|Commander / EDH||Legal|
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|Commander 2017 (C17)||Rare|
|Commander 2014 (C14)||Rare|
|Scars of Mirrodin (SOM)||Rare|
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Kemba, Kha Regent
Legendary Creature — Cat Cleric
At the beginning of your upkeep, put a 2/2 white Cat creature token onto the battlefield for each equipment attached to Kemba, Kha Regent.
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Kemba, Kha Regent Discussion
5 days ago
Thank you - I know the cards you recommend.
Definitely Rogue's Passage should be included, I have not so far to avoid too much colorless mana.
However, Balan, Wandering Knight is not modern legal and would otherwise also be in this deck.
Kemba, Kha Regent is nice and is on my list of possible ones.
Card draw already exists with Puresteel Paladin and even more directed with Trophy Mage and - in a limited way - with Mind Stone. I will think about adding more card draw using Sram, Senior Edificer, but not sure yet.
Trample is possible with 5 equipments and can be tutored with Trophy Mage, no issues there.
Playtest this deck and I believe not much can be done to improve its success-rate.
Thank you for these suggestions, some of them I will take to heart!
5 days ago
Yes speed, yes fast, yes strong, no cards!
What I see missing is simple card advantage. By smashing out so many cheap artifacts and equipping them for so little, you leave yourself with too much mana at hand, being a wasted resource. What I recommend adding is Sram, Senior Edificer to make the number of equipments you have increase dramatically, and then reduce the number of each of the swords and increase variance in which equipment you include, because having multiple of each keyword ability is useless and is wasted space.
Considering you are playing voltron, a format I have played previously (check out my Wait a second, Cats don't have opposable thumbs? deck), you either want more trample options, or Rogue's Passage to slide in the winning damage.
As for equipment recommendations I strongly recommend Moonsilver Spear, Argentum Armor and Captain's Claws. There is severe underestimated power in playing a mixture of go wide and go tall deck, which voltron has the option of doing so well.
2 weeks ago
Just looking over the deck, you need a lot more ramp than Cultivate\Kodama's Reach. You may want tolook into Rampant Growth, Burnished Hart Solemn Simulacrum Skyshroud Claim Expedition Map Selesnya Signet and Selesnya Cluestone. Sigarda's Aid, Puresteel Paladin Leonin Shikari Sram, Senior Edificer and Kemba, Kha Regent could all easily fit into the deck. If you want to slow your opponents down, things like Swords to Plowshares, Dispatch, Path to Exile, Wing Shards Ghostly Prison and a couple more board wipes can help.
2 weeks ago
Update after having played the Deck a few times, some things need to change:
I'm swapping Kemba, Kha Regent with Balan, Wandering Knight. This leads to the removal of Kemba's cat tokens and thus (cat) tribal cards must go. I'm also exchanging some other stuff just for efficiency.
- Out: Chariot of Victory, Haunted Cloak, Infiltration Lens, Konda's Banner, Ring of Thune, Stoneforge Masterwork
- In: Lightning Greaves, Hammer of Nazahn, Darksteel Plate, Sword of Feast and Famine, Sword of Fire and Ice, Godsend, Masterwork of Ingenuity
- Out: Mentor of the Meek, Raksha Golden Cub, Regal Caracal
- In: Avacyn, Angel of Hope, Stoneforge Mystic
In the end i've removed one wipe, removed tribal cards and swapped ineffective equipment with better equipment.
3 weeks ago
Maybe it's just me, but I think a voltron build with this would be good. I didn't notice the note in the description-just read it. If you want to go wide and big at the same time, the Masterwork could stay in, but I feel that what this deck would rather be doing is equipping all the equipment to Akiri, Line-Slinger or Kemba, Kha Regent and giving her double strike and unblockable. Along those lines, Whispersilk Cloak would be a good card to put in. As I said, EDHREC is a great resource for building and editing EDH decks.
3 weeks ago
Personally, I would try to abstain from using doubling season for two reasons. One: price. Two: chances are, it will set off alarm bells in opponents, and, as a result, it may end up getting removed before you can get any benefit out of it. This is just my take on this, you do you.
4 weeks ago
May I suggest:
Lightning Greaves: Even if you don't like shroud on your artifacts (maybe you want to copy them etc), shroud on your voltron commander is a must-have. The 0 equip cost and haste just make the boots too hard to leave out of any build. Plus, IIRC, they come with the Cat pre-con!
Whispersilk Cloak: see above, but also unblockable makes one-shots much easier, and those are also necessary for a voltron commander as you're likely to get ganged up on.
Sram, Senior Edificer: A second Puresteel Paladin helps the deck draw a critical mass of equipments! Without any creature tutors in the deck you'll really want to have as many of this effect as possible.
Mask of Memory: See above! White really needs help drawing cards a lot of the time.
Balan, Wandering Knight: I just think he's a fantastic backup voltron holder. A lot of the time your commander can get hated out so frequently that you can no longer cast him reasonably, and in that case a backup plan becomes really valuable.See also: Kemba, Kha Regent. Again, I know you said you don't think you need it, but with a 6 CMC commander I'm tellin ya you'll be glad to run the backup!
Green Sun's Zenith: You have 0 targets for this!
Harmonize: Pales in comparison to the Puresteel draw engines.
Reap and Sow: Expensive for mana ramp and land destruction needs a critical amount of LD cards to be effective.
Grappling Hook: It's expensive and doesn't help you crash through for a win, just sometimes works as pseudo-removal.
Reveillark: Though you have some very good targets to rez, you just aren't running that many creatures. It's unlikely that it'll be consistently good.
And finally, I do agree you need more lands. 40 can be a bit high with ramp spells and artifacts, but 35 is probably a better mark.
4 weeks ago
Why are you running so many equipments and so few creatures, that can carry any of them? Why are trying to play this voltron style, even the commander is clearly not designed for this kind of playstyle? I mean, you pointed out, that your commander is good at tutoring stuff, why not then run only a few good equipments and more very good equipment carryer? Cards that come to my mind: