Kamahl's Will

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

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.

DreadKhan on Canadian Short-King

4 months ago

Who knows if it's entirely 'good' in here, but Raised by Giants isn't an aura and it gives Wolverine +8/+8, too bad it doesn't come with Trample! There is also Belt of Giant Strength that might synergize for a handy buff.

Maybe One with the Kami? It doesn't have to go on Wolverine, and if he's strong enough you a ton of bodies. The card can go infinite with many other cards fwiw, but I've rarely seen it used for that so it shouldn't attract attention.

While it might not look fantastic at first glance, Kessig Wolf Run is a pretty useful card in most Gruul lists that feature ramp, and in this list it's even better since your Commander can regenerate if the opponent kills him due to low toughness. Since it's a land it's a safer include IMHO. Shinka, the Bloodsoaked Keep is a much fancier land, but First Strike seems like it'd be a nice ability to have. Final one, the new Arena of Glory, Haste is a sweet ability.

Inquisitor's Flail is a card I always look at when I build a Voltron list, if it's at all possible to be sneaky with it it's a very cheap damage doubling equipment that stacks with almost everything. Just this and and your Commander hits for 8 without any counters, and you can just regenerate him if he dies, but it's even better with double strike, then you'd hit for 16 from just those 2 things, and having even +1 power would turn it into 24, which is lethal.

As for possible cuts:

I don't love Assault Strobe, I hate that it's a Sorcery, especially when even Temur Battle Rage exists, giving double strike without trample seems like a bad idea. BTW I'm not saying run Battle Rage necessarily, I don't know if you want a one and done like this, and you for sure don't want it to be a Sorcery IMHO.

Animist's Might makes me wonder if Monstrous Onslaught is better, it doesn't have to target your own creature so it's harder to disrupt, and the ability to spread the damage out can make things very ugly for people if have a big creature. Might to me looks like it'd be cheaper to cast, but you'll only ever kill one creature with it. Similarly I don't love Contest of Claws, Sorcery speed removal isn't very good and I'm not sure that's enough upside (though it is better than Might fwiw, I'd look at better cards). If you're dead set on a card like this why not use Stump Stomp  Flip instead? At least it's a land if you're desperate.

Grumgully the Generous seems bad? I could be missing something, but a single +1 counter doesn't sound like it's worth a slot, especially at 3 mana, and you can only get it on ETB, so it's VERY timing sensitive; do you REALLY want to delay Wolverine a turn for this guy? I love the flavor of the card so I could see it being a pet card, so if it's a favorite keep it! Similarly I don't know about Renata, Called to the Hunt, both of these are great if you've got synergies with the counters, but if you don't they are just a one time +1/+1, and if they come down late they might just do nothing at all.

Concord With the Kami looks like a bit of a trap to me, if you are getting wiped a lot the card will do nothing, right, and that's when you want it the most!

How often do you find yourself drawing more than 3 cards with Season of Growth? I think Harmonize is going to play more consistently fwiw, but if you find you're usually drawing 3 or more cards with Season it's probably fine.

Do you really need to size of the effect for Signature Slam? It seems worse than Kamahl's Will, which costs only one more for an (arguably) much bigger effect. These lands are Indestructible and have Vigilance, so they can all safely swing (and can benefit from buffs as creatures for that turn) if you need that, but they can also work as handy blockers, I feel like killing the opponent's best creature AND making a bunch of blockers is nice upside?

I don't think you want or need stuff like Arcane Signet or Gruul Signet in Gruul, you're already vulnerable to stuff like Bane of Progress, so why increase that vulnerability? There are still Green ramp spells out there fwiw, including Three Visits. I guess the rocks are cheaper (and can add Green when you're truly desperate), but it seems more like an allowance to run more Basics (in a deck that doesn't run anything like Primal Order or Blood Moon), do you have some good payoffs for running Basics over the odd dual? I get the price point, but I feel like when you go much over $100 you have to start spending more on lands, or really lean into some kind of synergy with Basics, such as the ability to dig out a TON of Basics somehow (there are cards like Traverse the Outlands I guess).

I hope some of these ideas help, apologies if I suggested you cut any pet cards!

Kamerot on Jetmir's Myriad Debauchery

2 years ago

Goldberserkerdragon I love krenko, excellent choice for a first commander. And yeah, I've never been a huge fan of animating my own lands, i will usually reserve that ability for responding to board wipes, making sure an opponent has 3 creatures for defense of the Heart, and to get more nacatl war-pride tokens. Kamahl's Will has been my go to if I need to animate my own lands for any unique opportunities.

Profet93 on Altered Landscape (most fun EDH deck.. ever)

2 years ago

Hi_diddly_ho_neighbor

Is the anti flying cause not meta dependent unless you are both in the same meta perhaps (?). I've personally never liked the card, even when I was using my flying deck against it, I just used enchantment removal on it if needed. 8 mana is way too steep for the effect it provides IMO.

Rude awakening is GAS! If only there was cradle to go nuts with it.

Regarding both rude awakening/sylvan + fight cards, a good middle ground would be Kamahl's Will as it provides the best of both worlds.

Max_Hammer on These silly hoomans - Need Help

2 years ago

Well hello there! I had way too much time on my hands, so here’s this. By the way, it’s all ordered best to worst. (:

Pay less to play more.

