Kataki, War's Wage

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Modern Event Deck (MD1) Rare
Modern Masters (MMA) Rare
Saviors of Kamigawa (SOK) Rare

Combos Browse all

Kataki, War's Wage

Legendary Creature — Spirit

All artifacts have "At the beginning of your upkeep, sacrifice this artifact unless you pay (1)."

Kataki, War's Wage Discussion

dingusdingo on Tana / Tymna, Draft Two

1 week ago

Alright, lets look at Loyal Retainers in another way.

You're running 7 legendary creatures outside of your commanders (which we will assume you WONT send to GY), so there are only 7 creatures that Loyal Retainers can return. Assuming a 99 card deck, 7 in starting hand, and 2 specific cards to see (retainers + legend), you've got a 7% chance to get Retainers, and a 41% chance to have one of your legends in your opener. After 5 draws, you're only at a 60% chance to hit a legend.

Now lets compare to Life . Same chance to see the card, 7%, but it works with 29 creatures instead of 7. Geometric calculator is telling me 91% chance to see a creature in your opener that works with Life . After 5 draws, 98.8% that you'll have a critter.

Obviously Retainers does have some benefit. It can be used to make an infinite etb/ltb loop for winning. How valuable is that to your deck though? Loyal Retainers can only be used BEFORE combat on your turn, and Tymna gives you cards AFTER combat. Your main source of card advantage is going to cause you to have to wait a rotation after finding all the pieces to your combo. This is a massive downside. You can already assemble infinite loops with Saffi + Titan, or Saffi + Karmic.

Lets imagine another scenario. You have the Saffi on the board with Retainers, but you have Sun Titan/Karmic Guide in the graveyard. Loyal Retainers can't grab that half of your combo back for you.

Reveillark is going to outperform Loyal Retainers most of the time. It forms a loop with Saffi + Karmic + sac outlet to recover your entire GY.

  • Sacrifice Saffi Eriksdotter targeting Karmic Guide
  • Sacrifice Karmic Guide . It returns to battlefield, we put ETB trigger on stack targeting Reveillark
  • After Reveillark returns to battlefield, we sacrifice Karmic guide. We now have both Saffi + Guide in GY
  • Reveillark is sacrificed, we will return both Saffi AND Karmic.
  • We now pull creature 1 we want from GY with Karmic
  • Sacrifice Saffi, targeting Karmic. Sacrifice Karmic, it returns from Saffi effect, giving us Reveillark again. Sac Karmic so its in GY, then sac Reveillark to give us Karmic + Saffi. Karmic entering gives us creature 2 from our GY. Rinse and repeat until you pull entire GY and combo finish.

Other Stuff

You're running Kiki and splinter twin but you don't have any creature payloads to win. If you want to value reuse/copy creatures with an ETB, there are more cost efficient ways of doing it. I recommend you either cut these or put in Village Bell-Ringer or Combat Celebrant to have a Kiki payload. Overall though, I would just cut this combo.

You're running Yisan and Birthing Pod but you aren't running the cards to make them go. You need effects that untap them based off creature ETBs or actives, which are slot intensive. Yisan is dope, but if you aren't running the cards to support it you're running a slow tutor. Once again, I'd cut these if you aren't going to build around.

You are trying to fit too many combos in. Pick 1 or two that overlap in card usage and cut the others. Its better to do two things extremely well than it is to do 5 things mediocre. You should run reanimation loops + protean hulk + sac outlets, OR you should run kiki combo + pod/yisan lines. The hulk/animation loops both require sac outlets to be present on your field, while kiki/pod lines require untap effects. This will let you reuse your combo cards in multiple spots which will help reduce dead draws. Nothing feels worse than when you're holding 3 different pieces to three different combos that have very little utility outside combo lines. This is also why you're struggling to find space for more stax and ramp pieces.

