|Commander / EDH||Legal|
Printings View all
|Modern Masters 2015 Edition||Rare|
|Ravnica: City of Guilds||Rare|
Combos Browse all
Artifact — Equipment
Equipped creature gets +4/+0.
, Unattach Sunforger: Search your library for a red or white instant card with converted mana cost 4 or less and play that card without paying its mana cost. Then shuffle your library.
Price & Acquistion Set Price Alerts
28 minutes ago
Unfocused or slow pieces: Oviya Pashiri, Sage Lifecrafter, Alesha, Who Smiles at Death, Managorger Hydra, Taurean Mauler (both this and the hydra seem good in EDH, but in practice they just die to removal), Tireless Tracker (there's better card draw for token decks), Thelonite Monk (???), Genesis (Ravos, Soultender is better at that. You have no way to actively put Genesis in the grave or dump other creatures into the grave to get back. Too passive to wait for natural attrition.), Samut, Voice of Dissent. Cut Nissa, Voice of Zendikar.
Cards to upgrade (try similar function, but better): Crackling Doom should just be a better 4-5 mana board wipe. Hour of Devastation is too situational. Can't wipe the board of all your tokens but leave opponents with 10/10's. Using Hour to kill indestructible gods? Try Merciless Eviction instead. Bonfire of the Damned, because miracles never happen. Lavalanche as well, since these 2 cards hit 1 target player. Get X damage to everyone. Earthquake isn't bad. But Molten Disaster is what I'd use in a control heavy meta.
Cards to add: Basically search up the best Voltron commanders and jam them in a big gang behind Saskia. Like the League of Supervillians or something. Zurgo Helmsmasher, Basandra, Battle Seraph, Aurelia, the Warleader, Queen Marchesa, and Kresh the Bloodbraided are some to consider. With Kresh, and any deck with an abundance of tokens, you need cards like Skullclamp which you have. But maybe experiment with this cheap card: Evolutionary Leap, which can keep the big beaters coming when you don't need another 2 lands from the clamp. Or if lands is what you need, Perilous Forays grabs the new Zendikar lands (Canopy Vista) conveniently. Following the sacrifice theme, Fallen Ideal can send Saskia to the skies for some 20+ damage, which bounces around the table with Saskia's triggered ability. The Rancor effect is welcome too. Emmara Tandris has a big butt, but I think too slow. But also cheap to pick up. Up to you. Intangible Virtue might help.
Cards you REALLY need though: Overwhelming Stampede, Pathbreaker Ibex, Craterhoof Behemoth, even Overrun. These cards are WHY you play tokens. Also, since you're running Sunforger (props to you), add Path to Exile or Swords to Plowshares. Also I always include Wild Ricochet when I use Sunforger. Make sure you know how to properly counter spells with this "red counterspell" though. Otherwise a great copier. Oh, and add the other two signets you're missing.
So I told you to add more than to take out. Use your own discretion on how many Overruns you need in your deck, how much single target removal (whenever you take out someone else's threat, you're helping the rest of the table for free) you want, and how many beat-down creatures you need to lead the army (basically, you want the big creatures to be scary enough that opponents block those and let the flood of tokens through). Don't touch the land count. A good rule of thumb is (40 lands) - (# of artifact, spell-based, or creature ramp) / 3 = (lands you need).
5 days ago
Alright, you asked for feed back so here it comes.
-Soulfire Grand Master is not legal in this deck because it has a blue ability but most casual groups really don't care. It just depends on who you are playing with.
-Out of personal experience Staff of Nin has really only been helpful to me in the long run in edh. If you plan on a troll play style you will probably become the target in a multiplayer game and probably not live long enough to get enough value off of it.
-Sunforger is insane in this deck if you use green to make a better mana ramp. I'm supprised I have not scene it.
-Boros Reckoner Just does not have enough umph to justify being in a deck like this unless you are going for synergy with Blasphemus Act and other aoe cards.
-Monastery Swiftspear just does not have a place in edh except maybe in 1v1 with 20 life. It is just too week for a pod of 3 4 or more people.
-Once again you are in white. This means you have access to cards like Sphere of Safety
I know you probably will not like to hear this, but you need more mana sources. AT LEAST 45 is my rule of thumb, this normaly means 8 non land sources and 37 Land, but this changes from deck to deck. This deck defiantly has potential to be alot of fun. I'll write more later, I have to go to sleep.
5 days ago
There are a few things you might wanna consider adding to your package, as well, depending on your meta. Rakdos Charm is good for grave hate and utterly hilarious against token strategies or in response to someone's Triumph of the Hordes. >=3 Orzhov Charm is a good get out of jail free card for Kaalia, and can be used to rez your Mother of Runes, if needed. Hide/Seek is a decent combo breaker, Master Warcraft is a bit situational, but still fun, and Return to Dust is a long-lived staple in the format; one which may be especially useful against a Breya, Etherium Shaper deck, if they get their impending Darksteel Forge out.
