Kessig Cagebreakers

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal

Printings View all

Set Rarity
Commander 2015 Rare
Innistrad Rare

Combos Browse all

Tokens

Kessig Cagebreakers

Creature — Human Rogue

Whenever Kessig Cagebreakers attacks, put a 2/2 green Wolf token onto the battlefield tapped and attacking for each creature card in your graveyard.

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Kessig Cagebreakers Discussion

Mj3913 on Werewolves of Kessig

1 week ago

Quilled Wolf - Cheap if needed in the early game, nice mana sink for late game.

Kessig Cagebreakers - Though not a were/wolf the tokens can get out of hand esp when your losses accumulate.

Wolf Pack - 7/6, better than trample.

Also you may want to consider some sort of recurrence for some of your key pieces, like Eternal Witness

Phayd on Throw-mak

1 week ago

For lands, I'd take look at adding some haste enablers like Flamekin Village and Hall of the Bandit Lord. Overall the manabase is in pretty bad shape (11 lands that enter tapped!?), but I understand that you want to keep it budget atm. You may not need so many "Enter tapped, produces gruul colors" lands because, with the only early-color-intensive card in your deck is Yavimaya Elder.

You have pretty much everything that works well with this deck, I think. Maybe a Farhaven Elf deserves a spot along with Wood Elves as a ramp spell that can later feed Thromok. Kessig Cagebreakers for a way to quickly generate many creature tokens after a boardwipe.

Urabrask the Hidden could also help with haste, make your Thromok much harder to block, and double as food in a pinch.

Farseek could probably become Nature's Lore in a 2c green EDH deck, given that Farseek can only hit mountains, Stomping grounds, and Cinder Glade, whereas Nature's Lore hits forests, Stomping Grounds, and Cinder Glade and puts them into play untapped. Rampant Growth is also perfectly fine, imo. Same thing applies to Skyshroud Claim over Explosive Vegetation.

Thromok deck's biggest weakness is that they need a large boardstate. I'd cut cards that require a large boardstate in order to do things, as they would often be dead in your hand. Second Harvest and Descent of the Dragons.

Thromok will probably not live for more than one turn at a time, which is the big problem with investing a boardstate into feeding him. Because of this, I steer clear of cards that capitalize on the existence of a large Thromok as often they would end up dead in your hand. So I'd cut things like Elemental Mastery, Selvala, Heart of the Wilds, Xenagos, God of Revels, Overwhelming Stampede, Fungal Sprouting, and maybe Mage Slayer - although Mage Slayer could work with a big Mycoloth, or Omnath, Locus of Rage and Rampaging Baloths.

As much as I want Tana, the Bloodsower to be good, she is just an awful ROI. A 4 mana 2/2 that requires basically unblockable before she can even begin to pay off her mana debt is too risky imo.

I'm on the fence about Hornet Nest. No one in the right mind will swing into it, and giving your opponent's the power to decide when you get your tokens is generally bad... but also... how do opponents deal with it? Is it a green Propaganda effect? I dunno, give it a try but consider cutting it too.

I'd probably cut Skullmulcher as there's better ways to draw cards without directly cutting in to Thromok's food supply. Skullclamp might be a better alternative, as it nets more cards and is more flexible.

I've never been impressed with Dragonmaster Outcast. Not once. Also Fresh Meat is an awkward card to play with. Basically, you have to pass the turn leaving 4 mana up in hopes of getting board-wiped, or plan on a 9+ mana play of Thromok + Fresh Meat. It's got a lot of hoops to jump through to get to work, so I might cut it for consistency's sake.

Perilous Forays also gives you the option of turning your tokens into lands. That combined with hasting creatures and Cryptolith Rite to turn every single one of your tokens into a Sakura-Tribe Elder, which seems pretty sweet.

Cost cuts: Cards are good but don't provide as much value to justify the monetary investment: Azusa, Lost but Seeking, Food Chain, Exploration, Tooth and Nail (until you get a Craterhoof Behemoth) which will reduce the deck cost by close to $75. It's also outrageous that Doubling Season is currently $70 itself...

LittleBlueHero on Project Make Ulrich Great(He always was)

1 week ago

Kessig Cagebreakers is one of the best ways for a wolf tribal to get back in the game after a boardwipe. It can win games on its own if it hits an empty board with haste.

Wolfir Silverheart is one of my favorite wolvies. Its ability can create some really large threats to be sure. I usually target something that my opponents wouldn't normally waste a kill spell on. Spreading out the power as opposed to targeting my already big creatures.

I won't lie I haven't had a chance to test him in commander yet, he's in there but he's never seen play lol.

sanobanat0 on Project Make Ulrich Great(He always was)

1 week ago

Thanks! I agree with all of your suggestions and have adapted the deck accordingly. I cut a few low-mana werewolves like Reckless Waif and Hinterland Hermit, mostly because they were cards that lost a lot of their value past turn 3. As for Ulvenwald Mystics  Flip, I'm keeping it in for now mostly because it is a 1-mana regenerate in an Aggro deck, which has a lot of value even if he isn't always transformed. Also, a friend of mine suggested I move Kessig Cagebreakers and Wolfir Silverheart off of my sideboard and into my deck. What do you think? Thank you!

