INTRODUCTION

This is my Kamahl, Fist of Krosa EDH deck. I hope it provides inspiration to all of you multiplayer EDH fellas, especially to the green lovers.

I chose him as a Commander for several reasons.

1) When I was twelve, I went to a store and bought some Onslaught boosters (it was 2002). Since I was young, I didn't know the value of some cards like fetchlands or Goblin Piledriver; hell, I don't even recall ever finding them. But the one thing I do remember is when I found Kamahl. "Hey, what's this rare? Kamahl, Fist of Krosa, a druid LEGEND??!! AWESOME!". It was my first legend ever. Love at first sight. Thus, when I had the chance to build an entire deck around a legendary creature, how could I not use him?

2) Perfect monocolored EDH deck are way easier to build than multicolored ones. That's because it takes you far less time to go through every single card of the commander's color identity, and going through all cards is the only way to be sure you chose the best cards that suit your legendary creature (and your playstyle as well).

3) It's very strong. Despite commanders like Selvala, Heart of the Wilds, Titania, Protector of Argoth and Yisan, the Wanderer Bard being definitely more powerful, Kamahl is not a weak commander:

  • His second ability lets you win a lot of games (it also gives your mana dorks a reason to live past the first turns).

  • The first ability is far more useful than you'd think. If you have some untapped lands, it prevents opponents from casting a mass removal (since in that case you'll transform his/her lands into creatures, Armageddoning the son of a wurm who played the spell); furthermore, if you're sure nobody got Terminus or other instant-speed swipes stuck in their sleeves, transforming your land (and possibly buffing them with Kamahl) can be a sure way to victory.

  • Last, but not least, you could use it to animate your Gaea's Cradle/Nykthos, Shrine to Nyx and then untap it with Quirion Ranger/Wirewood Symbiote, thus generating a tremendous quantity of mana per turn.

BRIEF STRATEGY

This deck is kinda of a "controlish" one, meaning that it doesn't go straight for an early turn kill: you must first stabilize your board while trying also to disrupt your opponents' lands/resources. I can assure you that there will be games where you'll draw tons of card, and thanks to that by turn 6 you should on average be ready to play a lethal Craterhoof Behemoth. Start with playing mana dorks and prepare the board for the advent of Kamahl. Be sure to play the commander only if you can leave some mana open in case any opponent has in mind to throw a board swipe. If he'll do it, make him feel the "Fisting of Krosa" (that's when you animate the lands of the party pooper who just Wrath of Godded your creatures). With Kamahl's protection, you should be able to play more creatures withouth fearing the majority of mass removals.

LANDS

Finding the right lands was pretty simple, since the choices are not so many afterall. One note: I play Snow-Covered Forests because earlier I used to play Scrying Sheets; in addition to that, I wanna make the most out of Extraplanar Lens, so snow-covered forests are an auto-include. Feel free to use your unhinged foil forests instead if you do not like the lens.

I've been using fetchlands since I added Titania, Protector of Argoth, Sensei's Divining Top and Mirri's Guile. I don't think they're necessary otherwise. If you decide not to run fetches, I strongly suggest you include Scrying Sheets and more snow lands for additional card drawing and for having another mana sink source.

  • Deserted Temple, Gaea's Cradle and Nykthos, Shrine to Nyx are obviously there for ramping. What's the point in playing mono G if you can't produce tons and tons of mana?

  • I play Strip Mine because in multiplayer (and with this deck) land destruction cards are needed for a number of reasons, such as building tempo, removing dangerous utility lands (the tabernacle at penderll vale, Maze of Ith and the like) and mana denial vs multi-colored decks.

  • Mouth of Ronom, while not as efficient as Swords to Plowshares, is one of the best removal we can use, due to the fact that it can be easily tutored in green.

  • Yavimaya Hollow is a very nice utility land that can help you against spot removal and to keep one creature alive after many of the mass removal effect used in this format. Deserted Temple has also a good sinergy with it. Protecting Kamahl is a pretty important feature and lands are one of the two things that green deck can tutor easily.

  • I've seen a few mono G decks that don't run Dryad Arbor. Let me say that it's a big mistake. The things you can do with that cards are endless. Here are some examples:

    • As Legacy elves players will know, you can block with Dryad Arbor and then bounce her in your hand using Quirion Ranger so that she won't die and the damage will be blocked (beware of creatures with trample, though). This tactic also prevent the opponent's Umezawa's Jitte, a really strong card against our mana dorks, from charging.
    • You can tutor her with Wood Elves and both land and creature tutors (if for some reason you'll need it).
    • If you play her, this card allows your Gaea's Cradle to produce at least one mana (in case your opponent destroyed all creatures with a swipe or something).
  • Homeward Path is a way to prevent people from stealing you commander or key creatures via means such as Bribery or Gilded Drake sometimes it is also useful in EDH politics, helping an opponent whose creature has been stolen to get their revenge (thus making an ally).

