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Every Force from Above and Below

Commander / EDH* Angels Demons Dragons Primer RBW (Mardu)

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Introduction

A note about having less than 100 cards: I like making my decks with less than 100 cards and will side board in to fill for each game. I find this to be the easiest way to deal with side boarding in cards and not having to struggle about thinking about what to take out each time.

Hello! Kaalia of the Vast is one of my favorite commanders, and this is my most played deck with hundreds of hours played. I figured it would make sense to share some of my experience with others who are interested in this crazed cleric!

The deck is focused on using Kaalia of the Vast's ability to slam out huge beaters and actually use those to win.

This deck is "competitive" in the sense that it is very performance focused with the intent to be as good as a Kaalia deck can be (or more generally, as good as a deck focusing on big, cool creatures can be-- this is one of, if not the, best commanders I've found for that). However, this is not competitive in the sense that it's going to threaten win-cons on turn 3. Unless your friends are playing true cEDH decks, this should be a threatening force at your table.

The general strategy is to slam out EPIC dragons, demons, and angels that will destroy your foes. From playing this deck many times, I find the typical win to come from stacking up multiple damage multiplying effects. For example, you might have out 1 or 2 fat-bodied flyers, maybe one of which is already doubling damage (like Gisela, Blade of Goldnight) and when you attack, you slam down another (like Terror of Mount Velus), leading to such an immense amount of combat damage that your opponents topple. There are a shocking number of these multiplicative effects that stack, more on this in the Combo/Synergy section.

Having Kaalia of the Vast out (and attacking) is very important. Lots of the deck is built around protecting her-- a great example is Mother of Runes. Your opponents will commonly try to remove Kaalia of the Vast as you move to combat (at least they will start to after seeing the absolutely devastating power of slamming some 7+ cost demon/dragon/angel).

As a general rule, you want the creatures you slam to have an effect that turn. A few demons/dragons/angels are included even though they don't (because their effects are so strong), but in general, I find the most effective guys to slam are the ones that IMMEDITELY change the state of the game (examples: Gisela, Blade of Goldnight, Vilis, Broker of Blood, Avacyn, Angel of Hope). Creatures triggering effects when they deal damage also work, like Ancient Copper Dragon or Hellkite Tyrant, as they will trigger that first turn (stealing all of someone's mana rocks on turn 4 can be a big tempo swing).

A typical turn is casting some small utility spell (maybe you're dropping out a Necropotence to start getting big draw, or a Phyrexian Reclamation to recycle some absolute beaters who've perished too soon), then move to combat, attack and slam the next beefcake, and then end turn with the rest of your mana untapped for responses.

Your ideal opener is to get Kaalia of the Vast out, with haste (and protection, see Protect the Cleric! section) on turn 3. Realistically, I find this to be uncommon-- it's typical to be missing some aspect of that... for example it takes until turn 4, or she's out on turn 3, but no haste. Another consideration is that it takes enough cards to ramp her out with haste, you can sometimes end up in a situation where you don't actually have something good to slam when you do attack (3 lands + a rock or two + a protection card leaves only a few cards in hand that could be a beater)!

Ideal opening plays:

I love seeing a hand where you've got 3 lands and a rock. 2 lands and a rock or 3 lands is something you can keep, but consider a mulligan based on the other cards in hand, or if the lands/rock don't have a good color split (like 3 swamps). I'd certainly mulligan anything less (with perhaps an exception if your opening hand has a plains and Land Tax).

Keep in mind that some cards will satisfy multiple criteria in a single card; Lightning Greaves, for example, will give haste and protection. Unforunately, opponenets will generally see this coming and just cook Kaalia of the Vast when you try to attach the greaves (which is why cards like the Mother of Runes/Giver of Runes end up being super effective). Hall of the Bandit Lord is another example that will work as one of your lands, but also as the haste outlet.

I've seen many lists without Reconnaissance. This is such a strong card in this deck. It lets Kaalia of the Vast be a little more safe attacking into opponents with fliers, but it also gives "pseudo vigilance" because you can untap your attackers after the combat damage is dealt. This is super valuable because your huge demons dragons and angels make for intimidating blockers, but are commonly tapped.

Scourge of Kher Ridges is super strong. A repeatable board wipe for little guys that doesn't affect you (because pretty much all the creatures in the deck fly) is super strong. Kill all their dorks!

