so for now, I'm sticking to two. Hopefully, with Search for Azcanta Flip, Jace, the Mind Sculptor and Pull from Tomorrow, flood won't be an issue.
You definitely can't kill Tron before they start playing out their threats. That is not the plan, however; the plan is to deal with their threats with some combination of countermagic and discard to buy enough time to then enable one of your own threats to end the game. That said, Olivia Voldaren and Kalitas, Traitor of Ghet both do match up very well against Wurmcoil Engine.
Now, regarding the many 1 of's and 2 of's - the traditional deckbuilding strategy is to have as many 3 and 4 of's as possible in order to maximise the chances of seeing those cards over the course of a game. To what end? The idea is, if you see the same cards every game, then you will know what the deck does, and it will do so consistently. However, there is another way for a deck to be consistent, and this is seen, for instance, in EDH decks - you have a bunch of cards that perform a similar role, and so even though they are different cards, they carry out the same function, and therefore behave much like the same card in certain situations.
For instance, against a turn 2 Tarmogoyf, Terminate, Dreadbore and Fatal Push are eight cards that all do exactly the same thing - so instead of seeing the cards as 3 Terminate and 1 Dreadbore, you can treat the lot as four removal spells. Similarly, at the four drop slot, Kalitas, Traitor of Ghet, Olivia Voldaren, Jace, the Mind Sculptor and Nicol Bolas, the Ravager Flip are all powerful threats that must be answered. Yes, it's 3, 1, 1, 1 - or, it's 6 powerful four drops.
Packages like this mean you can fill your deck with a lot of versatile and powerful cards so that you can in any given situation make use of that flexibility to concoct a game plan. Understanding the precise role and niche each card in the deck occupies means you can have a bunch of one-ofs that will do something in each situation, and then combined with the effects of the other cards drawn alongside those one or two of's, you can craft a cohesive strategy.
For instance, against dredge - you draw Kalitas, plus a bunch of removal spells. The plan? Play Kalitas, start exiling stuff, stabilise that way. But instead, say you draw Olivia. Then the plan is to use Olivia to recurringly kill their guys, then win the game quickly off burn and her giant flying attacks before they can dump their yard on the board again. Again, say against dredge, post board, the four drop you have is Damnation. Then combined with Extirpate you should be able to stabilise.
Again, against Jund - they have a Liliana of the Veil in play they just plused. If you have Sedraxis Specter, then you discard that, and finish Lili off in conjunction with any other threat or burn. If you have Dreadbore, just kill her straight up. If you instead just have four drop threats, use them and Snapcaster Mage or Kolaghan's Command to overload LoTV's minus.
Against tokens, you might draw Olivia Voldaren, Engineered Explosives, Izzet Staticaster, or Damnation. These are all 1 or 2 ofs, but they are all cards that will get you out against an army of Lingering Souls. Against zoo, you might draw Engineered Explosives, Damnation, or Fatal Push, and they'll all help you get through zoo's early aggression.
In none of these situations do you have exactly the same cards, yet with the cards you do have, you should be able to find a way out. That's because the cards in question are powerful and flexible, allowing you to craft different strategies according to the situation, meaning overall, you don't really mind which 1 or 2 specific cards you draw over the course of a game; even though you can't expect to see the exact 1 or 2 of every game, you can expect to see some number of cards which will together help you find a winning line.
3 days ago
Nathanaiel Field of Ruin is an absolute must-have in this format, I fear. Any reactive or midrange deck that is not utilising the free land destruction provided by Field is a strictly inferior version of another deck that is. Celestial Colonnade, Azcanta, the Sunken Ruin, Academy Ruins, Raging Ravine, Urza's Tower, Sea Gate Wreckage, Eldrazi Temple, Moorland Haunt, Gavony Township, Valakut, the Molten Pinnacle and I could go on - the point is, there are a lot of lands with powerful effects in Modern, and to not have the free answer provided to them in the form of Field is a serious omission that only the most proactive strategies can afford to make. A land drop that also double times as a spell is extremely powerful, especially one that answers the powerful lands of other decks.