  • Cavern of Souls is an auto-include at least in every EDH deck that has a commander that can be countered, and I don't see why it shouldn't be include also in the "can't be countered" ones.

INSTANTS

It took me a long time to find the right instants for this deck. Since there are some cards that MUST be included in a mono G deck, the slots left for the other stuff were very few. I'd like to give an honorable mention to Tribute to the Wild: it almost made it to the deck, due to its potential of being an X-for-1 card.

  • Krosan Grip is one of the best spot removal we could run. Spot removals aren't usually great in multiplayer games, but this is so useful and so valuable that it seems to me wrong not to use it. The split second ability make it so it won't be countered easily

  • Beast Within is our answer to anything problematic. Even though you cannot fetch it, having it in your deck can ensure a way to react to explosive combo decks and other issue we might encounter.

  • Worldly Tutor, Chord of Calling, Summoner's Pact and Crop Rotation are our instant-speed tutor. I cannot stress enough how important tutors are in this format. Drawing a tutor gives you the certainity to have the card you need the moment you want it. Every EDH deck should run as many tutors as it can fit in.

P.S: be careful when you play Crop Rotation. Make sure nobody will counter it or you'll just lose a land.

PLANESWALKERS

Currently I'm not playing any PW in this deck. A lot of them are very good, but here's the reason why I don't use even the strongest among them:

  • Garruk, Primal Hunter was one of my favourites. Its second effect is very strong, but the fact that he'll die if you -3 him right away, and that the effect is too situational, made me cut it from the list.

  • Garruk, Caller of Beasts has always been considered great by me. However, I decided that it was better to take him out of the deck due to his high cost and because I found that it was pretty slow. You should use this card only if you have a big amount of fatties to Aether Vial with him or if you're able to keep him alive until the finisher is ready.

  • Garruk Wildspeaker is the best green PW currently available, hands down. It can let you ramp amazingly, its Overrun ability can be of paramaunt importance, and its CMC is only 4. I had to take it out of the 99s because slots are limited and I chose other powerful cards over it. But if you can find a place for it, I suggest you do it.

  • Nissa, Vastwood Seer   / Nissa, Sage Animist is a very good PW in 1vs1 formats as well as multi, but it's not so good in this particular multiplayer strategy, when creating Ashaya usually won't be enough to protect her. If find her to be a strong card either as a commander or in the 99 of a deck that exploits creature reanimation/recursion.

  • Karn Liberated. Now that was a dilemma indeed. It is really really strong. I decided to cut it out just because with 7 mana usually there are times when I can just play much more stuff. It's more of a personal choice then an objective reason. If you feel lost without him, you should find a place in the list.

  • Nissa, Worldwaker is another great PW. She's a rampwalker, and has a good sinergy with Extraplanar Lens. At the moment she's out of the 99; however, in the future she might come back instead of some less performing card.

  • Nissa, Who Shakes the World is useful only for its static ability (it is a bad habit to evaluate a PW from its finisher, so I'm going to ignore it), which makes it a 5 mana ramp effect with lifepoint.

  • Vivien, Champion of the Wilds has a great static ability, but Yeva, Nature's Herald does it better: it's a creature, has a great body, and has flash itself. The -2 is also good but doesn't justify the inclusion in the 99s.

SORCERIES

The same consideration I made for instants can be also made for sorceries.

ENCHANTMENTS

These ones are the best of the best of the best enchantments you could ever get into a mono G EDH legal deck (sorry Fastbond, you're banned). IMO you should include all of these in your green deck, whoever the commander might be.

  • Defense of the Heart is an incredibly strong tutoring effect. It makes your opponent worry about playing creatures, and can win you games without much of an effort. When you're playing against less aggro decks it may be harder to trigger it, but nonetheless it's insanely powerful.

  • Exploration gives you the chance to start the game extremely fast, and that's a huge advantage. Snow-Covered Forest, Exploration, Snow-Covered Forest, Llanowar Elves is a start that can let you play a turn 2 Natural Order. But that's just one of the marvellous thing you could be able to do with this enchantment in play.

