Kamahl, Fist of Krosa


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Archenemy (ARC) Rare
Onslaught (ONS) Rare

Combos Browse all

Kamahl, Fist of Krosa

Legendary Creature — Human Druid

(Green): Target land becomes a 1/1 creature until end of turn. It's still a land.

(2)(Green)(Green)(Green): Creatures you control get +3/+3 and gain trample until end of turn.

Kamahl, Fist of Krosa Discussion

S1ayerMonkey on Bombin' Shaman

1 week ago

Wave of Vitriol is pretty great where you have so many basic forests.

For big fun creature spells I really like Elderscale Wurm and Spearbreaker Behemoth .

Have you considered Kamahl, Fist of Krosa ? It's basically a stackable Overrun whenever you want it.

[email protected]_only on Her Royal Fluffness

2 weeks ago

Love the concept! gota couple suggestions, figured I'll accordian them to keep from filling up the whole page.

Predator, Flagship is costly, but lets be honest - mono-green doesn't care about that. giving flight for troops to evade or block, anti-aircraft cannons, and the tractor beam to lift up enemy ground-pounders, this colorless removal engine is worth evey mana spent on it.

Arena + Combat step: Declare attackers. Before blockers, activate arena, Choosing one of your tapped attacking creatures. the creature picks a fight before blockers, potentially giving a 2-1 for you if they block afterwards, but otherwise taking out a blocker and still getting all their damage through.

Genesis is amazing for recusion, if that's your thing (I know it's mine, but not everyone elses), and it's a 3 drop if you hard cast it with Her fluffiness on the field.

Trolls of Tel-Jilad offers regen for your forces (or allies, in exchange for favors...)

Krosan warchief acts like a mini trolls of T-J for beasts, and reduces their cost as well. more a niche card, but worth mentioning if you end up going that route.

Weatherseed Treefolk is fragile, but returns to hand when killed.

Phytotitan is even more fragile, but returns for free

Masked Admirers is a card drawing chump blocker. while it doesn't get the cost reduction, it definatly will dish out the damage over a game with trades. and the card draw for ETB is icing on the cake.

Gurzigost is a wierd huge guy that smashes face, all for the low low cost of ... recycling your graveyard. oh no... /endsarcasm

Ulvenwald Hydra grows based on your land base, and fetches a land as an etb trigger. added bonus: has reach to deal with fliers.

Oran-Reif Hydra grows to monstrous sizes as the game progresses. not all that exciting, but cheap ($ wise)

Dungrove Elder is completely worth the G mana cost once you hit 4 lands, and will only get bigger as the game goes on.

Terra Stomper , Carnage Tyrant , Chameleon Colossus , Kodama of the North Tree , Kalonian Behemoth , Gaea's Revenge , and Ancient Ooze just do what they normally do with efficiency: smash. they aren't pretty or fancy, but they are cost efficient before your general's discount, so they smash hard for cheap.

Skysnare Spider has the two most important keywords for green multiplayer: vilgilance and reach

Hydra Omnivore lets you get damage through defenses of players by ignoring that player entirely and focusing elswhere.

Indrik Stomphowler and Conclave Naturalists might be good replacements for reclaimation sage, with you commander out they cost the same. Destructor Dragon acts the same on death, but hits planeswalkers and lands as well.

Woodfall Primus is a solid (abet later game) removal that returns to work again.

World Breaker acts as an exile, and is colorless to boot. added benefits are reach and recurrable.

Wickerbough Elder gets the cost reduction, despite being a 3/3 base when cast.

Cloudthresher acts a a Squall for 4, with a 7/7 reach attached to it.

Tornado Elemental will usually act as a mini Whirlwind , and comes in as a 6/6 Thorn Elemental . not cheap mana-wise, but typically less than $.50

Wolfbriar Elemental lets you dump green into a token army of 2/2s if you need to spread out the love or create some chump blockers. quantity has it's own quality sometimes.

Vorapede is a undying buggy with vigilance for 3 when your general is out

Thornling is a solid all-round stomper that is hard to deal with, via indistructable and increasable toughness.

Thrun, the Last Troll is another hard to deal with threat: hexproof, uncounterable, and regenerate means not a whole lot can touch him.

Spearbreaker Behemoth can act as a duribility booster by giving indistructibility

Krosan Drover is a good card for the really expensive creatures, giving another cost reduction.

Ulvenwald Observer is a solid card-draw engine for the deck when things die

Nessian Game Warden lets you sift through your deck based on forests in play

Ripjaw Raptor lets you draw off of combat (and even more off Arena )

Silverglade Elemental is a 4/4 Wood Elves with your general in play.

Brooding Saurian is typically just a sideboard card against control matchups, but worth mentioning all the same.

Stone-Tongue Basilisk is a cheap ($ wise) little guy that can field-wipe an opponent if you time a swing right.