All-in-all, though, this deck is not bad at all. In fact, it inspired my own's redesign, when I was looking to convert it into a Sunforger build. :)
1 week ago
Hi, I would suggest Bastion Protector to protect the queen. I would also recommend including Sunforger as a great way to protect your board and interact with the players. Eldrazi Displacer is an all star in my build as it flickers Marchesa to get the monarch back as well as removing creatures from combat. Feel free to check out my primer for more ideas!
1 week ago
This is a good start, but I would add in some of the staples. Boros is one of the hardest color combinations in EDH, so it benefits the most from staple color cards. Swords to Plowshares/Path to Exile, either of the boots, Sunforger, and Disenchant effects (Forsake the Worldly, Return to Dust and Vandalblast are very good). Assemble the Legion is a good card that can accumulate value.
Some of your cards are really low-impact, or don't fit your strategy. Akroan Hoplite isn't good in a non-token deck, and especially since they don't have evasion. Azorius Arrester is pretty bad without flicker effects. Lifelink is probably worse than an equipment that costs more but would stick around, like Basilisk Collar.
Boros is notorious for not having a lot of card draw or mana production, I would try to add more in (at least 7-8 pieces each, including things that overlap like Hedron Archive).
With your commander giving you extra combats, I would consider Neheb, the Eternal, he has the potential to make a lot of red mana.
1 week ago
Beebles, thanks for taking a serious look at the deck. I appreciate the feedback, since this is a work in progress, as evidenced by the huge comment thread and the various updates.
Sphere of Safety - Enchantments are one of the things that just seem to stick around more than other permanents. There are only 8, but I end up collecting them, and three of my most tutored for cards are enchantments, so they often come out. There once was a few more enchantments, and I am not sure of my threshold below which I would get rid of it, but you are right, I haven't really considered removing it. I was just recently thinking that I would put more Ghostly Prison type cards in if I could, and Sphere of Safety is just an overcosted and typically weak version of Ghostly Prison. Academy Rector would potentially fit the bill, in that I would be able to search for that Ghostly Prison, but Aurification may be counter to my strategy. Unlike No Mercy, Aurification leaves them with defense, and I dont want other players to have defense, if possible. I have considered Lightmine Field, but that is only worthwhile against swarm attacks. I will keep in mind that replacing Sphere of Safety with Academy Rector may actually work out nicely, and would lower my curve ever so slightly, and would even be another creature for my recently added Worship. I appreciate the suggestion.
Boros Fury-Shield - This was a card that I did consider early, and have not returned to it since, for no really great reason. I excluded it early for a few simple reasons. It is a fog that only affects the damage done by a single attacking or blocking creature. This seriously limits its ability as a fog. Every other fog I added could stop all damage aside from Deflecting Palm, and the ability to redirect any damage source makes it far superior. The ability to redirect damage is essentially shared by every other fog in my list aside from Dawn Charm, and the other modes of Dawn Charm make up for this. It sort of behaves like a highly conditional Backlash or Delirium, and maybe I should think of it that way. In that case, it actually could fill a role in the deck. Thank you for the reminder. I may consider trialling it as another conditional copy of Backlash or Delirium.
Lotus Vale and Scorched Ruins - These cards are there for much more than as a way to mitigate the damage from Price of Progress. They work somewhat subtly in the deck, and the real reason has to do with another synergy that you did not mention as well as a psychological reason. The risk has been mitigated in my meta by an overaggressive (others said abuse) of targeted land destruction by myself. After a fun bout with a Life from the Loam deck that abused Strip Mine and its various friends, when I tried playing Strip Mine in a few other decks, including this one, and there were enough complaints that we agreed that land destruction is not fun, and we basically all agreed to take it out of our decks. No one enjoys non-basic hate or color specific hate, either, so no one plays them. I understand that this is a very specific meta that I play in, but this mitigates the risk, and there is little risk in playing these lands at this point. The value of these cards has to do with keeping my land count low. This helps with Acidic Soil and Price of Progress, but also makes Tithe, Gift of Estates, and Weathered Wayfarer stay active. These three cards draw me a ton of cards, which I can pitch to Key to the City or Solitary Confinement. These three cards are a decent amount of my non-Monarch card draw. Solitary Confinement is my most tutored card, and extra cards in hand are really valuable. Trimming my lands with Lotus Vale and Scorched Ruins, as well as the Ravnica Karoos and Gemstone Mine all lead to lower land counts, and ensures these synergies with both my offense and my card draw, while leaving me with the same potential mana as everyone else at the table. This is where it gets subtle and tricky. When people look around the table for threats, number of permanents plays into threat assessment. Appearing to have fewer lands makes me appear as less of a threat. It is super easy to overlook the fact that I can often get 7+ mana from 4 lands. Scorched Ruins is actually Ramp, and is a little like a Sol Ring in disguise. When people actually count, they are not fooled, but it is surprising how often people just glance at your lands, unless they are looking for responses to their plays. Not playing Blue means I get less scrutiny than some, and this lowers my threat level. Altogether, the cards in the deck have many synergies as well as subtle psychological effects that the whole package together is much more powerful than the basics that could replace them.