  • Earthcraft is the card who took the place of my ramp spell: why ramping one when you can just have all of your creatures give you mana? It's also very useful since you can play Kamahl and, if the opponents try to use a mass removal, you'll always have the mana for turning lands into soon to be dead 1/1s.

P.S: I chose not to include the combo with Squirrel Nest since this deck can't have tutors for enchantments, and hoping to draw both is a little too optimistic. I tried it several times and it just doesn't work for me. However, if you'd love to overrun your opponent with squirrels, nobody will stop you from including this card.

  • Mirri's Guile works as a free Sensei's Divining Top each turn. If you have a fetchland on the ground during your upkeep then congrats: you just made a green Ponder!

  • Survival of the Fittest is maybe the best tutor in this deck. Here's a general rule I follow when building a commander for me or my friends: "If a card is banned in Legacy, it means it's OP and must be included". It seems to be usually true.

  • Sylvan Library is the strictly better version of the (in)famous Sensei's Divining Top. The more ways to ever draw the card you want, the better.

ARTIFACTS

I just included the ones that MUST be included in every EDH deck and the ones that have the strongest synergies with other cards.

  • Sol Ring is basically a must in every commander. Heck it is even restricted in Vintage! That should give you a hint of its power.

  • Mox Diamond and Chrome Mox are here to help raise the chances of explosive opening hands.

  • I added also Mana Crypt and Mana Vault since those cards are simply BOMBS. Try it if you don't believe me. I was skeptical at first, but there's a pretty good reason they're banned everywhere (and restricted in Vintage).

  • Birthing Pod is another tutor I decided to put in the deck. Be sure to use Pod only if you have a perfect or pretty efficient creature curve like the one in this deck: having just one 5-drop or 4-drop is very risky.

  • Crucible of Worlds is a crucial card (no pun intended). At first didn't make it to the list (because I had some doubts about it); howerver, the ability to play lands from the 'yard allows you to worry a little less about your Gaea's Cradle being Wastelanded; in addition to this, it allows you to re-play your fetchlands, improving Titania, Protector of Argoth significantly; furthermore, it has great synergy with Oracle of Mul Daya and Exploration.

  • After having used a lot of ramp spells like Kodama's Reach, Cultivate and Nissa's Pilgrimage, I decided to switch to more extreme ramp methods. So I included in my list Extraplanar Lens. Useless to say that this little awesome card improved my ramp in a ridiculous way. Be very careful though: you don't want to exile a land and see your lens being destroyed before you even had a chance to produce a lot of mana.

  • Like Genesis Wave, The Great Henge is a non-fetchable power house. After you have casted 2+ creatures it gives you so much advantage that the game will be likely be over soon. This is the reason why it is included.

CREATURES

This deck has a mix of mana dorks, utility creatures and wincons. Some creatures are here for personal choices, others should be always included in a green deck (this is my personal opinion, but trust me, I tested each one of this cards a lot).

  • Llanowar Elves, Fyndhorn Elves and Elvish Mystic are the mana dorks I chose and the reasons why they're here it's pretty obvious.

  • Elvish Reclaimer is here more for the tutoring effect than for the body. Being able to fetch any land is amazing, especially because this deck run a fair amount of utility ones. Also, great synergy with Seedborn Muse

  • Quirion Ranger and Wirewood Symbiote are utility creatures that have strong synergies with a lot of other creatures (basically the same used in the Legacy elves deck): Elvish Visionary + Wirewood Symbiote for card draw, Reclamation Sage + Wirewood Symbiote for artifact/enchantment hate recursion, Wirewood Symbiote + Wood Elves for ramping, Quirion Ranger + Dryad Arbor for chump blocking (apart from creatures with trample), Quirion Ranger or Wirewood Symbiote + any elf or a forest for mana acceleration (by untapping a mana dork). You can also animate Gaea's Cradle with Kamahl's first ability and untap it using Quirion's/Wirewood's ability.

  • Scryb Ranger is here for redundancy, which I found to be absolutely important. Its ability is both extremely useful and unique, and being able to untap an animated Gaea's Cradle is insanely powerful.

  • Sakura-Tribe Elder and Lotus Cobra are my CMC 2 "mana dorks". Sakura lets you ramp and can also be used as a blocker; furthermore is expendable, so he's a premium choice as a sac target. Cobra can give you a lot of mana in a single turn, by using fetchlands of with either Exploration, Wood Elves or Oracle of Mul Daya

  • Scavenging Ooze is my graveyard toolkit and I came to think that it is a must in almost every mono G deck (and quite a few of the multicolored ones). It lets you gain life, remove some threats for good and, most of all, it gets big in multi. Really big.