Archon of Emeria it's really common to only play 1 spell in your turn anyway as most of your board state is coming from slams. And this will definitely have an effect on your opponents. I think some of the enchantments with the same effect would also be very effective (ex:Rule of Law). The advantage of the Archon is that he fits with other aspects of the deck. He's a flyer that can help block or get in some damage (which can be significant if some of the doubling effects are in play).

Drakuseth, Maw of Flames is one of the few beaters that doesn't do something the turn he comes out (aside from hitting for 7). But when he starts attacking... the 3-4 damage hits he does is commonly enough to just kill everyone else's commander (generally unless they're running voltron type decks). Killing everyone's commander every turn is extremely oppressive. And if that's not happening, he's killing other critical creature board state, or simply just doing a ton of damage (another good target for lifelink).

For Sire Of Insanity, the goal here would be that your board state is good enough to win if it just sticks around. So you just clear out peoples ability to change it. You could swap this one out if you don't like the effect.

Armageddon is similar. It's land destruction, so take it out if your pod hates that, but if you can get this to go off with good board state (which can be as simple as Kaalia of the Vast being out, with good slam options in hand), it can really secure a victory.

Vault of the Archangel is there for lifelink. Some of the "pain for draw" options (Vilis, Broker of Blood, Necropotence, etc) can leave you low on life. Triggering this a single time with a few guys out will give you all the life you need for the entire game. The drawback is the land doesn't tap for color.

Liliana's Contract I view this as a 5 cost for 4 draw. Nice juicy draw, that's all. If you've got Razaketh, the Foulblooded out and another demon or two, you could consider tutoring to favor demons to try to complete the set. But really the card is there simply for the draw. Compare it to Harmonize.

For Settle the Wreckage, it's not that uncommon to have 4 mana untapped for responses in this deck because you don't need to cast much to build horrifying board state. And this card can completely change a game when someone is trying to close it out.

I do not see Embercleave in many Kaalia of the Vast decks. But this card always feels good when I play it. It's extremely common to play it for either just the or sometimes an extra colorless. The double strike can seriously amplify the damage coming from the creature you put it on, but also the instant nature of this equipment can let you put it on one of your creatures that was blocked giving it surprise trample. Consider this hypothetical (I'll use specific cards in the example, but this generalizes to a lot of possible creature options and occurs relatively frequently): you've got out Kaalia of the Vast and Avacyn, Angel of Hope. You move to combat and no one removes Kaalia of the Vast. You attack and slam down Gisela, Blade of Goldnight. A scary hit for 30 coming towards your opponent (thanks to the doubling effect from Gisela). They opt to block Avacyn, Angel of Hope with some throw-away creature (maybe they've got a bird token siting around from a spell previously countered by Swan Song) because they are afraid of the hit. This would reduce the damage taken to 14... which might let them survive... but you laugh and for 3 cast Embercleave at instant speed and put it on Avacyn, Angel of Hope before damage resolves. Now they're looking at getting hit for ((9 * 2 * 2) - 2 + (5 * 2) + (2 * 2)), a horrifying 48. And the sword sticks around too! Feels good every time.

Sword of Fire and Ice provides protection from red/blue. That's helpful for common removal like Pongify or Rapid Hybridization. This can also be helpful for allowing Kaalia of the Vast so slip through, unable to be blocked. The 2 damage ping is useful for killing small critical creatures and the draw is just generically good.

Notable Exclusions

Master of Cruelties - this card can 1-hit someone who has no blockers. But after the first attack, he doesn't do much. I find commonly people will have at least a dork that can block. Arguably worth it for the small chance it works out, but I find it more threatening to the overall table to get out a gift that keeps on giving like Gisela, Blade of Goldnight or Razaketh, the Foulblooded. Also, the 1-hit is generally more effective early on in the game... personally, I don't really like killing someone on turn 4, only to not really threaten anyone else afterward. Could have a place, depending on your style.

Kaalia, Zenith Seeker - expected draw is roughly .25 * 6 = 1.5. 3 for 1.5 draw doesn't seem good enough.

Reya Dawnbringer - Powerful ability, but I find the ones that are impactful immediately are more useful. Not uncommon to lose her before the next turn starts. Plus it can whiff if you don't have stuff in the graveyard yet and she's what you have to slam.

Lord of the Void - I ran him for a long time. Whiffs a lot. I think this depends a lot on what decks you're fighting against. If someone is playing a deck with lots of big creatures, sideboard him in.