Kamahl, Fist of Krosa should go in every green deck that he can. this goes double for mono-green. Overrun as an repeatable instant? check. wrath countermeasures? Living Plane that only hits opponents for G per land. totally worth it.

Last_Laugh on Gaddock's Tea Party

3 weeks ago

Thousand-Year Elixir is your friend. Hastey double tutor with Sisay is nice as is hastey mana dorks like Selvala, Heart of the Wilds .

A Kamahl, Fist of Krosa type finisher works well here also.

Feel free to check out my list for ideas. It's also a hatebear subtheme and is fairly competitive. Feedback, Upvotes, and/or Ideas on any of my decks is appreciated. Sisay's Hombres - No Paradox Combos

imSandstorm on Xenaroidâ„¢: FDA Approved

1 month ago

Nice deck! I personally run Kamahl, Fist of Krosa as the head of a big green deck but this looks really fun too. What do you normally find yourself getting with Tooth and Nail ? Also what do you think of the new Rhythm of the Wild as another haste/protection card?

Dango on Mana+Overrun=Win

1 month ago

I'd say that this draft looks good, except you might want to consider Kamahl, Fist of Krosa for an overrun card with Druid tribal synergy.

bushido_man96 on Converting My Deck

1 month ago

A pretty simple mono-green beatdown commander to play is Kamahl, Fist of Krosa . Gruul offers all kinds of good commander options for creature-based strategies; Xenagos, God of Revels , Ruric Thar, the Unbowed , just to name a few.

radio414 on Sasaya, Orochi Ascendant Combo (EDH)

1 month ago

I was intrigued and looked for your list, but I didn't see it on TappedOut. We should compare, at the very least!

In any case, sorry it took so long to write this response. I wanted to try and break down what I think are your main points, and, well, I apologize if I misinterpreted you, but here's what I got out of your comment:

The way I read it, it looks like you're saying the deck needs to be slower. This reading is a little unfair on my part, possibly a little too overly hostile, but, I mean, I can't fathom a turn-six kill when I play a card like Peregrination on turn four. Like, that's just not going to happen. And if you're arguing that the deck becomes more able to grind, well, I have two problems with that:

First, I guess I don't know your meta entirely, but do non-optomized tables not just gun for Sasaya immediately? Like, even just reading what she does kind of sets off some alarm bells, doesn't it? I know everytime I play with somebody new, whenever I get to the "So if I have six Forests out, they all tap for six green" bit, the inevitable response is something akin to "Oh, that's not good." And then if the combo does work, all the more incentive to get targeted next game, or next week, or whenever I play the deck again. That's why I aim for speed above everything else, because if I don't, well, I just get run over.

Second, the methods you suggest of becoming more resilient don't really work? Like, yeah, Howling Mine has its uses, but I'd really rather not give my opponents more cards to beat me with, because I'm still the target. It's also why I'm skeptical of Oath of Druids . It's not that I probably won't get free stuff, it's that other people get free stuff first, and when Sasaya's on top of the hill -- a position the deck's going to be in until it's dead -- all that free stuff is headed right at me. I figure you disagree with me about this -- I mean, you did talk about how people want to deal with other people's threats -- but that really hasn't been my experience.

Incidentally, these are the reasons I cut utility lands as well. They do have a use. Of course they have a use. But that use is kind of marginal when just playing them makes the deck slower. If they were named "Forest" or "Snow-Covered Forest", we might be talking, but they're not. The only instance I can imagine where that wouldn't be the case is hitting one off of Oracle of Mul Daya , and that seems kind of marginal at best. I've mentioned this before, but sometimes I'm not even sure Scrying Sheets belongs in this deck.

But, speaking of Utility lands, let's talk Reliquary Tower . Or, I guess more specifically, "no max hand size" effects and why I think they're bad/overrated:

So the consensus as far as I understand it in "real EDH" (read: non-Sasaya) circles is that these cards (Reliquary Tower specifically, though I imagine Spellbook and Library of Leng have similar reasoning (at least Thought Vessel is a mana rock)) are kind of win-more. Like, there is definitely the feel-bad psychological effect of casting a big Blue Sun's Zenith , not finding an outlet for all those cards, and having to discard all the way back down to seven, effectively wasting all that mana, but if you think about it, at the end of the day you're still keeping seven really good cards. So that plus the fact that the graveyard is much more of a resource in EDH than almost anywhere else, and the "no max hand size" effect starts to lose its luster.

But let's talk about Sasaya specifically. As you mentioned, seven lands is a lot of hand space. Under normal circumstances, that means you'll only really have room for one payoff spell, so it better be a good one (put a pin in this idea, we'll come back to it in a bit). But there are alternatives. Last paragraph, I talked about the feel-bad of not getting to keep that big hand, but remember how that big hand happened in the first place: a Blue Sun's Zenith. More specific to my point: an instant.