So, given the necessity of Field of Ruin, is it greedy to play 3 colours? With any less than 22 coloured sources, I think so, but given that I play 26 lands, generally speaking, being colour screwed is not an issue. This is also greatly helped by the fact that so many of my cards only require one mana of a certain colour - the exceptions being the planeswalkers and Kalitas, Traitor of Ghet. I think it would be extremely greedy to attempt to play Cryptic Command in this list, for instance, but when most spells can be cast within the realm of having just one black, blue and red, Field really doesn't hurt a lot. Also worth noting is that unlike Ghost Quarter, Field does not put you down a land, and also does fix your mana after it is activated, so in most cases, Field really shouldn't hurt.
The only time when Field is a real pain is if you have 2 of your 3 lands are Field of Ruin, because then your hand can be really slowed down. In such cases, either mulligan, or keep and pull through with Thoughtseize and Fatal Push. Consider also the early requirements of this list - with a single black mana, most of the relevant 1 and 2 drops are castable. The lack of Lightning Bolt is a conscious choice, one made for many reasons, one among which is the mana.
Inquisition of Kozilek misses too much. Cryptic Command, Jace, the Mind Sculptor, Teferi, Hero of Dominaria, everything Tron plays, all of Jund's big drops including Bloodbraid Elf, Primeval Titan, Through the Breach, all the random four mana planeswalkers a bunch of different decks play, Gurmag Angler, Tasigur, the Golden Fang, and I could go on - but the point is, in a deck that isn't seeking to proactively push through damage and end the game, unconditional answers are better than conditional ones, and Thoughtseize excels in many a situation where Inquisition is only medium. The life loss is not as big a deal as it is in other decks, owing to the 3 Kalitas, Traitor of Ghet and 3 Collective Brutality.
The list initially did have 2 Inquisition of Kozilek alongside its current package, but that proved to be too much discard in a primarily reactive shell. They were removed for more versatile and unconditional answers in Kolaghan's Command and Dreadbore. So far, that choice has definitely served me very well. Only 3 pure discard spells means the chance of dead draws is much lessened; besides, Kolaghan's Command, Collective Brutality, Sedraxis Specter and Nicol Bolas, the Ravager Flip all double time as hand disruption that also has additional effects, and so unlike the one mana discard spells, is much less often a dead draw.
Re: Tron, yes, game 1 is god awful. Game 2, however, is actually favoured. If Tron is heavy in your meta, I would recommend sideboarding more Pithing Needle and Fulminator Mage; otherwise, the general plan is Thoughtseize into Extirpate + Field of Ruin , with a bunch of countermagic to survive through their big threats. Kalitas, Traitor of Ghet is invaluable in this matchup owing to his ability to exile Wurmcoil Engine; Thundermaw Hellkite can also come down and eat a Karn Liberated or a Ugin, the Spirit Dragon. You can also set up some nasty loops with Kolaghan's Command and Fulminator Mage that completely shuts the Tron player out of the game; and since, unlike traditional control lists, this one can turn the corner and end the game super fast, once you've gotten your disruption down, you should be able to power through to the finish before they start making their seventh and eighth land drops.
Another line of play to keep in mind is Extirpate on one of their big threats - Tron is not a threat dense deck, and if it is clear they are going to be able to make their mana and start casting big guys, then it may be worth your while to think of all the threats in their deck, and then just start cutting through the lot, so that they have nothing to do with all their mana. Tron does not really have a draw engine either, so once you've dealt with the first 3-4 threats, you're in a very very favoured position to win.
I will be testing a lot more with this deck and I plan to post the results to https://patreon.com/invite/bxlvxg in a few days; stay tuned if this deck is something that interests you, and you want to see where this goes!
1 week ago
1 week ago
Cards I dont Like: Consuming Vapors Disrupt Decorum Silence Patron of the Vein Bloodlord of Vaasgoth Dark Impostor Value cards I Like: Sun Titan Bishop of Rebirth Kalitas, Traitor of Ghet Deflecting Palm Sanctum Seeker Indulgent Aristocrat Forerunner of the Legion
Sweepers=1, I will pull a couple more tonight. Might want to have 3-4 in this deck. Card Draw = 5. A little low, add Champion of DuskFaithless LootingAsylum Visitor Targeted Removal =9 Seems good Ramp = 4. Again really low, I will look for some options for this.
