Kaya's Wrath

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Ravnica Allegiance (RNA) Rare

Combos Browse all

Related Questions

Kaya's Wrath

Sorcery

Destroy all creatures. You gain life equal to the number of creatures you controlled that were destroyed this way.

Kaya's Wrath Discussion

SeriousSquid on Insistent Angels

3 weeks ago

Tips. If you have recommendations I think I'd like something which can recover some value if all the spirits get taken out or if I'm ending up suiciding some lifelink tokens for Dawn of Hope . I basically added Impassioned Orator originally because opponents playing Ethereal Absolution was giving me head-aches and at least allowed me to throw Ministrant of Obligation onto the board for a minimum of 3x card-draw events off Dawn of Hope as they all come onto the board and immediately die while waiting for a Conclave Tribunal or something. Rising Populace is at least a cheap option, and the synergy with Teysa Karlov is nice but I'm hesitant.

Or maybe skip a Final Payment and just go for Kaya's Wrath and recover some tokens if the game gets stuck?

Mullac on Orzhov Competitive Angels

1 month ago

I feel like cutting out Kaya's Wrath for a smaller boardwipe such as Cry of the Carnarium or Golden Demise or Fatal Push or smaller scale creature removal is better as you're running a creature heavy deck which shouldn't need a boardwipe. While I understand the concept of Sephara + Kaya, if you have Sephara out by having 7 mana or 4 other creatures, I do not see the point of needing it. I love the standard version of this deck, its a shame its rotating out. +1 :)

Arkan_Dreamwalker on Captivated Audience

1 month ago

Whoah. Colinmjoyce. I never really expected anyone else to build this deck... on Arena, maybe, but I thought I was only guy willing to build something this off-meta in paper. My feelings are a bit mixed, this deck is my baby, I've been refining it since Captive Audience first came out, I bought the expensive duel lands and everything, it is extremely unique and completely brewed and balanced on my own, the idea of someone else playing it somewhere out there is... pretty neat actually. Good on ya, mate, glad you didn't get screwed by card draw. I have only gotten down to FNM with it maybe... four times? so far, (though I have played it endlessly on Arena) so, while I have never lost all my games, I also have yet to win all three rounds. And now you have beaten me to a full FNM win! With my own deck! Unbelievable! Still, perhaps the competition is a bit more casual where you're at, who knows.

The thing I would be mainly curious to hear about would be how your opponents reacted to the deck. Were they completely thrown for a loop, and had no idea how to play against it? Did they appreciate how original it is? And especially, did they seem to have a good time? While I consider it a very polite control deck, with absolutely zero counterspells, having your creatures and planeswalkers relentlessly removed might wear on them a bit. But just having Captive Audience as the win-con should offset that I always figured, it's such an off-meta card to lose to.

Anyway, I really appreciate you having the faith in my creation to take it out there, and I'm glad performed up to spec for you. It's pretty cool to hear that someone actually took the deck to FNM.

Now then, as to Chandra, Awakened Inferno. Absolutely not! Rule #1 of this deck: no planeswalkers and no creatures. If the opponent has Vraska's Contempt in hand it is a dead card. A dead topdeck. Period. They would have done better to have drawn a land. Cast Down ? Useless. Kaya's Wrath ? Ded. (Board clears can deal with our zombies, but those are not the wincon, so we really couldn't care less.) Bedevil ? Nope. (Well, if we have our one Immortal Sun out, then it has one thing in our deck that it can hit.) Prison Realm ? Forget it. No scry for you.

One must also note that unless the opponent has recently faced a Thousand-Year Storm deck, (and even then they normally run Ral) they will neither be prepared nor know what to expect from a deck that avoids the two most common win conditions/utilities in Standard. Secondly we have no room for planeswalkers. The sheer virtue of this deck is that anything which isn't card-draw or a win-condition is a removal spell. Everything. The only dead topdeck a lot of the time is a land. There are actually only five cards in the mainboard which act as card draw. The deck survives off of the sheer massive odds of topdecking a desired removal spell whenever needed.

One good argument against this is that a planeswalker can double as a removal spell. Chandra, Awakened Inferno for example, is an ideal example of this. She cannot be countered, and then you get priority to guaranteed get off one of her abilities, so one could think of her as: "6 mana, this spell cannot be countered, exile target creature with 6 toughness or less, or target planeswalker with 6 loyalty or less," with the additional benefit that if the opponent does not want that to happen again at a later time, then they need to expend some damage or mana to remove her. (Assuming that you killed something with 5 toughness/loyalty or less, or used the second or first ability.) Thus planeswalkers can count as removal.

