Kamahl’s Will

Kamahl’s Will

Instant

Choose one. If you control a commander as you cast this spell, you may choose both modes.

  • Until end of turn, any number of target lands you control become 1/1 Elemental creatures with vigilance, indestructible and haste. They're still lands.
  • Choose target creature you don't control. Each creature you control deals damage equal to its power to that creature.

Latest Decks as Commander

Kamahl’s Will Discussion

DreadKhan on Saryth, natural partner of Fynn

4 months ago

Not sure if I'm missing something, but why do you have 45 lands? That is as many as I run in my Tatyova Lands deck, which wins the game via lands mostly, specifically my Commander offers a payoff for landfall. I see you have a few payoffs for landfall, but it still seems like a lot. Anyways, a few thoughts!

First thought, Multani, Yavimaya's Avatar would probably work well in here, maybe even as a Commander. He often end up quite big, and he comes with Trample and a recursion effect. You can still run Ohran Frostfang and Bow of Nylea for Deathtouch, and you could run Saryth in the 99 still. Just an out there thought to start off with, not trying to be negative.

I think Isochron Scepter probably wants more potential 'hits' (you have 2 afaik, I find having quite a few more, and some tutors for Instants and Artifacts still doesn't set it up very often).

Crucible of Worlds seems odd in here too, for one Ramunap Excavator does similar work and is a more useful type (and your Commander can get the creature Hexproof), and on the other hand your deck runs enough lands that you'll hit drops to turn 6 usually. I'm going to list a few utility lands that might help by giving mana sinks or card draw to help when you get flooded: Bonders' Enclave and War Room might work out, offering a mana sink and card draw to help smooth out bad draws. You could consider Geier Reach Sanitarium and/or Mikokoro, Center of the Sea, but these help everyone. Tyrite Sanctum is a good utility land in more casual play, offering +1 counters or Indestructible. Temple of the False God can blow up in your face a bit with a terrible hand, but it's usually a ramp land if you run this many lands. Inkmoth Nexus might work well with +1 counters, and it dodges wipes usually. Tower of the Magistrate is useful vs Voltron, you can give an opponent's creature protection, dropping all it's equipment IIRC, which can be pretty funny the first time. Homeward Path can be nice in Green, if people steal your better creatures it feels pretty bad. Any of the G lands with Cycling like Slippery Karst or Tranquil Thicket can be nice with a higher land count. Blighted Woodland or Myriad Landscape offer ramp, but are slow or use a lot of mana to do it. I actually like Opal Palace in a deck that can benefit from it in 1v1, and you should have lots of mana on hand to make the tax pretty insignificant. If you can recast your Commander a few times, they end up reasonably beefy.

Time of Need can find Fynn or Toski. Have you thought about more removal, mostly for artifacts and enchantments, but Green has access to some creature removal, so-so stuff like Kamahl’s Will exist at this point, or the reasonably useful Transmogrifying Wand for repeated Destroy. Silklash Spider or even Squallmonger can help deal with Flying decks, which are frustrating. I also run Sandwurm Convergence in my mono G deck, otherwise I consistently lose to faster flying decks like Talrand (a very nasty 1v1 Commander), ymmv though.

VexenX on [[Primer v3.6]] - OM_RATH!!! (2021 Update!!!)

7 months ago

Profet93: Thank you for the support! The great part about Om_rath is that there are many ways you can build him. You seem to favor a "makes your lands into elementals" strategy, which is great. It is not my cup of tea though. You mention that I run Sylvan Awakening but I don't think I ever have in this list. I do in my Omnath, Locus of the Roil deck, but not this one. This being said, this also counts out Rude Awakening and Kamahl’s Will in my book.

Castle Garenbrig is another card that is better for a higher creature count deck. Maybe a tribal version of this deck. When it comes to Yavimaya, Cradle of Growth, the Tomb scenario is good, but I never hurt for green mana in this deck, so that isn't enough reason to include it. My land slots are really tight. We need to keep a good number of basics due to all the land ramp we run.

Valakut Awakening  Flip is so good because it is a decent card with a HUGE upside of being a land when I want it to. Augur of Autumn will rarely trigger Coven because of all my 5/5s and low creature count, and just getting a land off the top isn't worth a slot to me. Not a bad card by any means though.

Sorry, it kind of feels like I shut you down.... I don't think any of the cards you suggested are bad, they just don't fit my playstyle. I really do appreciate all the suggestions and feedback!

