Klothys, God of Destiny
Legendary Enchantment Creature — God
As long as your devotion to red and green is less than seven, Klothys isn't a creature.
At the beginning of your precombat main phase, exile target card from a graveyard. If it was a land card, gain or . Otherwise you gain 2 life and Klothys deals 2 damage to each opponent.
|Have (2)||WillofForce , gildan_bladeborn|
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
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Klothys, God of Destiny Discussion
8 hours ago
I'd say one of the main decisions you should make with this deck is whether to go for Lurrus or not. Currently, you only have one card, Lili, which is preventing you from playing Lurrus. If you went the Lurrus route, I'd cut the LotV, and Ignobles. Iggys are best used to accelerate into 3 and 4 drops, which means they don't really fit in with Lurrus. Instead, I would probably add some Dragon's Rage Channeler (the card is just too good), Scourge of the Skyclaves, and maybe some bauble. Since Lurrus is so powerful, the best versions of Jund DS are almost certainly Lurrus builds.
That said, imo going into Lurrus-free jund midrange with Death's Shadow like you've done here is more interesting. However, you'd definitely need some more powerful 3-4 drop threats (although I guess Kroxa is kind of a "4-drop"). 4 Iggys seems a bit overboard to me, I think 3 may be more optimal given that its a weak topdeck. Grimlock suggested Varolz and I wholeheartedly support adding 1 mainboard--He's a very fun 1-of and a great topdeck. Bloodbraid Elf is another powerful 2-for-1 threat and a good 1-2 of. There are some other good 3-4 drops like Klothys, God of Destiny, Seasoned Pyromancer, Huntmaster of the Fells Flip but I don't really think any of them are a good fit for this deck.
About Deaths Shadow specifically: I've seen some comments above that there isn't enough self damage to justify Deaths Shadow and that the deck would function better as a midrange deck without DS. Honestly, this deck is more of a Jund midrange deck that happens to run Shadow than a full on Shadow deck. Only running lands and Thoughtseizes for life loss is enough to justify running shadow, since it is an efficient beater for mid to late game kind of like Goyf.
Although we have Iggy now as a one drop, DS isn't really a t1 play. I'd run more hand disruption: I think 2 Inquisition of Kozilek sounds good but whether you run 2 or 3 probably depends on the meta.
For the removal suite, I'd lower the curve. Unholy Heat would be good if you decide to run DRC and go Lurrus. Else, I'd run maybe 2-3 Fatal Push. Between Decay and Trophy, I usually like around 2-4 combined. Terminate is probably not needed to answer Murktide if you run 2 Assassin's Trophies. KCommand is pretty good right now so 2 seems like the sweet spot, although you could easily shave a copy or maybe even go up to 3. I don't think you need to go above 12 removal spells total.
Stuff like Temur Battle Rage isn't really what we want in a grindier midrangier deck, since its more for grixis DS decks to pull surprise wins out of nowhere.
In a Lurrus deck, 19-20 lands is usually enough. For Iggy jund, I would probably go for 21-23. You have mana dorks, but you also have more higher cmc cards. I would cut down on shocks and basics. Only 1-2 Blood Crypt, 2 Overgrown Tomb, maybe a Stomping grounds seems like enough. For basics I think you only need 1 mountain and 1 forest. I would probably go for 8-9 fetches total, since they can either help accelerate lifeloss or save life by fetching basics. If you go above 21 lands, some horizon lands to prevent manaflooding would be nice, like 1-2 Nurturing Peatland.
I won't really go into this one. I've noticed that most of your sideboards follow a very streamlined 4 4 4 3 pattern which can work well sometimes. I personally prefer a sideboard with more variety and 1-2 ofs but I guess it all depends on your meta.
1 month ago
I typically am not a big fan of playing recursion. But I do have a Kardur deck where I am starting to turn a corner with that a little. I have started playing it more as coincidental, big-play piece for some decks instead of the main-show & that has been working well.
On the flip side I will play a bunch of Graveyard interaction (hate) especially if it is part of multiple utilities on one card. I will continue to call Immersturm Predator underrated, same with Author of Shadows, same with Klothys, God of Destiny
2 months ago
Rasaru there are a couple more ramp pieces or mana base fixing listed under different purposes that usually play well. Shiny Impetus, Culling Ritual, Binding the Old Gods, Klothys, God of Destiny & Thaumatic Compass Flip are examples of additional pieces that help mana base but weren't categorized expressly as ramp. I also added one of my tutors back in but haven't updated the list I believe. All that added with the large land total & it usually plays well.
2 months ago
Theros first introduced us to Gods on Sept 27, 2013 and it wouldn't be another four years until Amonkhet came out with Gods. I remember when everyone was getting upset and annoyed that the Amonkhet Gods were not "real Gods" because they lacked devotion. But, of course, that was just us holding onto what we had believed to be established precedent and not recognizing that the devotion was mechanically appropriate for Theros' theme, whereas it does not translate well into Amonkhet's theme.
Amonkhet did not worship the same way as Theros does. Rather than praise and devotion through shrines and prayer, the citizens of Amonkhet worshipped their Gods and Goddesses through The Trials, which is why each God requires a sacrifice of some degree before you can call upon their service.
We eventually got to see the Zombie Gods from Bolas' plans come to fruition in the same plane, and this was flavorfully appropriate and meaningful.