But this lessens the psychological edge this ridiculous little deck has over its opponents. And it would just be thematically off, this is an enchantment control deck. Also, well, we run The Immortal Sun . ?_?

But as for Chandra, Awakened Inferno “working well with Theater of Horrors ,” absolutely not. The emblem her first ability gives activates at the beginning of the opponent’s upkeep, and you can only cast cards from under ToH during your turn. And neither of her other two abilities damage the opponent. Chandra, Novice Pyromancer could be handy for activating ToH for free for a couple of turns after casting her.

All that said, an ALTERNATE build of this deck, AKA a just slightly different build, could easily have planeswalkers. In which case I highly recommend Ugin, the Ineffable , as he can deal with enemy enchantments and is just all-around awesome, and Angrath, the Flame-Chained , who was originally considered for the slot currently held by The Immortal Sun. Chandra, Awakened Inferno ’s +2 ties in very nicely with our alternate win-condition of just pinging them down with I-GI and ToH, and yes, her -3 could be quite handy, as would her -X. Chandra, Novice Pyromancer offers a Shock on a stick, as well letting us play CA on turn five with her -1. So as I have surely mentioned somewhere, replacing The Immortal Sun and a few other cards with some planeswalkers would be a perfectly viable alternate approach to the deck. (As would going Mardu.)

So yeah, thanks for taking the deck for a spin, hope you enjoyed it.

Caerwyn on Want to play a game?

1 month ago

I ran a couple goldfishing playtests of your deck (i.e. running it by itself with no opponent trying to hinder you) to demonstrate how quickly you could expect to cast one of your Eldrazi. The results were on turns: 9 (issues with lands entering tapped due to the lack of basic land types slowing down playing creature cards); 18 (hit sufficient mana on turn 11, but didn't draw into an Eldrazi); turn 8 (no plays until turn 4); turn 9.

That's far too slow for Modern, particularly given your lack of useful interaction.

In the interest of helping you as a deckbuilder, here is some generic advice:

This site has some rather helpful analytical tools, such as a handy dandy little chart showing how much your spells cost. This shows your highest concentration of spells are cost 4 mana, which is a high place for your curve to be centered.

Since your last iteration of this deck, you have added more removal, but most of the removal is fairly lackluster. Here are cards that don't work for you:

The one strong piece of removal you have is Assassin's Trophy - it's a strong card that hits any permanent you might need to kill. Other strong piece of removal in Modern include Path to Exile , Lightning Bolt , Fatal Push , and Dismember . When choosing your removal package, you want to (a) focus removing creatures and (b) focus on cards with a low converted mana cost.


For ramp, you don't want to focus on having a bunch of lands and ways to cheat them into play. Instead, consider ramp creatures like Llanowar Elves . Simian Spirit Guide is also a pretty strong answer if you are in red, as it gives a free influx of mana.


Normally Modern decks have 24 or fewer lands, depending on the curve of your deck. 30 is far too many.

Remember that, just as important as ramping into the spells you need is the ability to actually cast spells when you need them. To that end, a four colour deck is pretty hard to pull off without a bunch of expensive fetch and shock lands. Seeing as you do not want to run Tron and want to stick to other methods of ramp, your best option is going to be a two-colour deck with Green for ramp and another colour (white would be my choice) for removal.

Hopefully some of that helps show some of the issues you're having, and provides some direction on how you can make some improvements.

SP3CTR3_chelts on Teysa aristocrat build

1 month ago

I understand temple bell can work well with smothering tithe but most of the time you will not have both and generally everyone draw 1 cards are not good unless your entire strategy is built around them. An enchantment like Underworld Connections would suit this deck much better if you needed the draw. To clarify im not saying Phyrexian Processor is a bad card i just think it is too much of an investment for what it makes, adding a combo or even a different bomb i think would be better, Aetherflux Reservoir i think would be a better outlet for your life (but would add a combo finisher first).

removal you might consider:

Despark

Vindicate

Anguished Unmaking

Path to Exile

Swords to Plowshares

a couple of less good situational removal

Seize the Soul = Value

Gideon's Intervention = stop decks that require thier commander

board wipes to consider:

Magister of Worth

Kaya's Wrath

Cleansing Nova

Merciless Eviction = be careful what of yours get exiled

and the two edengstrom1 suggested I would recommend running a couple even if a lot of the time they sit in your hand too long before they become necessary, some board states you just cant come back from.

multimedia on Call the Thicc Bois

1 month ago

Hey, saw your forum topic asking for help.