Bhaal666 on Elemental Rage

1 month ago

cards to remove for more land as per request:

Cobblebrute, Fire Elemental, Lightning Elemental, Hell's Thunder, these do nothing worthwhile.

Deadly Recluse, Kessig Cagebreakers, Stampeding Elk Herd, Splinterfright, Urban Burgeoning, Durable Handicraft, Incremental Growth, not necessarily bad just dont do much for landfall/elementals.

that should be more than enough room for land. personally id go with about 40 lands. remove things in first list before second list.

DominicNation on Werewolf Curse

1 month ago

MunchingAberration I've seen your deck a while ago and I've actually used it to make my own Naya coloured deck using Marath, Will of the Wild as a commander in Marath, Will of the Tokens (Help) I've proxied the deck up to use in my circle and my friend uses an Angel deck with Kaalia of the Vast where I started to include more air removal spells like Raking Canopy and Gravity Well. I focused the deck more to use Tokens than the Werewolves which I preferred more. So I will say thank you for making your AROOOOOOOOOOOOOO (Werewolf Primer). I have used Hibernation's End in my current deck and it was really fun to set up my token generating cards like Silverfur Partisan , Master of the Wild Hunt and Kessig Cagebreakers.

dreamistt on Meren, The World is mine

1 month ago

REMOVE

-Blood Bairn -> +Viscera Seer (cheaper sac outlet) or at least Bloodthrone Vampire (strictly better)
-Satyr Wayfinder (even though Self-mill can be quite good for Meren, therer are better cards for this)
-Grisly Salvage (same thing. The only one I'd tell you to keep is Mulch because it might give you 2 lands)
-Viridian Zealot -> outclassed by +Caustic Caterpillar
-Kessig Cagebreakers (the tokens could be fun, but I don't think they are useful enough)
-Banshee of the Dread Choir (meh)
-Lotleth Troll (meh...)
-Bloodspore Thrinax (growing creatures are not all that good in a commander based on graveyard recursion)
-Mazirek, Kraul Death Priest (growing creatures are not all that good in a commander based on graveyard recursion)
-Vulturous Zombie (growing creatures are not all that good in a commander based on graveyard recursion)
-Champion of Stray Souls (I know you like it, but check out my suggestions first. I don't think they are useful enough)
-Doomgape (same thing. A 10/10 trampler is great, but if you manage to get some 5/5 flying demons, you'll be happier)

MANA BASE SUGGESTIONS

-Golgari Guildgate
-Vivid Grove
-Vivid Marsh
-Polluted Mire
-Slippery Karst
+Basic Forests and Swamps. There's no need for all this color-fixing and taplands in a deck with just two colors and one of them being green and with access to ramp cards.

GETTING YOUR ELDRAZI EXPERIENCE FARM AND RAMP

+Nest Invader (small ramp)
+Growth Spasm (ramp)
+From Beyond and/or Awakening Zone (consistent ramp and experience builder for Meren)
+Catacomb Sifter (scry, ramp, experience)

WIN CON

+Rootrunner lockdown when you are ahead
+Triumph of the Hordes for the infect win

TUTOR

+Jarad's Orders (2 in 1)
+Corpse Connoisseur (reusable Entomb)

RAMP (besides eldrazi)

+Solemn Simulacrum
+Farhaven Elf
+Kodama's Reach or Cultivate

DRAW ENGINES

+Smothering Abomination (the mandatory upkeep sacrifice won't be a problem most of the times... and you can sac itself if needed be)
+Bloodgift Demon (getting 1 extra card for 1 life and a big flying dude is pretty neat)
+Kothophed, Soul Hoarder (6/6 flying for ? The drawing clause is mandatory and it could be problematic against some decks, but if you remember to have a sac outlet ready, you can sacrifice him if you need to)
+Vampiric Rites (doubles as a sac outlet)

BACK FROM THE GRAVE

+Beacon of Unrest is a must have. Gets you a creature or artifact (birthing pod, probably) back.
+Ever After isn't bad either
+Grim Return (sacrifice something and cast that)

OTHER CARDS

+Xathrid Demon a second Jarad
+Demon of Dark Schemes is a cheaper Massacre Wurm and it allows you to get creatures from ANY graveyard for some energy.
+Aetherworks Marvel (speaking of energy, this one allows you to cast a card for free for 6 energy. And tokens generate energy as well)
+Riftsweeper is a safeguard card when you get most of your win-cons exiled.
+Deadbridge Chant can be downright amazing in a Meren deck. The initial self-mill won't be a problem 99% of the time.
+Avenger of Zendikar gives you a bunch of tokens.
+Overseer of the Damned (removal and token generator... besides being a 5/5 flying creature)
+Havoc Demon (mass removal -break in case of emergency-, 5/5 flying creature)

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