|Commander / EDH||Legal|
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|Masters Edition II (ME2)||Rare|
|Portal Three Kingdoms (PTK)||Rare|
|Promo Set (000)||Rare|
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Ravages of War
Destroy all lands.
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Ravages of War Discussion
1 week ago
I know many people dislike MLD but Ravages of War and Armageddon are just too good to not play them in Kaalia. Since you are the #1 Target as soon as she gets out or worse sometimes even from the start of the game, fighting everybody at once is hard. But if Kaalia is out you don't need your lands anymore, so why don't take your opponents too??
3 weeks ago
Hey, you asked me for advice on your Kaalia deck, "Death Rains from Above", great name by the way I really like it. My suggestions are meant for semi competitive multiplayer since in the deck description you ask, "How can you make the deck better for multiplayer."
Three things help make Kaalia good in multiplayer: haste, land destruction and a powerful back-up plan. Haste is a very important ability to give Kaalia much more so in multiplayer because more opponents means more removal spells. The longer Kaalia has to wait on the battlefield to attack the more likely she'll be killed before she can attack. You can't safely play Kaalia without her having haste therefore playing more cards then you truly want to that can give her haste is important.
Turn three Kaalia, turn four Armageddon, Ravages of War or Cataclysm is most of the time game over, you win. For times you don't get this line, land destruction is just overall very good with Kaalia because the point of playing her is to cheat mana costs thus you don't need as much mana (lands) to play the cards in the deck.
If you're opponents are good and also have competitive decks then they will not let you attack with Kaalia if this becomes the case then you need just as strong as a back-up plan to cheat big creatures into play. Reanimation is the most powerful way to do this and it's essentially the same strategy as Kaalia's ability minus needing Kaalia to attack. Haste that's good with Kaalia is also just as good with creatures who are reanimated.
- Razaketh, the Foulblooded
- Akroma, Angel of Wrath
- Rakdos the Defiler
- Dragon Mage
- Grand Abolisher
- Aven Mindcensor
- Magus of the Wheel
- Sneak Attack
- Animate Dead
- Mass Hysteria
- Need for Speed
- Mana Vault
- Faithless Looting
- Ravages of War
- Wrath of God
- Arid Mesa
- Windswept Heath
- Wooded Foothills
- Polluted Delta
- Urborg, Tomb of Yawgmoth
Your deck is really well built, you have a lot of the best cards for a Kaalia deck, good job. But it lacks a clear powerful back-up plan for when Kaalia gets disrupted, which will happen. What do you do if you can't attack with Kaalia?
The back-up plan you're using is equipment which is fine, but I think you can do better with the exceptions being Lightning Greaves and Swiftfoot Boots since they can protect and give Kaalia haste. The problem with equipment is it doesn't help if you're behind or if Kaalia gets disrupted. Equipment requires you have creatures on the battlefield to equip too and if this is the case then most likely you don't need the equipment. If there's creatures in your control then they're already powerful enough and don't need the boost from equipment. There are exceptions, Kaalia herself, but she's not very good with a voltron strategy other than having flying. Consistently the creatures you see in a game are big and don't need equipment.
Consider cutting the equipment strategy and replacing it with a reanimation strategy? If Kaalia gets disrupted then reanimation is another way to cheat big creatures into play that you don't need Kaalia's help with. If big creatures get stranded in your hand and you don't have Kaalia in play or you do, but are unable to attack with her. Then this strategy can help by giving you other ways to cheat these big creatures into play or get them into the graveyard to then cheat them into play.
Sneak Attack can really fuel reanimation with the added bonus of first getting to use the creature's abilities or attack with the creature you cheat into play. After it attacks it then goes to the graveyard to be reanimated or recurred. Out of all my suggestions it's the best back-up card because it mimics Kaalia's ability, lets you cheat creatures while also enabling the graveyard for reanimation. Reanimate the spell the term comes from is super powerful and fast. Animate Dead is a staple black two drop reanimation spell.
Magus of the Wheel is a less expensive, less powerful, but still powerful creature version of Wheel of Fortune. Since he's a creature he can be reanimated or recurred which can be relevant. Grand Abolisher protects Kaalia on your turn allowing her to successfully attack without being removed. Aven Mindcensor is an amazing creature in multiplayer because it effects all opponents and not you. Turning off tutoring for your opponents gives you a major advantage; he even shuts down your opponent's Fetches.