You are also running a pretty high amount of beater cards. You should pare them down and run only the most efficient beater cards with high utility. Cathars' Crusade is a nice card but it does nothing on its own and buckles from Wrath effects. Compare to Elesh Norn, Grand Cenobite which gives a buff but can also beat even if its your only creature. It also hurts your enemies board presence greatly. Bitterblossom is a fantastic card but you aren't getting as much value out of it because you aren't running enough pieces to slow down the game. Keep it but consider that a 1/1 flyer doesn't do much if your opponent is able to drop their giant dragon commander, you have to slow the game! Champion of Lambholt will provide you with free swings, but if you just lock the game out instead you don't need the evasion and this card doesn't beat that well. Custodi Soulcaller is a meme card, it requires either haste or an untap step (so its slow), you have to swing to use it, and its limited in what it can grab, and it gets worse the fewer players there are.

Price of Glory is a wonderful hate card, but unfortunately far less effective than you think. Compare to Grand Abolisher . Abolisher can beat down, which is your game plan. Abolisher 100% protects your combo window. Price of Glory doesn't stop the counterspell that stops your combo, it just exacts a massive price for your opponent casting it. However, when faced with the option of losing the game or losing two lands, every single opponent is going to choose the two lands. Strong card but you don't need to run it.

Zombie Infestation is a nice discard outlet, and great when you're ahead and have locked the board. Just like Bitterblossom though, you have to slow the game or this card will be outclassed by the casual stompy 6 drops that are allowed to hit the table. Stax up or cut out.

Broken Bond is nice for minor ramp but bad for sorcery speed. Doesn't let you stop combos popping off. Don't be tempted by this card. Run Nature's Claim for cheap instant speed removal.

Cryptolith Rite is strong when you have a mana sink or tons of critters. Tymna will keep you stocked up on cards to dump with, while Tana gives you the critters. If you can afford it, Carpet of Flowers will outperform this card though. Keep it around if you don't have access to the Carpet.

What Goes In

So after cutting down all the shenanigans, heres what you want to add

DORKS: You get cards for hitting with creatures. Dorks are creatures that give mana and come out very fast. The maximum density of turn 1 dorks means Tymna turn 2, means free cards turn 3. This will improve the consistency of your deck more than anything else you can put in. You're currently missing Llanowar Elves Fyndhorn Elves Boreal Druid Deathrite Shaman Arbor Elf Elvish Mystic . These have the bonuses of working well with Priest of Titania and Elvish Archdruid , which will help you if you decide to run mana denial cards like Winter Orb or Armageddon (which I recommend both). Deathrite hates on GY and will ramp consistently with fetchlands which are prevalent in the format, extremely value. Arbor Elf can ramp more than 1 in tandem with Utopia Sprawl and Wild Growth . These dorks will help guarantee strong starts and consistent power to your deck I can't stress this enough.

ROCKS: Adding in the signets/talismans is going to ramp you, color fix you, and work in tandem with shutting off your opponents mana. Really really recommend these especially if your playtesting leaves you unhappy with mana availability.

STAX: This deck only works when you slow the game, I also want to stress this. Yeah you have some neat combos for winning discretely, but you are primarily a beater stax deck. Your commander gives you cards PER TURN, your other commander gives you CREATURES PER SWING. You want to games to go longer so you get more turns for more cards and more free creatures. It really isn't that hard dude. Cards that slow down the game will help you far more than they help your opponent, even symmetrical ones. This is why the deck runs Blood Moon despite being a four color deck. If you let your opponents start tutoring and dropping their big creatures, they will do better in combat than you and you will have a real bad day. If you hit their mana, stop their tutors and draw, and destroy their engines, you will pull ahead from the massive value you generate in the command zone. Please look at Root Maze Winter Orb Armageddon Rule of Law Deafening Silence Eidolon of Rhetoric Stranglehold Collector Ouphe Kataki, War's Wage

SAC OUTLETS: Real important if you decide to go with Reanimation/Protean combo lines. Look at Viscera Seer Carrion Feeder Altar of Dementia

Closing Thoughts

If you want to run a stax deck, you have to run the slow down pieces. If you want to build a cool reanimation combo deck, I recommend switching commanders or lists, take a peek at Karador Boonweaver

https://www.mtgsalvation.com/forums/the-game/commander-edh/multiplayer-commander-decklists/621075-karador-boonweaver-combo

This list is certainly looking a lot better with the first round of revisions! With some more cuts and shaving off some combos, you will improve its efficiency a lot!

