Kaya, Bane of the Dead

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
War of the Spark (WAR) Uncommon

Combos Browse all

Kaya, Bane of the Dead

Legendary Planeswalker — Kaya

Your opponents and permanents your opponents control with hexproof can be the target of spells and abilities you control as though they didn't have hexproof.

-3: Exile target creature.

Browse Alters

Kaya, Bane of the Dead Discussion

TheBloopKing on Kethis and his (super)friends

1 day ago

remove Vraska, Swarm's Eminence . This card does nothing for your game. It only puts counters on the tokens it creates and you need to proliferate for you to use it a 3rd time.

Teyo, the Shieldmage is better off as a The Wanderer . In my superfriends, Teyo always stayed in my hand, and its 0/3 walls only chumped and did nothing against trample creatures. The Wanderer atleast makes damage spells redundant, and offers removal.

Kaya, Bane of the Dead is a answer to hexproof and indestructibles.

Grateful Apparition is terrible against any flyer. It is going to be removed, and often is a wasted 2 mana. Its only ever good if you get it off at turn 2, and in commander, thats not exactly likely.

Primevals' Glorious Rebirth and Seasons Past

Deploy the Gatewatch is better off a Harmonize . I've done the math and it more consistently whiffs than hits 2. Call the Gatewatch and Time of Need atleast fetch for the specific walker you need.

Bolas's Citadel is a must play in this deck. Sure you lose life, but it gives you a extra slot to your hand that you can cast for free. This card puts you so far ahead, the life lost is just a mere flaw

Evolution Sage needs to be in the deck if you are running superfriends

and finally. You NEED spot removal. Absolutely need it if you are going to win games in a superfriends shell. You need to be able to answer the creatures that possess a threat to your walkers.

TheBloopKing on Would you rather die to Najeela or Ultimates?

1 week ago

Serra the Benevolent has a crazy good ultimate with Najeela and the +2 helps win games

Sisay, Weatherlight Captain tutors for planeswalkers.

Sarkhan the Masterless has won me a couple games. That +1 is devastating.

I personally have been considering Ugin, the Ineffable . You don't miss a whole lot with the removal. It makes your artifacts and other Ugin cost 2 less. And the +1 creates a 2/2 that adds a card to your hand if it dies

I also run Kaya, Bane of the Dead as an answer to hexproof, and indestructibles.

These suggestions are a little all over, but something to consider

rdean14 on Davriel’s Baby Rack Ribs

1 month ago

Dream Salvage works well with Smallpox and Delirium Skeins

Bojuka Bog could be good graveyard hate, and still provide black mana.

Yeah, I didn't even think about you not having an Urborg, Tomb of Yawgmoth , but only 5 colorless lands seems like that's not too important, idk. I'm glad to read the update!

Kaya, Bane of the Dead and/or Detection Tower could be good sideboard against Leyline of Sanctity .

yumharu on Dysnomia's Spooky Scarecrow Shenanigans

1 month ago

I didn't see you already have Eerie Interlude .

you can also take out from your deck :

- Kaya, Bane of the Dead too high mana cost.

- Door to Nothingness really hard to activate, all player are going to focus you if this card is in play and it will only kill one of your opponnent.

- Dark Ritual it won't really help you cast your commander and anything really great. it requires black mana so it will difficult to cast it turn 1 or 2 be cause you are penta color and in late game it's a dead card.

olivebagel on Niv superfriends

1 month ago

Cool shell so far, but I definitely think it needs more mana ramp. Mayeb 4 more sources of your choice of artifact and land ramp, all probably around the 2-3 CMC slot. Since your deck is light on green I'd go the artifacts that tap for colors like Fellwar Stone , Wayfarer's Bauble , Commander's Sphere , Armillary Sphere , Coalition Relic .

I would look to cut Narset, Enlightened Master and Atraxa, Praetors' Voice . They are funny includes, but they are high CMC and kind of seem like "win more" includes.

Overall I'd look to knock the curve of the deck down a bit. I find decks start to really hum when they are around 3.5 average CMC. With that said, some of the higher cost plane walkers that aren't doing as much work for you might be Tezzeret, Master of the Bridge , Jace, Ingenious Mind-Mage , and Kaya, Bane of the Dead ,

I'd cut Nexus of Fate and Knowledge Pool as well unless you plan to abuse them in a way I missed.

And you can find better board wipes than Decree of Pain . is a tall order.

This deck definitely has all the win cons it needs, just make sure you have the card draw and smooth curve to ensure you get to them consistently.

Also, I'd look to add Dack Fayden and Dovin Baan . Both very good effects to drop in the mid game.

Looks like fun deck, best of luck!

PhotogenicParasympathetic on Quest to 30 Walkers. And ...