Boros Charm - Not as good as Teferi's Protection or Flawless Maneuver. If your pod runs a ton of board wipes (also: destruction board wipes, as this won't help with Cyclonic Rift or Toxic Deluge, which are super strong and common), you could put it in. The double strike can be handy as well.

Terror of the Peaks - Great card. Just not impactful the turn it is slammed. Also, part of his appeal is that he's only 5cmc. For us, because we're slamming guys, we don't care about the CMC. Sure, he's 5cmc and Avacyn, Angel of Hope is 8. But for us, the difficulty to get them out is the same.

Akroma, Angel of Wrath - She's scary, but she doesn't change the battlefield. She'll stick around and do some damage, but no one's heart is going to sink when she lands like they will for Avacyn, Angel of Hope, or Balefire Dragon.

Keeping Kaalia of the Vast alive is a must. No one want's to pay full price for these demons, dragons, or angels. I find the most common time people use removal on Kaalia of the Vast is when you move to combat and they know she can attack. As soon as she attacks, it's too late for them. She can still be removed, but once her ability is triggered, you're going to be able to slam down the baddie of your choice (which is generally what your opponents are trying to prevent). Some of these protection cards can also help preserve your board state through board wipes as well... which is extremely valuable if you have out 2-3 high-powered monsters and someone is trying to hit reset.

Targeted Removal Protection

Board Wipe Protection

Tibalt's Trickery can also help save your guys. As the game goes on, some of your beaters also help your board state stick:

Slamming out these can be very difficult to deal with for your opponents because they pass their opportunity to respond BEFORE they know what's slammed. For example, you're sitting with your Necropotence out, and you opponent is thinking about destroying that before you can get a big draw at the end of your turn. They're holding onto the removal card to see if you drop something even more important to remove (maybe they are afraid of the creature you're going to slam) so they pass priority on Kaalia of the Vast's ability. You choose to slam Avacyn, Angel of Hope; it's now too late for them. They can't destroy any of your stuff. Consider this in contrast to you casting Avacyn, Angel of Hope-- your opponent sees it on the stack, knowing it's coming and can respond.

For cards like Vampiric Tutor/Demonic Tutor, I generally look for things I am missing. Need creatures to slam? Go get one. Running low on steam, with only a few cards in hand? Go grab Vilis, Broker of Blood to slam. Looking to finish people off? Go get one of the doublers like Archfiend of Despair.

If your creature situation is looking good, go grab a response to anticipate resistance from your opponents. Deflecting Swat is always a nice one to have as a response. Teferi's Protection is also extremely solid.

Low on cards, but Kaalia of the Vast is dead? Go get big draw like Necropotence. An early tutor for Land Tax can let you be solid on mana the entire game, even with a low mana opening hand.

Dying? Need life? Go grab Shadowspear. Bonus trample!

Just look for the holes in what you've currently got and go get it. Part of why I like this deck is you don't need the same cards to win. Play with what you've got, and tutor to fill the holes.

Razaketh, the Foulblooded has an absolutely oppressive board presence. Tutoring for free? Especially coupled with tutoring for free-cast cards like Deflecting Swat, Deadly Rollick, or Flawless Maneuver is just outrageously good and versatile. If he's out, definitely keep these free guys in mind as targets (assuming Kaalia of the Vast is out, but that's your goal).

Doublers

I mentioned in the general info that there's a lot of ways to double damage. Many of the ways are different... some strange. But what that means for you, is they commonly stack. Here's a more comprehensive list:

Any 2 of these can take 2 or 3 6/6 flyers and have them collectively doing 48 or 72 damage... which is a lot, and commonly enough to close out a game.

Combos/Things to look for

Giving lifelink to something like Balefire Dragon or Scourge of Kher Ridges when they wipe out an opponents board will net an insane amount of life.

If you're going to have a strong next turn and you're afraid an opponent is going to disrupt that, play Silence at the start of their turn. It'll at least eat a response in their arsenal. If you're going to blow up on a turn, dropping Silence at the start of your turn can make it so no one can contest. Generally, because people know that, if you play Silence it'll will very commonly get a response. It's not a bad trade to just bait out someone's counterspell for 1 (if they have mana open for a counterspell or a removal spell, this forces their hand to use the counterspell).

Speaking of counterspells, Deflecting Swat can "counter" a counterspell by having the counterspell target Deflecting Swat instead. Even more useful in situations with big stacks and multiple spells/counterspells in play.