You're already playing Greeves, Boots and Hall, but consider more cheap mana cost haste enablers, Mass Hysteria and Need for Speed? Mass and Need are more haste enablers you can play on curve and require no additional mana cost to give Kaalia haste. They're one drops: either one turn one, turn two any two drop mana rock, turn three Kaalia, sac land that you already tapped to play Kaalia give her haste or don't even have to worry about that and attack. All the big creatures you want to reanimate become so much better with haste. Anger is a suggestion to give your creatures haste from wheels from you or your opponents. Wheels are going to happen in a game of Commander simply because they're some of the most powerful effects in the game. Anger lets you benefit from wheels since he'll most likely be put into the graveyard.
Dragon Mage is a top of the curve creature to cheat or reanimate for multiplayer because it effects all players. A possible repeatable wheel effect on a big Dragon is huge. Rakdos the Defiler can end games very quickly by wiping out opponent's one by one with its pseudo-annihilator ability.
Gamble being a one drop tutor is fantastic, but it has many more uses. It's a possible graveyard enabler, a one drop play turn one to get any big creature into your hand to cheat into play with either Kaalia or Sneak. Tutor for a haste enabler or mana rock turn one, etc so many uses. In fact most of the noncreature spells I'm suggesting are one drops, having a turn one play is so good in Commander especially with Kaalia because with her you want some added speed. One drops that give you value thus helping to better set-up Kaalia or a back-up plan if she gets killed.
Fetch lands have a bane over Commander manabases because they're so good at fixing colors of mana which is very important in any Commander game. Unfortunately, they're also so damn expensive. But if you want to take the next step with any Commander deck then get the Fetches.
I've suggested 25 cards to add. Consider cutting these cards:
- Angelic Arbiter
- Archfiend of Depravity
- Blinding Angel
- Hellkite Tyrant
- Lord of the Void
- Overseer of the Damned
- Rakdos, Lord of Riots
- Deflecting Palm
- Eerie Interlude
- Savage Beating
- Utter End
- Ob Nixilis Reignited
- Blade of Selves
- Darksteel Ingot
- Whispersilk Cloak
- Divine Reckoning
- Increasing Ambition
- Austere Command
- Shimmering Grotto
- Ash Barrens
- Foreboding Ruins
- Smoldering Marsh
To summarize my advice your deck is fine the way it is, it looks very good, it's well built and the name is great, but consider upgrading the Angels, Demons and Dragons you want to cheap into play and adding more Fetches to the manabase.
If you want to play multiplayer then I suggest adding more haste enablers for Kaalia, additional land destruction and a more powerful back-up plan, reanimation, that doesn't require Kaalia.
Good luck with your deck.
3 weeks ago
Thanks for the comments on Arahbo, Xenagos... for Cats.
You've got all the reasonable CMC1 cats, Leonin Elder is a bit borderline for me. I see you have the fetch lands in the Sideboard, I assume the plan is to get those in, Steppe Lynx will thank you. I would get out some of those lands that enter the battlefield tapped. I only play a couple, Dryad Arbor so I can Green Sun's Zenith it, and Hall of the Bandit Lord.
Scavenging Ooze is good, non-cat obviously, but he's independently good anyway. May consider Ground Seal (see it in your maybeboard), it draws a card to replace itself so just costs you mana, and maybe draws an enchantment removal from opponents that might be saved for a Sylvan Library so they can continue with their deck strategy. Watchers of the Dead is also an on-cat-trend graveyard control card. He's 2 power for CMC2 so he doesn't hurt you either with the Eminence.
Fleecemane Lion is a nice tempo guy, hes 3 power for CMC2 and he has built-in Indestructible if you draw him late in the game, not too shabby... tabby
I really dislike Council's Judgment, it rarely removes what I really want, in Selesnya it's limited a bit for removal, I'd almost always rather have an Oblivion Ring so I get to choose, or a Path to Exile if I usually remove a creature / blocker.
Seeds of Innocence seems counter productive for an early turn 1 drop system, but I can see how eliminating all those CMC0/1/2 artifacts would be an advantage longer term. If you're looking to keep the board clear makes sense.
