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Shield of Kaldra
Legendary Artifact — Equipment
Equipment named Sword of Kaldra, Shield of Kaldra, and Helm of Kaldra have indestructible.
Equipped creature has indestructible. (Damage and effects that say "destroy" don't destroy it.)
Shield of Kaldra Discussion
3 weeks ago
Hello friend. I really like your deck. I do have some suggestions. Because this commander is really expensive, i recommend you include as many indestuctible effects as possible. I recommend Darksteel Plate Hammer of Nazahn and Shield of Kaldra as well as Gift of Immortality . I think you're also missing some key sacrfifice effects in black. I recommend Butcher of Malakir and Dictate of Erebos . i see you are already running Grave Pact which is good. i also recommend Phyrexian Delver and Emeria Shepherd for reanimation.
1 month ago
So for sure Drop:
EQUIPMENT POWER STUFF
2 months ago
The major nail in the coffin is the inconsistency in having the entire set together at once. Burning tutors isn't a real solution, as grabbing relatively mediocre Equipment in the hopes to have fun with an essentially immortal 9/9 isn't that efficient.
3 months ago
Il tuo mazzo necessita di un buon pacchetto di removal per far morire quante più creature possibili, in modo da rendere Kresh grosso, ed allo stesso tempo ti servono cose che diano evasion a kresh per fare in modo che riesca a colpire. Farò suggerimenti su cambi funzionali e cambi di budget, sia in più economico che in più costoso.
- Anger -> Fires of Yavimaya perché costano di meno in mana, soldi e sono più affidabili (senza contare quel +2/+2 che può sempre tornare utile). Sulla stessa linea c'è Fervor, Mass Hysteria e Concordant Crossroads (quest'ultima balza, but still).
- Wood Elves -> Diligent Farmhand perché gli elfi in un mazzo tre colori possono essere un fattore limitante. Il secondo ti prende qualsiasi terra.
- Farhaven Elf -> Kodama's Reach perché è più forte, per lo stesso mana. La differenza è non avere poi una creatura in campo da eventualmente sacrificare.
- Ghave, Guru of Spores -> Mazirek, Kraul Death Priest devi metterlo assolutamente. Punto.
- Golgari Findbroker -> Plaguecrafter perché 1/5 del tuo mazzo è costituito di carte non permanent. Va benissimo la cosa, ma rende meno utile lui.
- Omnath, Locus of Rage -> Slum Reaper/Barter in Blood perché hai bisogno di effetti che facciano sacrificare e conseguentemente crescere Kresh.
- Shriekmaw -> Ravenous Chupacabra perché non ha le limitazioni del primo. Non ha evoke, ma in teoria non dovresti aver bisogno di evoke per poter sacrificare le tue creature.
- Terastodon -> Mitotic Slime perché Kresh cresce se muoiono creature, mentre il Terastodon distrugge permanenti non creatura. In più, ti serve avere delle cose da sacrificare che non siano Kresh.
- Wasitora, Nekoru Queen -> Creakwood Liege/ perché è più affidabile e da +2/+2 a Kresh. Anche Sylvan Offering/Endrek Sahr, Master Breeder sono interessanti. Hai bisogno di tanti token da poter sacrificare.
- Yavimaya Elder -> Smothering Abomination/Deathreap Ritual/Dragon Appeasement/Fecundity sono più forti per pescare. Anche perché l'anziano non rampa, bensì ti mette solo due terre base in mano.
- Rakdos Charm non fa nulla di utile, a parte eventualmente spaccare un artefatto, ma per quello è meglio Shattering Spree oppure Vandalblast. Se vuoi esiliare i cimiteri c'è Bojuka Bog.
Attrition -> Dictate of Erebos/Grave Pact costano uguale in soldi, ma li valgono tutti, a differenza di Attrition. Darksteel Axe -> Darksteel Plate sempre di qualità darksteel, ma meglio. Se ti piace indestructible, potrebe piacerti anche Shield of Kaldra e Hammer of Nazahn.