Profet93 on [[Primer v3.6]] - OM_RATH!!! (2021 Update!!!)

7 months ago

VexenX

I read your description and your update. I wish I could +1 this again, but then the 69 wouldn't be there anymore. I also love the low avg cmc despite several high CMC cards in the deck.

Regarding your update, you asked for a potential cut for Perilous Forays to come back in the deck. Fiery Emancipation seems like the easiest cut for me. It costs 6 mana, doesn't do anything the turn it comes down and is very much winmore - Helps when you're ahead, does nothing if you are behind. Reading the above comments, it seems you don't want perilous back in the deck. While not an entirely serious suggestion given you already have sylvan awakening, Rude Awakening is definitely worth looking into if your deck description is accurate where you can cast your commander over and over again. At worst, its a ritual. At best, it allows Cradle to tap for massive mana and is another enabler for Shamanic Revelation. It can also just beatdown for the win late game.

Another potential cut is Mina and Den. How often do you need trample? Do you really need the redundancy given Garruk's Uprising? If you were to cut it for an equal CMC card like Kamahl’s Will, I feel you would be better served. Acting as an additional outlet for cradle, shamanic revelation all while providing removal. Best part is that the lands are indestructible (just like sylvan awakening but with so much more benefit for 1 more mana, instant speed too!). You could cut Sylvan awakening if you really feel Mina and Den is necessary to push damage through.

To further field of the dead and ramp out your commander even faster (after 1 commander death tax), or just other creatures, have you considered Castle Garenbrig? Or does the potential of being tapped turn you off to it? If it does, another card to consider is Yavimaya, Cradle of Growth. It makes ancient tomb (so you don't take damage) tap for 1 green, cradle for 1 green if you don't have creatures (after a wipe) and allows your fetches to tap for mana perhaps you don't wanna shuffle (due to your topdeck knowledge like Oracle of Muldaya)

Pushing the envelope a little, Deserted Temple is good synergy with cradle, untap opposing land for politics, or untap yavimaya protection land for additional protection from removal

I would cut Valakuts awakening for Augur of Autumn - Valakut doesn't draw you cards and augur allows you to play lands off the top, potentially creatures too.

Be sure to let me know what you think of each suggestion

Grasshoppeh1 on Lost and Afraid

7 months ago

This is a mistake, there is no interactions here.

Earthcraft has interaction with the following:

This will not work or combo with Kamahl’s Will, yet they are both really powerful cards and should be tested. Apologize for any confusion I will proof read another time if I'm editing late lol

That said all those cards need to be tested and I can only find three solid cuts right now. Taking a look at the role of cards tonight instead of interaction.

Profet93 on Lost and Afraid

7 months ago

What is the interaction you are thinking of between Earthcraft and Kamahl’s Will, I fail to see it. How does it work?

RyuSama420 on Lost and Afraid

7 months ago

Profet93: you sure Kamahl’s Will is the card you're thinking of?

Grasshoppeh1 on Lost and Afraid

7 months ago

Took about 2 hours, but finally finished any analysis of my deck and maybe board. What I've done is compared every card in my board against my deck and calculated the amount of interactions that card has to "Go off" or to "do something". Just because a card has a low interaction does not mean it's bad, but it helps us pick out what "feels off".

The lists read like the following, What the cards does, how many interactions it has, what it's function in the deck is.

Resource: A card that it's goal is to let me play heavier things more often and thins to make drawing more powerful

Draw: Draws cards, this is very valuable in Azusa. Azusa likes draw more than anything else. Drawing gets you closer to winning the game much faster than thinning with resources

Kill: These cards have some way to win me the game. I will have to eventually go into detail into all of them. They have a known synergy that lets me setup lethal or are lethal.

Prevent: Prevents me from losing the game. Be it killing something, preventing something, etc

???: Does not fit any category, if this is met then the card should be reassessed.

