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We're the Titans, We are Strong - Kalemne

Commander / EDH Aggro Primer RW (Boros) Tribal Voltron

finallegend


Sideboard


Maybeboard


We're the Titans

(Kudos to anyone who understands the reference)

This is my personal take of the pre-made Wade Into Battle- C15 EDH Deck. I made additions with singles I already owned or had purchased for this deck.

My intent is to run a Giant Tribal with a splash of large angels. The goal is to use enchantments, equipment, and other creatures to make Kalemne, Disciple of Iroas do as much damage as quickly as you can.

For my First EDH Deck, Kalemne, Disciple of Iroas was actually my second choice. My friends that I normally play with had already chose the (the one that interested me the most) and the decks. After much deliberation, I chose and have not regretted that decision.
Angelic Arbiter - Grants the opponent a choice to either attack or play spells. Great to stall for some time to ramp up.

Anya, Merciless Angel - Decent powerhouse on her own, even more when the opponent has 19 or less life.

Aurelia, the Warleader - Gives you two combats. Works as a backup commander candidate.

Avacyn, Angel of Hope - Potential heavy hitter and makes everything else I have indestructible. What's not to like.

Balefire Liege - Lord of & that can Lightning Helix for free when casting a multi-color spell.

Borderland Behemoth - Gets stronger from other Giants (up to 16) and has trample.

Boros Battleshaper - Can force threats to attack/block and force big attackers/defenders to remain idle.

Colossus of Akros - A huge indestructible blocker that can easily turn into an enormous attacker with trample.

Giant Harbinger - Tutor for another Giant.

Gisela, Blade of Goldnight - Good damage sponge and overall buffer at the same time. Another potential backup commander candidate.

Hamletback Goliath - Gets bigger as I play more spells. Give him trample and he is a force to be reckoned with.

Hammerfist Giant - Able to wipe the slate clean of creatures with toughness less than 4 (including himself). In some rare instances, he is able to survive to repeat the process the next turn.

Impelled Giant - Can tap any of my own red creatures (21) and make himself stronger. Combine with his natural trample can make him a game finisher.

Inferno Titan - Can make himself stronger and be used to make splitting lightning bolts.

Jareth, Leonine Titan - Great for defending and for it can make itself a lot harder to kill.

Jor Kadeen, the Prevailer - Can give a huge boost of +3/+0 if I control 3 or more artifacts.

Magma Giant - Can wipe the field of pesky smaller creatures.

Spitebellows - Can be cheated in for , level my commander, and deal 6 damage to a creature or be summoned the old fashioned way and be a 6/1 force to be reckoned with.

Stonehewer Giant - Can find an equipment once per turn. A staple for most equipment based voltron decks.

Sun Titan - Brings back land or small permanents. I had a round where I abused his ability with a fetch land.

Sunrise Sovereign - Makes all my other Giants stronger and gives them trample to boot.

Thundercloud Shaman - The more Giants I have, the more damage it deals to everything else. Just need to be careful not to wipe out my own angels.

Urabrask the Hidden - Gives all my creatures Haste while hindering opponents creatures.

Victory's Herald - Who wouldn't want an army of flying Giants with Lifelink?

Anger - One of my creatures that I actually want to die. Great way to give all my creatures haste.

Brion Stoutarm - May not give me a level counter, but can be a force to be reckoned with. In certain situations, he can finish some opponents off, and then I gain life equal to the damage.

Dragonmaster Outcast - Can be played early, but after around turn 6 it can start generating dragons at the start of each turn.

Iroas, God of Victory - Makes my army a lot harder to kill and makes them a lot harder to block.

Solemn Simulacrum - Another chump blocker that gives me land on the way in, and a card on the way out.

Stinkdrinker Daredevil - All my Giant spells are made cheaper letting me save my mana for other things. When combined with Urza's Incubator , can reduce all giants by 4.

Taurean Mauler - The more my oponent plays, the stronger he gets. He also counts as a Giant (or anything else).

Angelic Destiny - Huge boost of power and toughness along with flying. Rather than a one and done enchantment, it returns to my hand on my creatures death so it can keep going and going.