1 month ago

Credentials: I've been playing superfriends in EDH for years, beginning with an esper SF deck helmed by Oloro, Ageless Ascetic , then adding green with the release of Atraxa, Praetors' Voice . I've played with most of the walkers currently in your deck, either in my own EDH deck or in other formats. In addition, I enjoy building and critiquing EDH decks of all varieties and strive to always be as creative as possible in my builds. These are my suggestions for your cuts:

Aminatou, the Fateshifter doesn't synergize with anything in your deck, and is remarkably underpowered unless she'd built around.

You don't have enough creatures and your deck isn't aggressive enough to care about Angrath, Captain of Chaos , Dovin, Grand Arbiter , Jiang Yanggu , or Serra the Benevolent . None of them help your planeswalker theme. None of them are powerful enough in a vacuum to warrant their inclusion.

You don't have an artifact sideboard for Karn, the Great Creator and you don't care about making things into mostly 1/1 to 3/3 creatures. You have only three artifacts in the deck that become larger than 3/3, and only one that becomes larger than 4/4, and all of your artifacts are better spent being artifacts than being creatures.

Kaya, Bane of the Dead is too expensive for what's basically just removal, and limited to creature removal at that.

Tamiyo, Collector of Tales is a more expensive Eternal Witness , you'll almost never hit with her +1, and her static effect protects you from only two cards that can make you sacrifice planeswalkers (aside from annihilator triggers).

Jace, the Mind Sculptor and Chandra, Torch of Defiance are both very strong in formats that are not EDH. Neither is very strong in EDH, and while Chandra can sometimes sneak in as card draw in mono-red or red-black decks, you've got access to better options. Jace is most of the time a too-expensive brainstorm in this format, and will almost never ult (and if he does... you've won already with any number of other planeswalkers). Neither is worth running in superfriends.

After those, we start getting to the harder cuts - these are walkers that I think could be deserving of a slot in the right circumstances, but that just aren't as powerful as some of the other inclusions you've already got - Dovin Baan is good card draw, but not much else. Ashiok, Dream Render 's lack of repeatability makes him weaker. Sorin Markov is scary, but unless you're getting aggressive... does it really matter what your opponent's life total is? Angrath, the Flame-Chained is neat. He is. He's just not... superfriendsy. He doesn't get more walkers. He doesn't strengthen the walkers you have. He doesn't protect the walkers you have, except from weaker creatures.

That's 14 cuts, brings you to 32. For the last two, pick out the top ten planeswalkers, ten that you'd never even consider cutting, and set them aside. Then look at the remaining 22, and pick out five more that you definitely want to keep, and set them aside. Then forget that you have those 15, and pretend the 17 in front of you are all you've got, and build the most powerful 15-walker set you can.

Final thoughts; your infinite combo idea is cool. But does it belong in this deck? Most superfriends decks are focused in one direction - getting out and using planeswalkers. Adding in a secondary combo will not make your deck stronger - just less focused. If you want combos to finish the game, you've already got The Chain Veil + Rings of Brighthearth + Tezzeret the Seeker + Mana Vault for infinite planeswalker activations (and infinite mana if you've got another mana rock in play). Add in Gilded Lotus for more consistency, and you're good to go.

BMHKain on 1000% Spark Storm (EDH Superfriends Primer)

1 month ago

Conjecture: Some walkers are awesome even w/o Ults. Nahiri, the Harbinger has Rummaging, & can exile stuff on the spot. Why Stony Silence ? That would actually encourage me to keep Garruk Wildspeaker in; besides, his first ability has lots of mana advantage. Tamiyo, Collector of Tales is pretty much Sigarda, Host of Herons in a Walker, but sure. I'll ditch the (Pay tribute to a dead walker) idea at least. I guess there are no good Gideons at all... Also, saying "No" to the new Saheeli is insane. Since you stated this deck doesn't have enough creatures, she is only made better as of this. But why Stony Silence over Karn, the Great Creator of Argentum? His First non-static ability allows you to target UP TO 1 Artifact to become a creature. You could get that loyalty for FREE if you wanted. All w/o needing to change anything. Sorry, but I dunno why Stony Silence over him.

Based on what you are assuming, though... these next cards would be what should be cut next:

Jiang Yanggu, Wildcrafter : He's only in there for my CMDR; which relies on infinite Combat phases, & Jiang only needs 5 mana to make this work. If I switched to Sliver Queen again, he's at least cut worthy, unless, I find an infinite loop for creation of her kin, & Yanggu #2's Static Ability. So he's not exactly out just yet.

Kaya, Bane of the Dead (& Kaya, Ghost Assassin too?): Just because something like her as a 6-drop should be cut is odd. This Kaya basically forces your opponents to use Shroud instead; & that's the only flaw I had w/ her. Even now though, Shroud is obsolete; in a game where Hexproof is superior, & no cards ever talk about Shroud ever again, a big drop like her, probably is for the best to keep. But Kaya #1? I already have way have ways enough to permit cutting her. That said, I still need more ways to use Flicker cards & effects in this deck. Venser, the Sojourner is affably bad here, & I still need alternatives besides Aminatou, the Fateshifter + Felidar Guardian … For now though, Kaya #1 will be cut.