Valuta di trovare un posto per carte che diano colpo sicuro a Kresh, come:
Valuta di inserire qualche sacrifice outlet come (nella sezione terre ce ne sono altre molto forti):
Nella sezione terre ti consiglio:
- Golgari Rot Farm -> Tainted Peak perché le karoo fanno schifo e le tainted sono fortissime.
- Golgari Guildgate -> Mosswort Bridge senza discussioni, il gate è lento e tu hai tanto ramp, quindi ti servono terre base. Trova un posto anche per Spinerock Knoll.
- Ti consiglio assolutamente di mettere o almeno valutare:
- Myriad Landscape e Blighted Woodland come ramp.
- Cinder Glade/Smoldering Marsh/Canyon Slough/Sheltered Thicket (che possono essere prese da Jund Panorama, ad esempio).
- Foreboding Ruins e Game Trail (che entrano entrambe stappate se in mano hai una Misty Eye of the Mountain below)
- Flamekin Village ed Hanweir Battlements per dare haste a Kresh.
- Grim Backwoods/High Market/Keldon Necropolis sono sacrifice outlet sulle terre (praticamente indistruttibili).
- Kessig Wolf Run, Skarrg, the Rage Pits, Khalni Garden possono tornare utili.
Se con queste sostituzioni nella mana base finisci per avere più di quattro terre che producono , valuta di inserire al posto di una creatura ramp la Chromatic Lantern, che è stata ristampata da poco ed è scesa.
5 months ago
Hey man, here are my thoughts
First, although I know your manabase isn't finished, I'd recommend running at 37 lands total.
Second, it's important to consider which equipment are powerful with this strategy, especially with Mirri. You'll likely need ways to keep her from dying. Since she has first strike, giving her deathtouch in addition will make it such that she will always kill the opposing creature before it deals damage, making her almost invincible in combat. You've already mentioned Quietus Spike, but other must-includes for this deck (imo) are Gorgon's Head, Gorgon Flail, and Basilisk Collar. You may also want to have ways to keep Mirri from dying to board wipes and removal. Darksteel Plate and Shield of Kaldra are both about 5 bucks, but they're pretty good. Cards that prevent targeting can be good, but hexproof is preferable to shroud. However, some shroud giving cards, such as Lightning Greaves and General's Kabuto. Mask of Avacyn gives Hexproof, but it's not a Great equipment.
Third, let's consider the equipment you're including. You want most of them to be strong enough to make a single creature into a threat on its own. You've already included cards like Argentum Armor, but frankly you don't really have enough equipment. I'm gonna list a bunch of equipment in various categories here that are worth considering (Sorry if some of this is already in your deck).
Fourth, let's look at your creatures. In commander, lower-impact things tend to be outclassed quickly. As such, you generally want your creatures to either be significant threats or utility. Some creatures that I feel are worth cutting are:
Jareth, Leonine Titan (Not a particularly good card. He's only got a good size when blocking)
Leonin Relic-Warder (He's likely to die over the course of the game. Long-lasting removal is better)
Oreskos Explorer (You're in green, so your ramp spells are likely to be land-focused)
Phantom Nishoba (You'll probably want something stronger for you 7 mana. It's basically a 7-mana 7/7 with lifelink/trample and a downside.)
Qasali Ambusher (This creature just isn't impactful on its own)
Sunspear Shikari (This one is also low impact. I wouldn't play a 2-mana 2/2 with both of those abilities natively in commander, and this card is worse than that.)
Don't get too attached to the cat theme. Have it be something you can take advantage of, but don't put in a bad card just because it's a cat. Additionally, don't be averse to putting in noff-type creatures when doing so improves your deck.
Let's look at some creatures that might improve your deck.
Eight-and-a-Half-Tails (Can help get your other creatures through for damage or protect them from removal. A tricky one to play with, but with high upside)
Sram, Senior Edificer (Card draw is A1 in commander, and this guy gets it for you while also carrying equipment)
Odric, Lunarch Marshal (Makes one threat into a whole team of them)
Leonin Warleader (Makes more vessels for the equipment, which have lifelink and benefit from tribal synergies)
Taj-Nar Swordsmith (Gets you what you need when you need it. Make sure you know what you're looking for though!)