If you've got Razaketh, the Foulblooded out and you really need a specific demon/dragon/angel, you can sac Kaalia of the Vast after her ability goes on the stack. Razaketh, the Foulblooded can't sac himself.

Strionic Resonator can target Kaalia of the Vast's ability on the stack, allowing you to slam twice.

Reanimate on Vilis, Broker of Blood pulls him out of the graveyard, but also immediately results in a huge draw (you lose the life after he's out on the board).

Rakdos the Defiler - what a meme. By slamming him with Kaalia of the Vast, you don't have to deal with the downside (i.e. having to sacrifice half of your permanents!). After he attacks the first time, he's probably only good as sac fodder for Razaketh, the Foulblooded as his attack trigger is pretty steep. But whoever he hits is likely never going to recover. I think he's fun, but this is an option you could remove if there's a better fit based on what's being played in your pod.

Rakdos, Lord of Riots can make it so that playing an extra beater after your combat phase is just a few mana. Really good if you're in a position where you're drawing a lot.

Serra's Emissary is insane. I think the only choices that make sense usually are creature or instant. Giving your creatures (and you) protection from creatures is absolutely nuts.

If you have some big turn and drop something crazy that does a ton of damage, if you were able to hold open mana until the second main phase, simply casting Archfiend of Despair can double damage that was done earlier in the turn and catch people off guard (likely killing opponents).

Double strike will trigger combat damage things like the effect on Ancient Copper Dragon, which is nuts-- keep an eye out for it.

When attacking into enemies that can kill Kaalia of the Vast, the creature you slam will be around first. For example, if the defender has a 6/6 dragon waiting to eat Kaalia of the Vast, if you slam Sephara, Sky's Blade, it's not going to matter.

Big Creatures

I think big, interesting creatures are fun! And a lot of stronger EDH decks don't use them, or only a select few for specific purposes (like Vilis, Broker of Blood appears in a lot of decks). This is one of the strongest decks I've found that's actually focused on creatures like this (especially a variety).

Strong Back, Weak Mind

This isn't a super hard deck to play. Don't get me wrong, there's a lot going on and I really like it. But you don't have to think through a ton of potentials. The hardest part is probably the tutoring that can happen, but just following some simple rules of thumb can help. And finally, there's some judgment involved, like when to commit to a kill (slamming a more defense oriented creature vs. a doubler) or which plays by your opponents require response (but that's true for pretty much any deck in EDH and Magic in general).

Not Infinite

Some people like infinite. Generally infinite win cons are very strong, which is why they are so popular. But a lot of people also don't like it.

Unique Games

The wins from this deck will usually feel similar (massive beat-down with mythic monsters), but the details will be different each time. There's no single linchpin. Play with what you draw, and tutor for holes in what you got.

Good against certain control decks

This deck is very strong against control decks that rely on making it hard to cast spells, because you don't need to cast spells. Everyone else might be paying prohibitive Sphere of Resistance taxes, but as soon as Kaalia of the Vast is out, you're just slamming guys.

Not Infinite

This is a con as well. Winning at instant speed with some infinite combo is a lot harder to respond to than someone smacking you for lethal with a few creatures.

Reliance on Kaalia of the Vast being alive

Your opponents will try to kill her. If she's been cooked several times and costs 8, it can really impact the deck. This is why it's important to try to keep her alive.

Not much ramp

Pretty standard for these colors. The upside is you only really need 4 mana between land and rocks to get the engine started. After you're slamming some of the choice powerhouses in the deck, they'll help you consistently make you land-for-turn drops.

Limited counterplay/interaction

A lot of your counterplay/interaction is focused on keeping your board state. The deck has responses-- but you will need to use good judgement on when/what to use them on. This isn't like a deck with 15 counterspells where you do a lot of control.

Suggestions

Updates Add

  • Removed Breathkeeper Seraph. The real issue with this one is that the creature returns under its owner's control at the beginning of your next upkeep. This means that whatever you save with this card is not going to be able to attack on your turn (unless you have a haste outlet). This is a huge problem, as the deck relies on the creatures attacking (easily enough of a problem to make it not worth running this card).

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55% Casual

45% Competitive

Date added 3 years
Last updated 1 year
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

19 - 4 Mythic Rares

46 - 13 Rares

12 - 9 Uncommons

4 - 2 Commons

Cards 94
Avg. CMC 3.88
Tokens Elephant 3/3 G, Shapeshifter 3/2 C, Treasure
Folders Kaalia comparison, Kalia op, Angel
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