Welcome to Kalemne's Giant Clan !

You are looking at a Boros Voltron, giant-tribe deck. Its commander, Kalemne, Disciple of Iroas, is a 3/3 legendary giant warrior with 'Double strike. Vigilance. Whenever you cast a creature spell with CMC 5 or greater, you get an experience counter. Kalemne, Disciple of Iroas gets +1/+1 for every experience counter you have.’.

This was the deck that got us into commander. We always had had a fondness for Boros and this commander really seemed able to dish out damage quickly. Though we wanted to experiment with death-by-commander-damage, we decided against going full-voltron on Kalemne, as we thought she looked impressive enough to be queen of the giants. Hence we provided her with an army of powerful subjects, who incidentally made her much more powerful should she be on the field by the time they would start to arrive. We greatly appreciate feedback to any of our decks, including this one. Before you give any however, please take note of the following:

  1. Having fun at MTG, is more important to us than winning games. We want our opponents to have a fun time playing against us too. That makes it more likely people will want to play against us again. This attitude is reflected in the way in which we build decks. They do not need to be invincible; not even competitive. We are ok with decks containing infinite combos though, as they can produce some hilarious results. So well done if you can pull one off; especially if it is original.
  2. We no longer buy cards, but in cases that we feel a card really adds to our collection, we still trade them. This means that whenever you are suggesting a card we do not own, chances are slim it is going to end up in our deck. Please do not take this personally. Also, please do not let this stop you from making suggestions. Suggestions that do not make it into this deck, will still be mentioned on this page and might be used by others.
  3. Please do not forget to include the card(s) you would remove to make room for your recommended card(s).
  4. Please do not recommend any cards with infect or cards whose sole purpose is to destroy basic lands (non-basic lands are fair game). Our playgroup has banned them.

With that being said, thank you for all your support and if you should decide to use our ideas, have lots of fun with them.

Our aim is to have Kalemne out as soon as possible. At CMC 4, her damage dealing capabilities (in both attacking- and defensive combat every turn) are impressive. The equipment available in this deck will make her even more fearsome, to the point that two- or even a single attack is enough to take out opponents. Then there are her tribesmen (and women) who, aside from being fearsome creatures themselves, will help to strengthen Kalemne even more. Should all that not be enough to make our enemies crumble, the deck contains a few synergies and combos that can wipe out our opposition.

Ramping up to the mana we need for Kalemne’s casting is made easy by this deck. We have rocks, cards that can cheapen the casting of our spells and land-fetching opportunities. Should we draw well, we might even get early opportunities for some filtering or (equipment-) tutoring. Kalemne’s arrival should mark the start of a relentless creature combat campaign, spearheaded by K. Not a turn should go by without her and/or her companions attacking the opposition. During this phase, we spend mana to either strengthen Kalemne, her tribe or both. We end games through commander- or combat damage.

  • Puresteel Paladin and Brass Squire; better suited for a pure voltron deck, not really necessary for this one.
  • Oblivion Ring and other temporary exile; this isn't much of a control deck. Therefore, only the cheapest, most permanent forms of removal have been added to it.
  • Desolation Giant; fits with the theme but a 3/3 that destroys all OUR other creatures when entering the BF unless we pay an extra , in which case it destroys all other creatures ... not really worth it. To make matters worse, his CMC4 doesn't trigger Kalemne.
  • Hundred-Handed One; fits with the theme, but unleashing his full potential is expensive. Also, his CMC4 doesn't trigger Kalemne.
  • Protector of the Crown; fits the theme, but if this creature's ETB is the only way in which to throne ourselves, our other Conspiracy-minded playgroup members will dethrone us faster than we can say "Squab"!
  • Hellkite Charger; would give us extra attacks, but doesn't fit the Giant-theme. Also, Aurelia, the Warleader and Aggravated Assault are better cards for obtaining extra attacks.
  • Godo, Bandit Warlord; provides both an ETB equipment tutor and an extra attack (for all samurai). Expensive to cast, the extra attack ability is very limited in this deck and on top of that, Godo isn't a Giant.
  • Oketra's Monument and other monuments; we like cheaper spells, but these artifacts would have to replace either voltron equipment or more effective ramping abilities; both aren't really an option.
  • Semblance Anvil; cool way of getting cheaper creatures or artifacts, but needs a sacrifice. We prefer Urza's Incubator.
  • Balefire Liege; very nice bonuses, but does not fit the deck's theme...

Suggestions

Updates Add

It seems the voltron + tribe combo has been working out really nicely. Kalemne is great as my giant giant :), but I don't have to rely on her all the time in order to win. In over a hundred games however, the Manabarbs + Personal Sanctuary combo only managed to land 3-4 times. So I've decided to remove these and replace them with some more voltron equipment; Champion's Helm and Darksteel Plate.

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Date added 7 years
Last updated 7 months
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

20 - 0 Mythic Rares

32 - 0 Rares

23 - 0 Uncommons

7 - 0 Commons

Cards 100
Avg. CMC 3.42
Tokens Copy Clone, Emblem Elspeth, Knight-Errant, Experience Token, Soldier 1/1 W, Treasure
Folders commander, Boros Love
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