The biggest thing missing is one or two more unconditional sac outlets. I will see what I have for options.
Generic Template I use for planning: 10 Mana Ramp 10 Card Draw 5 Targeted Removal 5 Board Wipes 38 Land 25 Standalone 10-12 Enhancer 7-8 Enabler
1 week ago
Liliana, Untouched By Death is the best for zombie tribal, the other planeswalkers are junky.... Vess is like 50/50
You gain life through your commander get this Aetherflux Reservoir
WHY THE HELL YOU DONT HAVE COUNTER SPELLS?!?! BAD BLUE PLAYER! Counterspell, Arcane Denial, Dream Fracture these are the best three for casual play. In my opinion you want to run atleast 4 in a deck if you're blue mixed.
Drop all the tap lands and at least get battle Sunken Hollow and Prairie Stream, bond Sea of Clouds and Morphic Pool, check lands Isolated Chapel, Drowned Catacomb, Glacial Fortress bare minimum. Honorable land mentions are Ash Barrens, Urborg, Tomb of Yawgmoth, Nykthos, Shrine to Nyx, Cavern of Souls, Urborg, Tomb of Yawgmoth, Unholy Grotto
Penny for your thoughts.... Relentless Dead, Cryptbreaker, Soulless One, Shepherd of Rot, Geth, Lord of the Vault, Kalitas, Traitor of Ghet, Wonder, Victimize, Whip of Erebos, Chromatic Lantern, Necromancer's Covenant, Intangible Virtue, Herald’s Horn , Whip of Erebos, Throne of the God-Pharaoh, Eldrazi Monument.
That's what I came up with on the top of my head.... if you wanna brainstorm the deck more
2 weeks ago
Ah, cutting - always the most painful part of deckbuilding. Endless Ranks of the Dead is what is classically known as a 'win more' card. The fact of the matter is that the only situation where it really does anything is when you're already winning. It's a fun and flavorful card but not very good to be honest, so I'd recommend cutting them. You might also look at dropping the Graf Harvests. The menace is nice, but I can't think of a situation where you'd rather be playing that turn one instead of a Cryptbreaker or Gravecrawler. The second ability is also a bit of a non-bo with Gravecrawler and Relentless Dead. Grave Titan is a fabulously powerful card, but generally fits better in control shells, where you're clearly playing a very aggressive deck here. Those are my immediate thoughts for cuts. Pushing it further than there I'd say that Kalitas, Traitor of Ghet might be better suited to your sideboard since he doesn't make any immediate impact when he hits the field, unlike all your lords. Diregraf Colossus is definitely the worst of the zombies you're running here. The great thing about zombies is that they tend not to stay in the graveyard - and yet, this rewards you for leaving them there. If you were playing blue in the deck to mill yourself with then it would be a much stronger card, but in mono black it doesn't seem too powerful. The tokens are nice but if you had to make another cut after everything else I've suggested that would be my next choice. Everything else seems pretty much fine
2 weeks ago
- Sol Ring è _l'artefatto_ per rampare. Must have.
- Sword of the Animist è molto utile per rampare delle terre sul campo di battaglia.
- Caged Sun è fortissimo nei mazzi mono colore come il tuo.
- Bad Moon è carina, ma pompa _tutte_ le creature nere.
- Victimize è ottima graveyard recursion.
- Living Death ti fa riprendere dai boardwipe.
- Thrilling Encore ti fa riprendere dai boardwipe
- Bloodcrazed Paladin è molto grosso se lo tiri dopo un boardwipe.
- Cover of Darkness fa i grossi buchi.
- Cauldron of Souls ha buone sinergie se riesci a dare poi segnalini +1/+1, che annullano i -1/-1.
- Myriad Landscape è un'ottimo ramp.
- Mortuary Mire ti dà nuovamente accesso ad una creatura che è finita al cimitero.
- Vampire Hexmage è veramente troppo forte, se ti capita di avere Dark Depths sul campo di battaglia...