Nice upgrade of the precon. Cards to consider cutting to make 100 cards:

  • Contagion Engine
  • Contagion Clasp
  • Righteous Aura
  • Seal of the Guildpact
  • Helm of the Gods
  • Champion's Helm
  • Thoughtrender Lamia

Proliferate isn't doing much here except giving you more experience counters and that's not worth it instead play more enchantments to get experience counters?


Consider adding more low mana cost enchantments to get experience counters faster? Flickering Ward is very good because it's one mana enchantment that can be an engine to get experience counters while also protecting Daxos from targeted removal from the color of protection you choose. Also excellent with Mesa as a draw engine. Kaya's Ghostform another one mana enchantment that can help to pseudo protect Daxos by reanimating him when he dies or is exiled. Because Daxos is only three mana and he can be a repeatable source of tokens then consider less creatures? Board wipes that kill all creatures are good with enchantment strategies and with a Commander who can create creatures after a wipe.

Can add enchantments to protect/reanimate Daxos from your own or opponents' board wipes:

Tutors that don't break the bank that can get an aura/enchantment are helpful:

Expanding on enchantments that disrupt your opponents can buy you more time to get experience counters and make Spirits:

Once you have a lot of experience counters then you don't need to really cast lots of enchantments. Can instead utilize Daxos's ability to make creatures without casting them. Which is good with enchantments that only let players play one spell per turn. This disrupts your opponents more than you and in some cases shuts down entire opponent strategies like combos:

Good luck with your deck.

SideBae on Marchesa, Curses

1 month ago

The first thing I notice is that your mana rocks are less than ideal. The Talisman cycle is good, and I'm glad you included it; however, Chromatic Lantern is a questionable inclusion. You have a lot of non-basic lands to help your mana-fixing situation, and three-mana rocks are significantly worse than two-mana rocks. I think you'd be better off running Orzhov Signet , Mind Stone , Fellwar Stone or even Thought Vessel .

I like the Second Sunrise tech -- I didn't notice that interaction with curses. Faith's Reward is another good option with the same effect, if you want redundancy there.

Gamble is an excellent tutor for any red deck, and I think you should strongly consider running it. Enlightened Tutor is expensive, but it'll help tutor up some of the curses you want to use. Similarly, Replenish is an expensive card, but it has a Second Sunrise effect without the requirement to cast it on the turn an opponent died. Academy Rector helps grab Overwhelming Splendor early.

I think Ancient Tomb is (almost) strictly better than Ancient Tomb . If you have access, you should try swapping them. Prismatic Vista is way better than Evolving Wilds , so you should run it if you can. Silent Clearing is good in addition to your Sunbaked Canyon . You have a bunch of double-colored-mana-costs; consider running Reflecting Pool as a sort of ETB untapped tri-land.

Card-draw/selection is at a premium in EDH. Consider Painful Truths , Night's Whisper , Read the Bones , Twilight Prophet and Faithless Looting . In all likelihood, your general and Phyrexian Arena will take care of most of your card draw; however, having a few other sources of card advantage is good.

Crackling Doom is a Mardu card I always liked -- it acts as a 3-for-1 in most games, and aims at the fattest creatures your opponents have. Fire Covenant , Ashes to Ashes and By Force are similar X-for-1s. Despark is an interesting removal spell, and may be great depending on your meta.

I think Toxic Deluge , Kaya's Wrath or Wrath of God are likely better than Rout .

Blind Obedience is good as a source of life and as a stax piece. It hoses a lot of decks, including mine (I play artifact-based storm), and has generally impressed me.

Reanimation enchantments may be interesting with all your enchantment recursion. Being able to repeatedly cast Animate Dead , Dance of the Dead or Necromancy seems pretty good, especially if you have ETB or death-triggers on the creatures you target. Your Sun Titan and Bitterheart Witch are pretty good with the reanimation cards; adding Grave Titan or Massacre Wurm would make it better.

Alright. That's all from me. Good luck!

jubale on Ajani's Amazing Life Show

1 month ago

Thanks, mushra! I had fun writing that.

So far only Best-of-1 play because I don't have cards needed for a sideboard. (Suggest The Elderspell , Mortify , Kaya's Wrath , Duress , Conclave Tribunal .) I actually don't even have Ajani yet because I've been going Free Play, but he's pretty perfect for the role. I've also avoiding most of last year's cards for the same reason.

Yet, the deck seems fine against mono-red, against elementals (go aggressive and win before they can get stuff happening), fine vs. flyers, struggles against planeswalker decks, and really battles Esper Midrange.

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Kaya's Wrath occurrence in decks from the last year

Standard:

All decks: 0.32%

Commander / EDH:

All decks: 0.01%

WB (Orzhov): 0.43%