P.S. I couldn't open the choice guidelines tab you made sorry bud.

SideBae on Tokens Galore *WIP Need Help*

2 weeks ago

So right off the bat, I suggest replacing Path to Exile with Swords to Plowshares . In a format like EDH, everyone is trying to do broken things -- so ramping your opponents is actively dangerous. Six to ten life points is not worth as much as a free land.

My second suggestion goes for almost any blue deck: Cantrips are your friend. Ponder and Preordain may not look like much, but there's a reason they're super-banned in Modern. I highly suggest including them. Depending on your budget, Brainstorm could be a worth inclusion as well. It's really only good if you have at least four to six fetch-lands, since they'll make sure you don't get Brainstorm locked (stuck with two dead cards on top of your deck). While Prismatic Vista and the Polluted Delta / Misty Rainforest -type lands are expensive, cards like Flood Plain or Grasslands are also good.

You're in green, which means you have access to the best dorks in the game. Sol Ring (which I think you just forgot to put in) is one of the few artifact-ramp pieces necessary in green decks: You have access to (and should strongly consider running): Birds of Paradise , Fyndhorn Elves , Elvish Mystic , Noble Hierarch (though she's pricey), Bloom Tender (also stupid pricey 'till WoTC gets around to a reprint), Arbor Elf and Avacyn's Pilgrim . Like Ponder , dorks don't look like much; but I've yet to see someone run them (properly) and not think they're the bomb.

Green go-wide strategies are interesting in that they have access to some pretty unique win-conditions. I'm working on a Shattergang Brothers list right now that uses Triumph of the Hordes as a win-con, and I think it'd be good here too. Also consider, if you have $60 you don't want, Craterhoof Behemoth + Natural Order -- that can pull a win out of nowhere, provided you have a good board-presence.

I love that you're already running Narset, Parter of Veils . Any deck that runs her should also have Windfall , since casting it while she's out is a pretty good way to win a game.

This is a small one, but you may want to run Nature's Chant instead of Disenchant , since it's slightly easier to cast. That being said, Nature's Claim is a mana cheaper, and I think it's probably better than the other two.

If you can, I think you'd probably have luck running Supreme Verdict . Not being counterable is a big deal in EDH, meaning it's probably better than Fumigate . Speaking of anti-counter-cards, if your meta is even just 40% blue decks, consider running Veil of Summer . That card's like... really good. Also good if your meta is blue-heavy: Carpet of Flowers . Because almost all your tokens will have three or less power, consider Retribution of the Meek as another potential board-wipe.

Card-draw is another thing you'll want to add in the remaining 49 cards. Slate of Ancestry is straight-up dumb in creature decks, and I suggest running it. Monastery Siege and Mirrodin Besieged are also good options for permanent-based card-draw. Tireless Tracker is also good, if you end up running 34+ lands.

Bant has access to a lot of the great hate pieces of our time. Depending on how many artifacts you run vs. how many your opponents run, Collector Ouphe and Stony Silence can steal games really nicely. Gaddock Teeg is excellent for holding off board-wipes (with the notable exceptions of Toxic Deluge and, less frequently, Dead of Winter , and there're countless other hatebears you have available to you. Some of my favorites in EDH include: Aven Mindcensor , Thalia, Heretic Cathar , Kataki, War's Wage , Ethersworn Canonist and Meddling Mage (naming someone's commander).

Similar to hatebears, there're non-creature ways to disincentivize your opponents from doing things. These are called Stax pieces, after the infamous Smokestack . Rhystic Study is good, but I think Mystic Remora is actually better. Coming down turn-one or -two means it can tax all your opponents' artifact ramp, and frequently acts as an Ancestral Recall in less experienced metas. Things like Aura Shards and Aura of Silence are good ways to keep opponents in check, and Storm decks (like the one I play a lot) tend to fold to things like Rule of Law . Root Maze is also an "expensive deck"-hoser, since things like Scalding Tarn , Grim Monolith and Mana Vault really, really stink while Root Maze is on the table.