- Cabal Coffers è op, facendoti fare assurde quantità di mana, ma è molto costosa.
- Cabal Stronghold è la versione povera di Cabal Coffers, ma sempre forte in lategame.
- Crypt of Agadeem è la versione povera di Cabal Stronghold, ma è anche meglio di un pugno negli occhi perché fa mana nero anche di base.
- Black Market è un sacco di mana nero gratis, molto meglio di Dark Ritual.
- Nirkana Revenant è un vampiro che ti raddoppia il mana. Yeah!
- Crypt Ghast non è un vampiro, ma ti sdoppia il mana.
- Magus of the Coffers è fottutamente Cabal Coffers, ma più facile da rimuovere. Tuttavia, anche lui non è un vampiro.
- Temporal Extortion è un turno bonus, oppure un sacco di danni, e costa solo 4.
- In Garruk's Wake è come Plague Wind, più o meno.
- Mutilate è super, perché i -1/-1 possono distruggere le creature indistruttibili. Puoi considerarla la versione potenziata di Languish visto che sei in mono nero.
- Exsanguinate è una win condition e sei pure in tema vampiro.
- Phyrexian Arena e Necropotence ti fanno pescare a lot, ma attento a non abusarle.
- Whip of Erebos dà lifelink a tutte le tue creature. In più, ti fa tornare temporaneamente le creature sul campo.
- Bloodhusk Ritualist, se multipotenziata abbastanza, butta un giocatore fuori dalla partita, facendogli scartare tutta la mano.
- Twilight Prophet è qualcosa di assurdo, che ti fa pescare, fa danni a tutti gli avversari e ti fa guadagnare vita.
- Champion of Dusk è un pescone enorme, e per questo si possono accettare anche un po' di danni. In più, come minimo peschi uno, perché anche lui è un vampiro.
- Dusk Legion Zealot è un peschino + creatura a costo 2.
- Defiant Bloodlord è Sanguine Bond su una creatura.
- Drana, Liberator of Malakir mette tanti bei segnalini sui tuoi vampiri, inoltre può fare anche da comandante.
- Guul Draz Overseer è un bel buff tutte le volte che entra una swamp.
- Necropolis Regent è un gran bel vampiro da avere sul campo di battaglia.
- Driver of the Dead è da tenere in considerazione, anche se purtroppo è limitato in ciò che può prendere dal cimitero.
- Bloodline Necromancer è la versione forte di quello di prima.
- Gifted Aetherborn ha delle belle keyword e costa 2.
- Gatekeeper of Malakir è un piccolo removal, ma alla fine non è così forte, perché è facilmente aggirabile./li>
- Yahenni, Undying Partisan è indistruttibile in ogni momento in cui potresti averne bisogno, tipo se viene tirato un boardwipe.
- Mirri the Cursed è fortissima.
- Bishop of the Bloodstained è un buon ammontare di danni, ma alla fine, è forte solo se sei già in vantaggio, quindi è un po' troppo situazionale.
- Soul Collector è quasi sempre qualcosa che non si vuole bloccare.
- Kalitas, Bloodchief of Ghet è removal ed anche token producer.
- Kalitas, Traitor of Ghet è fortissimo, ma costicchia molto.
Vedi tu cosa togliere, se vuoi ti mando una lista di cosa toglierei io su whatsapp. Inoltre, secondo me, potresti considerare un paio di terre in meno, siccome la tua curva di mana, per come è adesso il mazzo, è molto bassa. Tu nel caso cambia qualche carta, e ricontrolla la curva, poi ti adegui di conseguenza.
3 weeks ago
Last night, I drew 6 cards off of Demonlord Belzenlok. 2 turns later, I Stunt Doubled at end of turn, copying my opponent’s Sidisi, Undead Vizier and fetched up Jokulhaups. I had Marchesa, Grenzo, Dungeon Warden, Sakashima the Impostor as a copy of Kalitas, Traitor of Ghet and Belzenlok, all with counters on them. That was enough to induce the scoop from my opponents. Jokulhaups is definitely a busted card with Marchesa.