Maybeboard


When I was originally picking decks to upgrade, I skipped over this one. I ultimately went back and tuned the deck so that I'd have a combat-focused deck to hand to newer players that still has a chance. The major changes from the more linear combat focus of the precon are more utility from the Sunforger package along with better ability to close out games using Helm of the Host combos.

Main themes of the deck:

  • Giants
  • Angels
  • Equipment
  • Combat Control
Giants are not an incredibly deep tribe. There are a couple tribe-specific payoff cards like Borderland Behemoth and Thundercloud Shaman. We also have Sunrise Sovereign for a nice buff to our other giants. For the most part though, I steered towards only running giants that actually do something useful on their own rather than trying to keep the count high to feed two cards. I also steered away from other generic tribe-enablers like Door of Destinies and Stoneforge Masterwork since we don't necessarily have a high enough Giant density for them to do much and they're expensive enough that we're not usually going to have many at once anyway. I generally prefer each creature to be a big threat on its own.
The precon already has a subtheme on dragons and angels. We cut all the dragons, but the angels are a good secondary tribe since they give experience counters for Kalemne while also providing a flying board presence that giants lack. Our angels primarily give us utility such as graveyard recursion from Bruna, the Fading Light and Angel of Serenity, board protection from Archangel Avacyn   or simply win cons like Victory's Herald
Rather than have a ton of equipments that we're trying to 1-shot with, we instead run equipment with more utility along with a handful of tutors to ensure we have the right pieces (with things like Godo, Bandit Warlord and Stoneshock Giant also allowing us to cheat on costs). If you have no budget, consider running Stoneforge Mystic.
  • Sunforger gives a good boost in power along with the flexibility to fetch a variety of protection or removal spells at instant speed. Fetch Tithe to get Mistveil Plains and rebuy your instants or Enlightened Tutor to fetch other equipment.
  • Helm of the Host gives infinite combat steps with Godo or Aurelia, but it also lets us recycle some other strong ETBs like the titans or Angel of Serenity.
  • Sword of the Animist is a great ramp piece. The deck does basically nothing without 4 mana and very little without 6. So whatever extra lands or ramp you can get can make a big difference in the early game until the deck goes online.
  • Godsend punishes gang blocking, which is even more helpful when your creatures are usually bigger than your opponents' blockers. It can be particular useful with Fumiko the Lowblood to exile your opponents' utility creatures.
  • Lightning Greaves protects Kelemne, who is both incredibly important to have around and also extremely vulnerable.
  • Loxodon Warhammer can provide trample to our many giants that otherwise lack evasion to break a board stall.
  • Argentum Armor can remove almost any problem, albeit with pretty extreme expense.

A lot of these are expensive to equip, which can be a problem in R/W, where mana is tight. To facilitate that, we also have Puresteel Paladin to remove equip costs and Nahiri, the Lithomancer who can generate a token we can equip to for free every turn (particularly strong with Argentum Armor and Sunforger).

In addition to having Helm of the Host combos for infinite combat steps, if the game goes long, we have a janky combo to take over most of the combat in the game until we can win. You first need to have Sunforger and Mistveil Plains in play. Sunforger can be fetched with any tutor, and from there we can fetch Mistveil Plains with Tithe.

Once we have all of those available, we can fetch Master Warcraft on the most beneficial turn to wreck our opponents' boards (or life totals) once every turn cycle. You can control opponent's turns as a virtual fog while also attacking them into unfavorable blocks to cripple multiple opponents in a single turn. Note that this loop requires 7 mana per turn, so you won't be doing much else, opening the door to getting combo'd out.

List of adds as decklist for price check: Kalemne Precon Upgrades

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The more I think about this, the more I want to structure this deck in a way that has more of an identity compared to Nazhan and Saskia.

To get there, I want to use a more controlling shell with a heavier focus on Sunforger and Helm of the Host. Getting there requires a few changes:

  1. Better support for Sunforger.
  2. Better ability to find our main equipment
  3. More focus on ETB effects and protection

To get there, I'm looking at a few adds/cuts:

Adds:

Cuts:

  • Dawnbreak Reclaimer: Too expensive and the symmetrical effect has burned me too many times
  • Gisela, Blade of Goldnight: Very powerful card, but at 7 mana with no protection, it tends to be a bit of a "win-more".
  • Hellkite Charger: Without a way to go infinite on mana, this is just not good
  • Lairwatch Giant / Hundred-Handed One: These were added as cute synergies with Godsend, but it just never happens enough to get over the fact that these cards are not good on their own.
  • Urza's Incubator: With the general reduction in mana curve and giant count along with the increased amount of early interaction, this starts seeming less good.

Beyond that, I think the removal suite needs some updating. In particular, Austere Command and/or Wrath of God seem better than Breath of Darigaaz or Disaster Radius. Chaos Warp is almost certainly better than Fall of the Hammer. And Return to Dust likely beats Orim's Thunder.

Either Bruna or little Gisela are maybe a little loose, but Bruna fetches a lot of useful things and Gisela is at a minimum a decent away to clog up the board early due to 4-power first strike stopping a lot of commanders. Bruse Tarl and Victory's Herald are other possible cut options.

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Revision 19 See all

(5 years ago)

-1 Mizzium Mortars main
+1 Wrath of God main
Date added 6 years
Last updated 5 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

11 - 0 Mythic Rares

33 - 0 Rares

21 - 0 Uncommons

13 - 0 Commons

Cards 100
Avg. CMC 3.89
Tokens Copy Clone, Experience Token, Kor Soldier 1/1 W, Shapeshifter 1/1 C, Stoneforged Blade, Monarch Emblem
Folders EDH
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