Kiora, Behemoth Beckoner : It's not like I'll have a 4/4 being ready to be cast at any point. She does, however, untap target permanent. How should I use this feeble effect? Remember, I still have Saheeli, Sublime Artificer , & Daretti, Ingenious Iconoclast (Shocked you stated to keep this one.); I have so many infinite combos here that I'd rather cut The Chain Veil because of this. How do I make them work?

Ugin, the Ineffable : Uh... Karn Liberated has a better Spot removal ability? Sure, putting a cheap cost of your colorless stuff is fun, but I'd rather use Ugin #1 over this.

I dunno about your opinion on all these, but that's what I got for now. I'll see if I can find anything else worth chopping...

Arkan_Dreamwalker on Captivated Audience

1 month ago

Well, Gorenar, few if any changes actually. The deck was built

  1. To deal fairly well with basically every archetype, with the sideboard optimizing it against almost any deck. (Mill is easily the biggest weak point, as this is a slow deck with no colors to shuffle the graveyard back in. But after all, mill will always be an uncommon archetype.)
  2. And
  3. It was built not only with what was the current metagame in mind, but also War of the Spark, having an abundance of planeswalker hate in the mainboard, which was perfectly viable since they also doubled as creature (and artifact) removal, and put pressure on likely the most powerful deck in Standard, Esper Control.

That said, I am currently experimenting with Blast Zone and Angrath's Rampage . I am also likely replacing The Eldest Reborn in the sideboard with The Elderspell , as not only is this the honeymoon phase where everyone is trying out the thirty-six new planewalkers, but also I believe that many of the new planeswalkers are here to stay, there being easily twenty of them which are very playable and greatly enhance the decks they go into, and some, like Jace, Wielder of Mysteries , even creating entirely new deck archetypes. The Eldest Reborn theoretically does more, but the opponent often has a land to discard, and the third phase of the saga is usually pointless, as since the deck runs no creatures or planeswalkers, the opponent will often have some Vraska's Contempt or such sitting in their hand doing nothing, and will instantly remove the stolen creature or planeswalker. And with so many planeswalkers and even superfriend decks running around right now, the opponent will keep their most dangerous planeswalker that you most wanted to get rid of (one of the issues with Angrath's Rampage ) whereas The Elderspell will just get rid of all of them. Also at 2 mana it is much harder to Syncopate or Spell Pierce , and can be cast in the same turn as other spells more easily.

Indeed, there are so may planeswalkers running around that I am considering running one or two Elderspells maindeck, but the idea of running something which cannot target more than one type of card grates me, as the only cards in the current build which do that are Lava Coil , Cry of the Carnarium , and Ritual of Soot which have just too much utility against too many decks not to run mainboard. But it is looking like The Elderspell will have enough targets to be worth putting in.

Angrath's Rampage is amazing, but since it is sacrfice, it does run its risk if the opponent has more than one of the card type you are trying to remove. That said, with so much removal in the deck, it should often be reasonably easy to leave just the one indestructible or hexproof creature alive, and then make the opponent sack it. Of course, we already have Vraska's Contempt to deal with indestructible, and Detection Tower to deal with hexproof, but more options doesn't hurt. It also works against planeswalkers and artifacts, both of which are much more relevant since War of the Spark.

Ob Nixilis's Cruelty , Price of Betrayal , Liliana's Triumph , Deliver Unto Evil , Bolt Bend , and Finale of Promise , are also under consideration.

There are also some planeswalkers which would go nicely into the deck or sideboard, such as Ashiok, Dream Render , Davriel, Rogue Shadowmage , and even Liliana, Dreadhorde General , as well as of course Angrath, the Flame-Chained . Kaya, Bane of the Dead and Tibalt, Rakish Instigator could be great in the sideboard.

However, (especially in best of one) there is a strong utility to making commonly run removal cards into completely dead topdecks for the opponent, and if they cannot sideboard all of it out in best of three, it make our sideboarding much better then theirs. So putting planeswalkers in would open us to up to casts of Vraska's Contempt etc. which would otherwise be absolutely dead, so I am very against putting planeswalkers in the deck, especially with Angrath's Rampage and such being run by people now.

This may well be the only creatureless and planeswalkerless deck run in Standard, (Well actually, I do know of one other.) and the surprise value of this is not to be underestimated.

I would say that the God-Eternals and Dreadhorde Invasion seem to make the deck slightly less viable, as they put a heaver strain on our removal, what with the God-Eternals surviving being exiled, and Dreadhorde Invasion providing a constant threat and us having no enchantment removal. (I haven't designed an alternate Mardu build yet, which I feel will be both less fun and more viable.) Ugin, the Ineffable presents a fresh issue, as he can destroy Captive Audience or Ill-Gotten Inheritance to prevent us winning, and has such a good +1 and that I expect to see him run.

All in all, not too much change though.

So, stay tuned for updates.

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