Blackblade Reforged - High Equip cost unless it goes on one of my (many) legendary creatures. Provides a large boost based on how many lands I own. Only gets deadlier with time.

Gift of Immortality - Makes my creature a lot harder to kill. Unless it dies twice in one turn, the enchantment keeps coming back to protect it.

Godsend - +3/+3, good. 3 to play and 3 to equip, go on. Whenever you block or become block exile a creature of your choice without targeting, now that is just nice.

Lightning Greaves - Makes any of my creatures able to attack on their first turn on the field as well as provides some protection. The free equip cost means I can move it around easily and gives me an opening to enchant/equip some more.

Loxodon Warhammer - One of my all time favorite equipment cards. Good power boost, trample, and a great way to gain life. Even more boon when equipped to Kalemne.

Sunforger - Nice easy way to cheat in instance. Otherwise +4/+0 is just devastating when combined with double strike and trample

Sword of the Animist - Small boost in power/toughness, but it really shines for increasing mana ramp. Usually the first card I find when tutoring equipment.

Tenza, Godo's Maul - Great boost for legendary and gives red trample. Has good synergy with a lot of this deck besides my commander.

Trailblazer's Boots - Odd equipment, but in most EDH matches (unless they have a mono color with only basic land) makes the wearer unblockable.

Umezawa's Jitte - This card can get ridiculous quickly. Gets two charges per swing (4 with Kalemne's double strike) that can be used to buff for the next combat, snipe other creatures, or as a life gain. The possibilities are endless.

Armillary Sphere - Lets me find mana and helps thin out the deck.

Boros Cluestone - Adds colored mana or can be used as a draw source.

Boros Signet - Converts colorless mana into .

Caged Sun - Gives a buff to a chosen color and provides an extra mana produced by lands of chosen color.

Commander's Sphere - Adds colored mana or used as a draw source (technically can do both in same turn).

Darksteel Ingot - Indestructible colored mana rock.

Everflowing Chalice - The mana rock that keeps on giving. The more I pay for it the more it gives back.

Sol Ring - Allows quick ramp very early. Potentially allows a turn 2 Kalemne drop.

Assemble the Legion - Can generate chump blockers or sac outlets. The longer it is in play, the more it will generate.

Aurelia's Fury - Great mana sink and control card. Can make it so players can't block or play instance against me.

Boros Charm - Provides flexibility to choose dealing damage, makes a card indestructible, or double strike.

Crib Swap - Removal that makes the target creature a harmless 1/1.

Dead / Gone - Flexible card that has a choice of lightning bolt or bounces a creature back to it's owners hand.

Deflecting Palm - Prevents damage and sends it right back to its controller.

Fall of the Hammer - Takes the power of one of my large creatures to destroy another creature.

Giant's Ire - Deals 4 damage and usually lets me draw a card. Since it is a Giant spell, its cost can be reduced.

Hammer of Purphoros - Main purpose is to give all my creatures haste. Secondary function can be used to turn mana into Golems.

Orim's Thunder - Artifact/Enchantment hate that can also deal damage.

Pyrohemia - Great way to wipe out the field of weaker creatures. Absolutely devastating when combined with Gisela, Blade of Goldnight .

Vandalblast - Single or multiple artifact hate. Best part is my artifacts are completely unharmed.

Volcanic Offering - Great card that lets you and an opponent choose a creature to damage and a land to destroy, both of which you do not control. Only downside is it generates a lot of attention toward you.

Warstorm Surge - As my creatures come in, deal damage equal to their power to a creature I want dead, or to the opponent themselves.

Wear / Tear - Artifact and/or Enchantment hate. I like that it can be one or both of the spells.

Ancient Amphitheater - Since one of the main themes is a giant tribal, this card not only provides the needed color but also rarely comes into play tapped.

Boros Garrison - Useful when you bounce back already tapped land or to retrigger land based effects.

Clifftop Retreat - Decent Dual colored land that usually enters the battlefield untapped.

Command Tower - Staple for multi-color EDH deck.