You're in blue, so you should consider at least three to five counterspells. Dovin's Veto is a personal favorite; also consider Counterspell , Spell Snare , Mana Drain / Force of Will (if you've got $$$), Mental Misstep (blows Sol Ring out of the water) or even something like Mana Leak or Spell Pierce .

Right. That's all I got for now... hope this helps!

SideBae on Urza EDH Deck

1 month ago

Hey man! I have a few suggestions; feel free to ignore any/all of them.

  1. In Vintage, there's an idea called 'Xerox.' This refers to replacing a small portion of your land-base with low-cost cantrips, which can help you find lands if you need them, or dig you past them if you don't. The best ones currently available are Ponder , Preordain and Brainstorm ; I suggest you at least run Ponder and Preordain instead of two Snow-Covered Island s. The reason I'm not so adamant about Brainstorm is that, sans land-based shuffle effects, you're very likely to get stuck with cards you don't want on top of your deck a good amount of the time. If you want to run it, I suggest running at least four fetch lands (like Prismatic Vista or Flooded Strand ). Other cantrips to consider are: Sleight of Hand , Impulse , Serum Visions , Opt , etc.

  2. I don't know how this deck plays, but I do not think the Urza's lands are very good in EDH. It takes some effort to assemble tron in a four-of, sixty card format like modern; in EDH, getting all three of these specific lands can be a huge amount more trouble than it's worth. I suggest just running basic Island s instead, since these produce blue mana and don't die to your own Back to Basics or an opposing Blood Moon / Ruination / Wasteland .

  3. I don't know what the budget on this deck is, but since you're running Power Artifact , I assume it's high. I suggest running Grim Monolith in addition to your Basalt Monolith -- the Power Artifact -combo still works, and this one has the advantage of being mana-positive if you cast it early game.

  4. Mox Opal is really good. It's about $100, but in an artifact deck it is always an all star. If able, run it; if you can't but your group allows proxies, print one out.

  5. I don't think the Darksteel Forge -with- Nevinyrral's Disk combo is very good. It's a lot of mana to get online, and your opponents will have a turn to react (since Nevinyrral's Disk ETBs tapped). I think more mana rocks, like Mind Stone or Everflowing Chalice , are probably better. Especially since you already have Cyclonic Rift with a Mystical Tutor to get it.

  6. Since I've never played with this list, I don't know exactly how the games will go. However, if you find them going long frequently enough (maybe around 50% of the time), you may have some luck with Muddle the Mixture as a tutor. Normally, I dislike this card, as the transmute ability is only sorcery speed and three mana can be a lot to pay. However, it gets so many pieces of your combos, I think it may be worth including; it can fetch up Isochron Scepter , Dramatic Reversal , Power Artifact and (if you should choose to run it) Grim Monolith . It also can get non-combo cards like Cyclonic Rift in a pinch.

  7. There're some cool U artifact tutors to consider. If you want cards on par with your Power Artifact , Transmute Artifact is a pretty busted card that'll grab your combo pieces when you need them. (Side note: Basalt Monolith also goes infinite with Rings of Brighthearth ; idk if you want to run it, but I figured I'd mention it.) Reshape can be a redundant, if significantly less powerful, Whir of Invention .

  8. You may benefit from two or three more mass card-draw effects. I think you should run either Treasure Cruise or Dig Through Time (but not both, since delve can get in its own way), as well as one or two other spells like Fact or Fiction , Thirst for Knowledge , Chemister's Insight , etc. Notice that, except for Treasure Cruise , these are all instants.

  9. I think you may have overlooked Spell Snare as a counterspell. I think this card is, in general, highly underrated in EDH; however, I think it would be especially good here. It is a hard counter for a very frequent CMC, and can easily get rid of an unwanted Demonic Tutor , Sylvan Library or Cyclonic Rift . Better yet, it counters Null Rod , Collector Ouphe , Stony Silence , Kataki, War's Wage , Gaddock Teeg , Thorn of Amethyst and Lavinia, Azorius Renegade . It's cheap enough that leaving up mana for it isn't a problem, and it can keep you from getting hosed pretty well.