  • Circle of Dreams Druid is going to drop loads of mana, assuming you can pay the three green.
  • Fallaji Wayfarer is going to give all of your stuff (including your commander) convoke! Not all, but a lot.
  • Hamza, Guardian of Arashin is going to make a lot of your creatures cost a lot less.
  • Herald of War makes all of your humans dirt cheap if he gets counters. But, oh, what’s that? This deck loves making counters for creatures? Perfect.
  • Nissa's Expedition is just Cultivate but it potentially costs a lot less.
  • Gaea's Cradle is perfect if you have a small fortune laying around and you’re in need of mana.
I need more! More!!!

  • Bennie Bracks, Zoologist every time you make a token? So every turn? Alright, sick.
  • Ulvenwald Mysteries lets you investigate the murder of your entire army. A board wipe kills this deck, but this (plus loads of mana) could help bring it back.
  • Season of Growth lets you scry a lot, letting you look for pretty much whatever and just pull it out.
No, you’re not allowed to have that! Because I said so! Exile it! Now!

  • Devouring Light, Conclave Tribunal, Hour of Reckoning are all removal spells but if you’re on a mana budget with a lot of 1/1’s.
  • Elspeth Tirel is a board wipe, if you manage to keep her around for long enough. If that’s not what you need, though, she’s got plenty of utility otherwise.
  • Coordinated Barrage, Kabira Takedown  Flip, and Outflank aren’t super powerful, but can destroy pretty much anything that comes your way. If it’s not hexproofed, shrouded, or indestructible, it will be killed.
  • Devout Chaplain says “The power of Christ compels you! Begone!” but this time it actually works.
  • Sanctuary Lockdown lets you say “Not this combat phase, Satan,” and if you have enough mana, you can do that again and again and again. Plus, if you decide you can’t, then it’s still a big boy.
  • Kamahl's Will will destroy just about anything in sight and can give you extra attacking force, if you can manage a way to keep all of your lands safe.
Gotta keep your stuff safe, yeah?

  • Loxodon Hierarch is going to save your deck (which is very sensitive to board wipes) from a board wipe, judy once. Use wisely.
  • Scapegoat won’t save your tokens, but it will save everyone else, commander included.
  • Kindred Boon can slowly but surely make literally every creature you own indestructible.
  • Ephemeral Shields is extra protection that can easily be pulled out of your back pocket.
  • Basri's Lieutenant isn’t going to save your deck, but it will buy you time or give you a chance next turn at a kill, if the board wiper was low.
Make all of your stuff bigger!

Make more stuff! The theme of these suggestions is Give me more, if you couldn’t have guessed.

Might of the Masses is always fun in a creature deck, one green for a massive “Fuck you” at instant speed is great. Now here’s a bunch of Might of the Masses style cards.

I was looking for cards with the keyword “Human” and a million Gideon cards came up, so here’s all of the Gideon Planeswalkers. None of them are bad, per se, but all Gideon cards are not made equal.

  • Gideon, the Oathsworn just happens to slip and give all of your creatures an absurd number of counters. Not to mention the big body (noticing a pattern yet?) and the one-sided board wipe! He’s got a weird face again, sadly, pass.
  • Gideon, Champion of Justice is a board wipe and a big, bad creature all wrapped into one. 7/10, he can dominate me.
  • Gideon Jura can goad and destroy stuff. Perfect for removal and instigating fights when you know you’ll win. Not to mention the big scary 6/6 lurking beneath. Also a weird face, pass.
  • Gideon of the Trials reads “Fuck your biggest creature, he’s not going to do anything, and also, as long as I’m around, fuck you more.” Nothing crazy, but can definitely make you public enemy #1 for having an effect like that. Pretty normal face, but that ability makes him a dick. 3.4/10
  • Kytheon, Hero of Akros  Flip is just some kid. Ignore him. This is a child, pass.
  • Gideon, Battle-Forged!? Where did you come from? Nothing super interesting here, but for one mana not bad. Weird face, pass.
  • Gideon, Martial Paragon can give buffs to all of your stuff, which is definitely not bad at all, and your opponents are automatically dead if he gets that ten ability off. That said, this Gideon can get it. 10/10.
  • Gideon Blackblade is eh. He’s okay. He can get it, though. 7/10.
  • Gideon, Ally of Zendikar can do some generic Gideon stuff. Make tokens, give buffs, be a 4/4. Eh. 6.7/10.
This is just stuff I couldn’t find a specific panel for, so yeah.

Your deck is pretty spotless, so unless some of these are direct upgrades or you know what you want to take out, then this is all I have for you here.

  • Thraben Doomsayer’s first ability can be easily beaten by other cards, and his second ability is mostly useless, since you’re pretty screwed at 5 HP either way.
  • Heron's Grace Champion Lifelink is cool, but not something you super need. It’d be worth it if it was permanent, but it’s not, so pass.
  • Maja, Bretagard Protector just feels a little expensive for such a lackluster ability, Idunno.
  • UncleLucky on Ramp and Burn!

    2 years ago

    You could do some silly alpha strikes by animating your lands, too! When you turn a land into a creature, it still has the mana ability:

    Rude Awakening
    Sylvan Awakening
    Kamahl's Will

    DreadKhan on Saryth, natural partner of Fynn

    3 years 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.

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