As far as reactivity goes, I would break it down into two categories: Instants, and interactive permanents. While instants make up the bulk of the deck, interactive permanents are super interesting. I have 22 instants, 17 of which are tutorable with Sunforger. You dont need that many, even as a Sunforger package. As a toolbox, Sunforger packages are usually 10+ cards. Less than that is probably underpowering it. Aside from that, I have never had a goal in mind for reactivity. I thought about how I could lose, and set about trying to overcome those conditions, hopefully in a way that wins me the game. I also thought about what sorts of game states are common, and went about trying to punish those game states. Finally, I thought about how to create exciting game state swings in ways that would not make me a global target. Some of this lead to some Mardu goodstuff, but many of these cards are somewhat uncommon. What evolved from this thought process is the deck you see. It now has 22 instants, 18 of which are truly interactive and reactive, as well as a couple of interactive lands, a couple of interactive artifacts, a couple of interactive creatures, and an interesting interactive enchantment. In essence, I have no threshold, and would not consider the underlying philosophy of deck construction used for this deck to be particularly interested in thresholds.
I like the idea of Electropotence, and agree that the synergy with Lifelink and Deathtouch would be great, especially for Assassin and Snake tokens. I think that Warstorm Surge, Baneslayer Angel, and Exalted Angel are too mana intensive for my tastes. Thanks for the suggestion of Electropotence, I may trial it, and it may prompt me to add more Deathtouch creatures again. Ogre Slumlord with Electropotence is a wrath and token bomb all at once. Interesting.
Thank you for the suggestions, and the discussion. It always helps. You have given me a few cards to consider, or even just reconsider, as the case many be. These kinds of discussions have been what has lead to this decks long evolution to what it is now, and will continue to evolve it. Thanks.
2 weeks ago
Honestly, the more I leaned into the tokens aspect, the more reliable it got. I don't need to keep playing creatures to keep the pressure on the board, which makes me less vulnerable to wraths.
And thanks for the suggestions, DespairFaction. I've thought about Gisela, Blade of Goldnight but i find the cmc too expensive for such a vulnerable creature. Selfless Squire, I'm not a fan of, since it's basically just an expensive fog that turns into a vanilla beater.
What got me thinking is Comeuppance. It can be a pseudo-wrath if timed right and it can be fetched by Sunforger!. This is great because I actually am thinking of cutting Flamerush Rider. The dream was repeatedly copying an ETB token generator but that hasn't happened so it's been stuck in my hand for a few games doing nothing.
I'll try a couple of games with it and see what happens. Thanks again!
2 weeks ago
I would recommend adding in several more mana rocks and a few more lands as well. There are also lots of cards in the deck that pretty much don't help you and can be cut. I will list some below:
Serra's Blessing - vigilance to all your guys doesn't really do much in general, especially when they come in tapped with Kaalia. Something like Dragon Tempest that gives Kaalia haste would be a much more useful enchantment.
Dread Cacodemon - it doesn't usually do anything other than be a vanilla 8/8, which isn't really what you are looking for in a Kaalia deck. You want your creatures to provide utility, be hard to get rid of, or be so destructive that your opponents are forced to get rid of them or lose. This could technically be hardcast I guess, but those occasions will be extremely rare. It doesn't destroy stuff when Kaalia cheats it out. This block applies to Reiver Demon as well.
Exalted Angel - unless you're super set on playing the entirety of FtV Angels, this card just isn't good enough. Other underwhelming cards I would consider cutting include Seraph of the Sword, Serra Angel, Serra Avenger, Voice of All, Subjugator Angel, Sunblast Angel, and Soulflayer
Firemane Avenger - Battalion is a little harder to do than you might think, and it has the problem of being a "when this attacks" Trigger, which doesn't happen when it comes down with Kaalia. The trigger not happening, by the way, can very easily be abused to great effect. See Rakdos the Defiler and Master of Cruelties (the latter of which, if unblocked and brought in with Kaalia, will immediately drop your opponent's life to 1, at which point Kaalia will deal two and kill them). I would cut Mana-Charged Dragon for similar reasons.
Things I would recommend adding:
A ton of two-cost ramp: signets, etc. It gets Kaalia out a turn earlier, unlikely Darksteel Ingot.
At LEAST two more lands. Probably more.
Swiftfoot Boots - slightly worse lightning greaves is still amazing
Graveyard recursion like Unburial Rites - sadly, your stuff will die :( Recursion mitigates that!
You could definitely be a lot more liberal with cuts than I have suggested here, but these are the edits that jumped out at me most. Check out my Kaalia deck Dies Irae for more inspiration! I'm very happy with the creatures I've narrowed that deck down to, so feel free to look through those for replacements for cards you have found not especially useful.
Finally, being mardu, you could consider a Sunforger package. Always a fun time.
I could go on quite a bit more about Kaalia things, but I am out of time. Check out my deck or ask questions if you want more help!
Thanks for reading and best of luck!