Eiganjo Castle - Originally in a different deck, but thought it would be more useful here. Can effect 7 creatures besides the Commander and produces without coming into play tapped.

Evolving Wilds / Terramorphic Expanse - Fetch Land to find Mountain or Plains .

Fountain of Cho / Mercadian Bazaar - Awesome ramping capability especially if it is in your opening hand. Biggest problem I have with it is deciding to let it build or using what I have.

Mountain / Plains - Basic land, no explanation needed.

Opal Palace - Can be used as a color fixer. In the event when multiple casts are required for the commander, this can make her come back stronger each time.

Slayers' Stronghold - Great repeating buff for a creature (especially Kalemne), the haste and vigilance is just a cherry on top.

Strip Mine - Another gem I found when digging through my collection. Mana when you need it, and a way to destroy an annoying land.

Temple of the False God - great mana for later game in the game, but not much good until you have 5 land.

Wind-Scarred Crag - exactly like Boros Guilgate but you gain a life when it comes into play.

** Angel of Serenity - Great card, but in my play group, creatures do not last long enough for it to be very useful.

Blade of Selves - Great equipment, but since I usually play 1v1 or 3 for all, not as useful as it could be.

Dawnglare Invoker - Can completely tap out my opponents defenses, but at a high cost and a squishy container.

Disaster Radius - Can do a lot of damage, but depends on what is in your hand has an overall high cost.

Dreamstone Hedron - Can provide a lot of mana or draw a lot of cards, down side is the overall cost.

Fiery Confluence - Red Confluence that lets me deal 3 damage to all creatures, 6 damage to all opponents, destroy 3 artifacts, or anything in between.

Godo, Bandit Warlord - can tutor for a equipment and gives extra combats per turn. Plan to add in to main board, but do not know what to replace at this time.

Grafdigger's Cage - Locks out the deck and graveyard from shenanigans.

Hedron Archive - Can provide decent mana or draw some cards, still fairly high cost for a mana rock.

Hostility - Can provide a lot of of tokens to swarm the opponents, but burning is not necessarily the main theme to this deck.

Mizzium Mortars - Great card for either small or large damage to enemy creatures. Trying to find a good home for it in the deck.

Orbs of Warding - Great against burn decks or decks that are constantly targeting the player.

Return to Dust - Great Artifact/Enchantment hate that makes sure that it will stay gone.

Spear of Heliod - Like the buff, but I try to focus on one creature rather than everything.

Wild Ricochet - Redirect and multiply spells, not as useful within my local playgroup.

This section will be updated and/or removed once changes are implemented. The only items included in this section are changes I have not made yet and I know what will replace what. Cards that I want in, but don't know what will be replaced are not included.

At this point, I have no official changes planned. Only possibilities from my maybe board

Description - like this deck - is currently a work in progress. I will try to update this description as I update this deck.

One additional note is in regard to the Maybeboard. I have updated the qty to show various things. Qty x1 are cards that I am considering, but do not own as of yes. Qty x2 are cards that I own, but are still under consideration for my SB or MB. Qty x3 are cards that I have purchased and will either be removed once I add it into the deck, or downgraded to Qty x2.

Suggestions are welcome, but please keep in mind that I have a fairly limited budget. The additions I have made were either because I already had one, or it was not much cost to obtain one. If you suggest a additional, if at all possible suggest a removal as well. It is always easier to add more and more but it can be difficult to figure out what to get rid of.

Suggestions

Updates Add

After playing with my buddy, I was gifted a Blackblade Reforged since he had many. He also helped me make the following changes:

Main Board:

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Date added 7 years
Last updated 4 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

13 - 1 Mythic Rares

33 - 10 Rares

19 - 3 Uncommons

15 - 1 Commons

Cards 100
Avg. CMC 4.12
Tokens Copy Clone, Dragon 5/5 R, Elemental Shaman 3/1 R, Enchantment Golem 3/3 C, Experience Token, Shapeshifter 1/1 C, Soldier 1/1 RW
Folders possibilitiessss, My Decks, zCommander, Like, Kalemine
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