Continuing this thought experiment a little further, let's ask why a player might cast a 7+ card draw spell in the first place. One might imagine that a player casts such a draw spell hoping for an effect that removes their hand limit, but that's not the only possibility. They could also be looking for a specific combo -- a way to end the game. Compare that to Sasaya's instant-speed land searchers (a special shout-out to Yavimaya Elder !). In Sasaya's case, the payoff effect we're looking for is already in the Command Zone.

In my opinion, therefore, the deck doesn't need its hand limit removed because there are enough effects that ignore that limitation, and cards like Expedition Map that can find these cards aren't actually that good.

But the "why" for that specific claim is a different topic entirely. Let's talk about it!

In your post, you mentioned that cards like Cultivate , Kodama's Reach , and Peregrination were all "ideal ramp spells" for a Sasaya player, as they also added a land to the hand, therefore ending up card-positive. Now, I already dismissed Peregrination out of hand for being too slow, but it's important to include it here as well because I feel it has the same other trappings that might encourage a Sasaya player to play these cards. In short, I posit that these cards are, in fact, card-neutral at best.

This applies to Renegade Map et al. as well, but I'm just going to focus on the sorceries just for simplicity's sake. Let's examine a typical goldfish turn. First, the draw step. Obviously, they're at plus one card. Then, the goldfish plays a land, removing a card, then playing a non-land, which is minus another. If that non-land is a Cultivate effect, that only adds one card back, which leaves the goldfish more or less where they started. Because ramp becomes negligible once Sasaya flips (while there is certainly a difference between, say, eightteen starting mana and twenty-eight, I find it's not enough to worry about, and the difference between twenty-eight and forty is even less), that means the goldfish is spending three mana on nothing much at all (as a sidenote, you might notice Nissa's Pilgrimage and Evolution Charm in the deck, which seem to contradict this point. However, both of these cards have occasional upside potential. It doesn't always happen (and, in Pilgrimage's case, certainly never on Turn 3), but circumstances for it do exist, so they keep their slots).

The solution some Sasaya players offer is to stop making land drops, but that seems so tempo-negative to me. I feel that, if I do continue making land-drops, eventually I'll be able to cast these giant threats without the help of Sasaya, and could easily win the game that way.

Lastly, before I get into specific cards, I wanted to talk about the ramp spells I do play. Namely Azusa, Lost but Seeking and similar effects. I already mentioned the speed aspect of my build, and these cards are a part of that. To be more specific, these cards are in the deck to turn cards like Chord of Calling and Citanul Flute into more ramp if necessary, which, when you're going for a Sasaya flip and a kill in the same turn, is worth having in the toolbox. But these cards also function as pseudo-alternate win-conditions. As I alluded to just a paragraph above, the only difference between tapping ten lands for a Kozilek, Butcher of Truth and tapping one or two is how smug the caster gets to feel. But the caster still gets an eldrazi in either method, so I don't think the difference in smugness is very big.

So now we come back to that pin I made earlier. Let's talk card specifics. Now, I've tried to go through a lot of these already, sifting through to get at your main points, but there are some notable stragglers, so let's take a look:

City of Solitude : The biggest strike against this card is that it's not easily tutorable and Dosan the Falling Leaf is. Also, I don't think I need two of this effect, to be honest.

Summer Bloom : I've tried it. The problem is, because it's a one-shot effect, it's way too dead pre-flip. Azusa and her kin are both tutorable and stick around, so they're just better.

Skyship Weatherlight : This and Book of Rass are my two favorite suggestions, and I definitely want to try playing around with them on paper instead of just theorycrafting. If there's anything you take from this too-long screed, I want to thank you for bringing these cards to my attention.

Goblin Cannon : This was suggested before and I didn't really dismiss it off-hand, though I did ask "What do I cut?" I didn't have a good answer, then, though maybe it's -1 Akroma's Memorial , Hydra Broodmaster , and Kamahl, Fist of Krosa for +1 Goblin Cannon , Book of Rass , and Skyship Weatherlight ? I'm still hesitant because Kamahl at least is fine pre-flip (Broodmaster is bad yes, but not terrible. At least, I think there's a difference there), not to mention in my meta, effects like Crawlspace and Ensnaring Bridge are less popular than Leyline of Sanctity or even Aegis of the Gods . I guess there I'll have to test and see. You're right, by the way, about Akroma's Memorial being pretty dead 99% of the time, but it's the best haste outlet, and specific kill's been good enough for me.

If I didn't mention a card here, it's because it obviously is different from either my strategy as I've listed in various places, or is implicitly against the deckbuilding philosophy of my particular list. Or maybe I missed it, and you can bring it up if/when you respond.

In any case, thanks for the comment, and keep fighting the mono-green combo fight!


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Kamahl, Fist of Krosa occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Green: 0.24%