Good luck!

SideBae on Rhino, Let's Go! [Tips?]

1 month ago

Hey man! I got a few suggestions -- I hope you find them helpful:

  1. The best aspect of playing green is its access to turn one dorks. I'm sure you've noticed your Birds of Paradise is a great play to lead with; you should consider the following: Llanowar Elves , Elvish Mystic , Fyndhorn Elves , Avacyn's Pilgrim and Orcish Lumberjack . Bloom Tender and Priest of Titania are good two-mana plays in this sort of package.

  2. Another benefit to running dorks in green, aside from their mana, is that they're bodies. An Overrun effect can easily take the game, if you have a critical mass of creatures. Ironically, Overrun itself is pretty mediocre as far as Overrun effects go... I suggest running Triumph of the Hordes and Craterhoof Behemoth , since these are great ways to make an army of tiny duders into an army of deadly duders. Craterhoof Behemoth is especially good, since you can fetch it out with Natural Order , should you choose to run that.

  3. So, I'm not quite sure how your deck is going to play. However, I suspect you'll have a lot of creatures during the mid-game. I think you should consider running Shamanic Revelation and/or Slate of Ancestry .

  4. Veil of Summer is one of the more absurdly good cards printed recently. I highly suggest running it in any green deck -- it's a cantrip that protects your guys from counters and spot removal. There're some really odd niche-cases it's good in, too, like against Bitter Ordeal .

  5. I don't think Path to Exile is very good. In general, ramping your opponents in a format with forty life and several enemies trying to do busted things is a dangerous move. I like your Swords to Plowshares a lot more.

  6. Naya has access to some serious hate, in the form of bears and in the form of regular stax pieces. You should at least consider some of the following: Aven Mindcensor , Aura of Silence , Winter Orb (especially if you're running the dorks mentioned in (1)), Linvala, Keeper of Silence , Price of Glory , Root Maze , Armageddon (if you're like me and don't mind getting flipped off), Gaddock Teeg , Collector Ouphe , Stony Silence , Null Rod , Kataki, War's Wage and similar such nonsense. These are a really good way to slow down opponents long enough to get your army out and swinging.

  7. Finally, depending on your meta, there're a few green enchantments you should strongly consider: Choke , Carpet of Flowers and Compost are all super powerful, given the right meta. Blue and black are the two most common colors in EDH, so you can be pretty certain you'll be facing one or both most of the time.

Right. That's all I got for now. Good luck!

WhichKing on One Billion(!) Followers on Social Media

1 month ago

Haha I agree! I have a Kataki, War's Wage , Molder Slug , Titania's Song and Stony Silence but just don't have much space for adds. Thus far I have not really felt the need to put in artifact hate though.

SynergyBuild on Balan, Equipment Voltron

1 month ago

Wicker The deck is pretty weak to edicts, countermagic, fast combo, damage prevention ( Constant Mists ) and good anti-artifact stax like Kataki, War's Wage

GhostChieftain on EDH “auto adds”?

1 month ago

City of Brass Forbidden Orchard Exotic Orchard Reflecting Pool go in everything more than 1 color for me. That is the closest to an auto include. That being said, they will not see the light of day in a mono colored deck. In fact, I would say that most of the cards you included I would only play in certain decks if I played them at all. Not that your list is bad by any means, but I don't think there can be an end all be all list for auto includes simply because of

a)playstyles: a timmy and a spike will not want to do the same thing, so they will value cards very differently

B) commander: each commander or deck archetype will want different things. For example Kataki, War's Wage edh deck wont really wan't many mana rocks.

C) budget: the expensive mana rocks are basically a never include for most people. I see that you addressed them as optional, but they are almost always the correct choice if you are going to run a mana rocks.

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Kataki, War's Wage occurrence in decks from the last year

Modern:

All decks: 0.0%

Commander / EDH:

All decks: 0.01%