  • Elvish Visionary is here since she basically cicles herself and has a good synergy with Wirewood Symbiote; you won't mourn her if it gets sacked to Birthing Pod or Skullclamp and will happily die for you chump blocking a big monster.

  • Prowling Serpopard is here because you want to be able to cast your bombs without worries, especially cards like Kamahl, Fist of Krosa or Craterhoof Behemoth.

  • Fauna Shaman is Survival of the Fittest on a stick. That's reason enough to include her in almost every mono G EDH.

  • Wood Elves is my ramp creaturee. Very strong and very efficient, it provides you net card advantage.

  • Speaking about card advantage, Tireless Tracker is a huge source of card draw, provided you have sufficient mana to both crack clues and cast spells. It is a great mana sink and can grow into significant size, as every Standard and Modern player should know.

  • Reclamation Sage is Naturalize on a stick and can be played over and over again thanks to our lovely Wirewood parasite.

  • Fierce Empath is a great tutor and the perfect card to feed to Natural Order or Birthing Pod. if you want to use it instead to get both Avenger of Zendikar and Craterhoof Behemoth, just use the Symbiote and bounce it in your hand.

  • Ramunap Excavator is a Crucible of Worlds on a stick. It helps giving the deck redundancy and it can be tutored since it is a creature. It is a very powerful utility card.

  • Oracle of Mul Daya is the advanced version of Exploration; it's amazing the speed at which she'll let you go through your deck, putting lands in play and dramatically reducing dead draws.

  • Collector Ouphe is our fetchable Null Rod on a stick. While it is a nonbo with cards like Birthing Pod, the advantage that it brings to the table against certain strategies is too high to pass by.

  • Yeva, Nature's Herald is a creature that allows you to play nice tricks to your opponents, such as playing an instant-speed commander or an instant speed fatty; plus, she's a 4/4 and an elf.

  • Somberwald Stag it is a great removal spell in green. With a little help from Kamahl, Fist of Krosa's ability, it can deal with almost every threat we face.

  • Seedborn Muse is a close friend of Kamahl, since she allows you to always have the required mana for turning your opponents' lands into creatures or Overrunning yours.

  • Titania, Protector of Argoth is amazing. She gives you terrific card advantage and board presence, especially if you use Skullclamp on animated 1/1 lands.

  • Beast Whisperer serves a single purpouse here: never letting you out of fuel. Its low mana cost makes this card really powerful and perfectly on curve.

  • You know what is better than a Gaea's Cradle? Three Gaea's Cradles! That is exactly why Nyxbloom Ancient does. I don't even know how to describe the power this card has. It is even better than Vorinclex, Voice of Hunger: since it doesn't hinder your opponents' manabases, they are less inclined to remove it. and do not properly evaluate the threat. What a terrible, terrible mistake.

  • Bane of Progress is an extremely powerful creature that can ruin most of your enemies plans. Try it yourself and see how good it is.

  • Greenwarden of Murasa is a great card, since it has a big body and a double Eternal Witness effect. It can be tutored in many ways and it provides card advantage. I think that's enough to prove its value.

  • Woodland Bellower is another card that gives you card advantage. It can tutor a ton of things and is a threat per se. Definitely good.

  • Regal Force is a card that in the absolute worst case scenario gives you a 5/5 creature that cycles herself. Best case scenarios? You played Avenger of Zendikar just before.

  • Avenger of Zendikar is one of this deck's wincons. It is a very strong card that makes you win most games, alone or with Craterhoof Behemoth.

  • Craterhoof Behemoth is the utimate finisher. If you have 6 creatures in play, you basically just killed an opponent. More than 6 creatures usually means GG.

  • Terastodon is the perfect target for an early Natural Order.

Hope you enjoyed this long and thorough deck analysis.

Vote this deck if you liked the Krosan way +1

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IN:

OUT:

Blast Zone has proved itself underperforming, taking too long to do the thing it is supposed to do. On the other hand, Homeward Path is a way to prevent people from stealing you commander or key creatures via means such as Bribery or Gilded Drake sometimes it is also useful in EDH politics, helping an opponent whose creature has been stolen to get their revenge (thus making an ally). I find it to be the best land to swap zone for, at the moment. I also thought about Maze of Ith, but I do not want to lose one mana generating land.

That's it, boys and girls! Long live Krosa!

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