I would recommend Alms Collector, not sure how many Grixis commanders you fought, Kess, Dissident Mage, Jeleva, Nephalia's Scourge with Show and Tell to Enter the Infinite combos, or even Izzet with Blue Sun's Zenith infinite draw, many EDH run mass draw, he shut's that down. Used him successfully many a time, I've even Chord of Calling him in response.
Enlightened Tutor is a nice way to pull Sylvan Library to keep tempo, and especially if your ramping into board wipes, help replace some cats into your hand. Maybe a Mirari's Wake instead of one of the more expensive ramp spells, to assist with the tokens and with the ramp?
I originally built the cats (using hypergeometric distribution formula), but I found, in Multi-Player commander, it wasn't enough so I abandoned that srtategy. Lately I've been thinking perhaps land destruction would be better paired with aggor-cats.
You already have Wasteland and Strip Mine, you could change one of your creature board removals into Cataclysm. Crucible of Worlds, Armageddon, Ravages of War, and maybe even Command Beacon would be needed however. With ramp, and the low CMC cats + Eminence I feel it's a viable aggro strategy. Maybe give it some thought, it's a shift, depends on how well it's performing for you.
I don't have a Gaea's Cradle so I don't run Crop Rotation, but I run Nature's Lore which I've been able to abuse a bit to ramp faster, and a little more expensive alternative Three Visits. I would also run Eladamri's Call, I know it doesn't go into play like the others, but its CMC2 for a bit more consistency.
Heirloom Blade could give you some survive ability through a board wipe, would also work with the various sac/draw like Greater Good to replace/draw a creature to replace the one lost. Scavenging Ooze would be your best friend.
1 month ago
I'm not sure you're going to find much more draw, you have it all. Skeletal Scrying maybe a Night's Whisper or a Faithless Looting. Disciple of Bolas or Kothophed, Soul Hoarder also perhaps. I wouldn't recommend any of the actually though.
1 month ago
Not sure I like Skithiryx, the Blight Dragon here, no Grafted Exoskeleton or any other infect to follow-up with. Even if he did 9 infect and then was Swords to Plowshares basically wasted the attacks, everyone else is just doing damage, would stick with that strategy. With the extra attack phase he still needs 3 swings. Him + Equipment + Extra Combat Phases is a lot to pull off for a single targeted removal creature.
Necropotence for the draw, but your colors are quite balanced, not sure if the would be a challenge.
Hellkite Tyrant is a big nasty dragon, and there's always lots of good artifacts to scoop, and there's Breya, Etherium Shaper (If you can get a Kaalia of the Vast swing with this -4/-4 with haste and a Grand Abolisher it ends Breya, Etherium Shaper
For me Razaketh, the Foulblooded is a win-con, but I play combo not attack phases, but pulling a Gisela, Blade of Goldnight or an Armageddon would be handy for you. I would run Crucible of Worlds in a land destruction format, I probably would run Ravages of War, Cataclysm and probably Command Beacon too to stack the strategy.
If you had a sac outlet you could make infinite attack phases with Aurelia, the Warleader, but probably not worth the investment since you have quite a few infinite attack phase enablers already.
Reanimate? Just some ideas. +1
1 month ago
rkjunior I am planning on adding Ravages of War as soon as I buy one, so good call. I really like Samut, Voice of Dissent, but I just don't think she has a place in this deck. I am pretty happy with the way its been playtesting so far, so I would say that I am at a +/- of about two cards that could be exchanged: Ravages of War and Cream of the Crop. Thanks for the input and thank everyone for the votes!
1 month ago
2 months ago
p0megranates: Yeah, I heard they could have just not triggered it; but its true it really discourages the go-wide plan. Also probably good against midrange stuff, in general. I'm trying The Tabernacle at Pendrell Vale as my anti go-wide card, since it's tutorable and really good with Living Plane. I guess I still might try Defense of the Heart to see how I like it...
Not sure what to do about Samut, the deck is a super terrible matchup for hatebears. We only have Linvala, Elesh Norn, Thalia Heretic Cathar, and Hushwing Gryf to fight their combos; and Samut herself is pretty big. I don't know if Elspeth works on Samut since Samut doesn't have power > 3, although you would get blockers, if he can't find a way to put trample on Samut.