Grand Abolisher (Gives you a lot more control over combat on your turn)
Leonin Abunas (Protects your equipment. May be unecessary, but worth considering)
Indomitable Archangel (As above, but it also has flying, which makes it even better.)
Brass Squire (Sneakily fantastic. Avoids the equip cost while also letting you move an equipment at instant speed)
Auriok Windwalker (As above, but it also has flying, which...huh, deja vu)
Mother of Runes (Good for defending from removal or getting a creature through combat)
Armory Automaton (Note: this can take your opponents' equipment as well. They can re-equip it, but not until they get back to their own turn.)
Alms Collector (This is a good cat. Worth including on its own merits. Takes stuff away from the blue player.)
Stone Haven Outfitter (Insurance for a board wipe. Your deck is weak to them, so keep an eye out for ways to protect your team.)
Mentor of the Meek (More card draw since most of your creatures are cheap)
Adorned Pouncer (Not sure about this one, but it has double strike and can come back from the dead, so that's something)
Mirran Crusader (This guy sees modern and legacy play for a reason. He hits hard and doesn't die easy)
Silverblade Paladin (The ability to give another creature double strike is fantastic.)
Steelshaper Apprentice (Weird card, but lets you get what you need.)
Emeria Shepherd (Another way to rebuild after a wipe. Consider holding this in hand w/ a few lands rather than playing it out.)
Jhoira's Familiar (Makes equipment and legendary creatures cheaper and has flying.)
5 months ago
And, in my personal opinion, I'd put also a Sensei's Divining Top, it will increase the chances to find what you want.
5 months ago
Hey, well constructed budget Commander deck. I'm confused though the main deck here is low budget, but the maybeboard is not? In fact the small amount of cards in the maybeboard are worth more than the entire main deck? If you want to play voltron consider a lot more equipments and cards that give bonuses to equipment? Voltron is a good secondary strategy with the main strategy of having many attack phases with Aurelia.
Consider these budget cards for more voltron (in no order):
- Sigarda's Aid
- Sram, Senior Edificer
- Balan, Wandering Knight
- Mother of Runes
- Silverblade Paladin
- Relic Seeker
- Kemba, Kha Regent
- Brass Squire
- Steelshaper Apprentice
- Mask of Memory
- Sword of Vengeance
- Loxodon Warhammer
- Bloodforged Battle-Axe
- Helm of Kaldra
- Shield of Kaldra
- Sword of Kaldra
An alternative for the very expensive price Swords (Sword of Feast of Famine, Sword of Fire and Ice, etc) are the three less expensive price Kaldra equipments. Obviously these are not as good as the Swords, but they're still powerful equipments and can get all three for less than half the price of one Sword. When you get all three into play they can combine to make a 4/4 creature and attach all three Kaldra equipments to it.
For the manabase consider:
- Needle Spires
- Ghost Quarter
- Slayers' Stronghold
- Sunhome, Fortress of the Legion
- Inspiring Vantage
- Rugged Prairie
Good luck with your deck.
6 months ago
Some good things to add here would be Sword of the Animist, Strata Scythe, Land Tax,Trailblazer's Boots, Imprisoned in the Moon, Rogue's Passage, Wayfarer's Bauble, Solemn Simulacrum, Endless Atlas, Ichor Wellspring,Conqueror's Flail, Hammer of Nazahn, Loxodon Warhammer, the Kaldra cycle could be fun: Helm of Kaldra, Sword of Kaldra, Shield of Kaldra, Fireshrieker, Mycosynth Wellspring, maybe Bloodforged Battleaxe, Knight of the White Orchid, O-Naginata, and Silverblade Paladin.
There’s plenty more than what I have thought of like the sword cycle obviously, but some equipment can be quite pricey as I’m sure you already know. Here’s a good resource to check for ideas:
Shield of Kaldra occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%