Card Synergy Type

  • Wordly Tutor 24 Tutor
  • Finale of Devastation 24 Tutor
  • Tooth and Nail 24 Tutor
  • Green Sun’s Zenith 23 Tutor
  • Natural Order 22 Tutor
  • Avenger of Zendikar 17 Kill
  • Rishkar’s Expertise 17 Draw
  • Augur of Autumn 17 Resource
  • Courser of Kruphix 17 Resource
  • Oracle of Mul Daya 17 Resource
  • Ramumap Excavator 16 Resource/Kill
  • Ancient Greenwarden 16 Resource/Kill
  • Return of the Wildspeaker 16 Draw
  • Scute Swarm 16 Kill
  • Tireless Tracker 16 Draw
  • Tireless Provision 16 Resource
  • Lotus Cobra 16 Resource
  • Titania, Protector of Argoth 15 Kill
  • Fierce Empath 15 Tutor
  • Garruk, Primal Hunter 15 Draw
  • Azusa, Lost But seeking 14 Resource
  • Woodland Bellower 12 Tutor
  • Crucible of Worlds 11 Resource/Kill
  • Exploration 11 Resource
  • Life From the Loam 10 Resource
  • Sylvan Library 10 Draw
  • Sensei’s Divining Top 10 Draw
  • Rude Awkening 9 Resource/Kill
  • Scapeshift 8 Kill
  • Ulvenwald Hydra 7 Kill
  • Craterhoof Behemoth 7 Kill
  • Akroma’s Memorial 7 Kill
  • Regal Force 7 Draw
  • World Breaker 6 Prevent
  • Shamanic Revelation 6 Draw
  • Sol Ring 6 Resource
  • Nylea’s Intervention 6 Tutor/Kill
  • Sylvan Scrying 6 Tutor/Kill
  • Horn of Greed 6 Draw
  • Greenwarden of murasa 5 Prevent
  • Eternal Witness 5 Prevent
  • Constant Mists 5 Prevent/Kill
  • Vorinclex, Voice of hunger 5 Resource
  • Kozilek, the Great Distortion 5 Draw/Prevent
  • Genesis Wave 5 Kill
  • Bane of Progress 5 Prevent
  • Kozilek, Butcher of Truth 4 Kill/Draw
  • Blightseel Colossus 4 Kill
  • Multani, Yavimaya’s Avatar 4 ???
  • Boundless Realms 4 Resource
  • Beacon of Creation 3 Kill
  • Harmonize 1 Draw
  • Jeweled Lotus 1 Resource
  • Force of Vigor 0 Prevent

Multani, Yavimaya's Avatar with the over changes to the deck feels like it's falling off. It has a good interaction with Greater Good, but getting both of those cards off is unlikely. I also feel that every time I want to grab for an X creature it's hydra. This card is potentially on the chopping block.

Force of Vigor is a great card, but Beast Within might be overall better. It's a repeated effect at this point with the addition of Bane of Progress which it tutor-able in multiple ways.

Jeweled Lotus Feels dead sometimes in this deck. If you draw into it the card is great, but otherwise it's been falling off. Turn 0 Azusa is great in all, but the extra land or creature might be better.

Having trouble finding one more potential cut with this information. Will think about it more.

Card Synergy Type

  • Momentous Fall 14 Draw
  • Earthcraft 14 Resource
  • Greater Good 14 Draw/Prevent
  • Chord of Calling 12 Tutor
  • Wrenn and Seven 8 Resource
  • Mana Crypt 6 Resource
  • Defense of the Heart 5 Tutor
  • Kamahl’s Will 5 Kill/Prevent
  • Realms Uncharted 3 Resource
  • Allosaurus Shepherd 3 Prevent
  • Nissa, Vital Force 3 Resource/Prevent/Draw
  • Void Winnower 2 Kill
  • Beast Within 1 Prevent
  • Song of the Dryads 1 Prevent
  • Concordant Crossroads 1 ???
  • Kenrith's Transformation 0 Prevent
  • Lignify 0 Prevent

Kamahl’s Will is a wincon, a defensive option, amplifier for draw, and has potentially other combo's. Given how many lands I get, this is highly likely.

Earthcraft might become viable with the addition of Kamahl’s Will. Turns my cards doing nothing into resources. Tempted to try this

Momentous Fall I feel like i take it out and put it in a lot, I like the card but the sacing hurts. With the drop of Multi this might feel weaker now. Testing needed.

Greater Good might be a hard add, prevents exile even at the cost of cards. It's an engine otherwise. Testing.

Beast Within is going back, testing a cut to Force of Vigor. Adding versatility at the cost of cheating into play a removal.

TLDR Debating:

-1 Multani, Yavimaya's Avatar

-1 Jeweled Lotus

-1 Force of Vigor

+1 Beast Within

+1 Kamahl’s Will

+1 Earthcraft

+1 Greater Good

+1 Momentous Fall

Testing needed, these are no official changes at this time.

Load more