But then, just two years later, we see even more Zombie Gods in War of the Spark. Okay. And since Hazoret was still alive and well on Amonkhet, we got red's representation via Ilharg, the Raze-Boar, giving us the idea that basically anything can "be" a God, now that we have both Zombies and Boars.
Less than a year later, Jan 2020, we got Theros: Beyond Death giving us all of the Gods back, with Klothys, God of Destiny replacing Xenagos, and a whole slew of Demigods.
Again, a year later in Feb, 2021 Kaldheim releases their set with something like 14 Gods.
I've now seen speculation and rumor that both Innistrad sets will also feature Gods, or beings worshipped as if they are Gods.
It feels like WOTC took the once splendorous awe of the Gods, which mechanically required some degree of faith and worship to be called into battle to aid you, and are now just rapidly slapping them out like any other generic subtype. The Gods no longer feel as empowering, episodic and all-powerful. They instead feel no different than any other tribe.
And to me, at least, that feels disheartening.
Truly, I hope it is several years before we see Gods be used again, and only then I wish they are in a world that is appropriate for them.
And yes, I understand that you really can't have a D&D set without Tiamat, and I am sure many fans would cry without Asmodeus, but I think you can see that the point remains. We went from something that was mechanically and thematically important to... just another lack-luster tribe being swept up into the corner.
AND IF IT WAS NOT EVIDENT ENOUGH - I completely forgot until just now that The Forgotten Realms gave us not one, but TWO token Gods.
Vecna, another Zombie God for 8/8 with indestructible and The Atropal, a God Horror for 4/4 with Deathtouch.
Just realized this, too. The sets that have Gods are being released in 1/2 the time of the previous set.
- Theros -> Amonkhet: 4 years (Including Hour of Devastation)
- Amonkhet -> War of the Spark: 2 years
- War of the Spark -> Theros: Beyond Death: 1 year
- Theros: Beyond Death -> Kaldheim: 1 year
- Kaldheim -> The Forgotten Realms: 6 months
- The Forgotten Realms -> Innistrad, if the rumors are true: 1 month? Set to release in September, 2021.
2 months ago
I do this all the time. My Mina and Denn, Wildborn landfall was turned into Rhonas the Indomitable big mana, into Omnath, Locus of Mana big mana storm. My The Locust God wheels&draw deck, at least the red part, got absorbed into Neheb, Dreadhorde Champion . My boros equipment commander used to be Archangel Avacyn Flip, then went jeskai for a bit with Akiri, Line-Slinger / Ludevic, Necro-Alchemist , and then back to boros, with Akiri+ Ardenn, Intrepid Archaeologist . Athreos, God of Passage split up in Heliod, God of the Sun and Rankle, Master of Pranks . 5c Golos, Tireless Pilgrim enchantress went Klothys, God of Destiny enchantress, while the mana base is currently making its way to Najeela, the Blade-Blossom .
My decks are always in motion, and when I acquire new legendaries, I do like to fiddle around to see if my decks can get more interesting. Of course, it very much depends on the rest of the deck if I'd still consider it the same deck. Klothys enchantress is completely different from Golos enchantress, but the big mana green decks have always played similarly, making 100 mana and pumping a mana dork with Rhonas for lethal is fun, but if you can make 100 mana, your deck is just more suited to be mono G Omnath. Rhonas is still in the 99. When I made boros equipment, we hadn't started the surge of great boros equipment legends yet that we are enjoying now, naturally I found better choices over time for that.
3 months ago
Also you can't use Lurrus as your companion after game 1 if you decide to board in Ashiok, Dream Render , Klothys, God of Destiny , and Leyline of Sanctity so you might consider finding alternatives. Nihil Spellbomb could replace your gy hate and synergizes with Lurrus. Leyline is probably not super important since your burn matchup is decent and hand disruption isn't a huge problem.
4 months ago
Looking at that list, I got another one: Primal Order does a LOT of damage if you're used to play against 3- or more colored decks.
5 months ago
Thanks for the response Profet93. I'll explain some of my choices here.
My idea with Svella, Ice Shaper was a way to dig for Primal Surge and play it for less than 10 mana. She might not be the best but I figured she would draw less removal than most other threats in the deck. I would much rather have a card that can just tutor for Surge but I can't find one that is a permanent in G or R. Svella is definitely a flex spot, meaning I can remove her for a better option but I do like being able to tutor it out with Woodland Bellower and Imperial Recruiter
Tajuru Preserver is in here mainly as defense against the Tergrid, God of Fright Flip deck in my playgroup but also useful against a lot of other common removal in my meta. I would like to keep this card in the deck and the fact I can tutor it out with Woodland Bellower and Imperial Recruiter make it better.
For Goblin Bombardment I was just looking for a free sac outlet that can be out when Primal Surge resolves. I need a sac outlet because once primal surge finishes resolving the Azami, Lady of Scrolls player will just make me draw a card and lose the game. I know I don't have to cast the whole deck but the Azami player would likely be able to make me draw a bunch of cards anyway. My plan would be to sacrifice a bunch of creatures in response to the draw to kill the player with Stalking Vengeance 's ability. I'm not opposed to cutting the card but I would need another sac outlet that does not draw me cards to take its place. I considered Greater Good but it doesn't help me after Surge resolves.
Klothys, God of Destiny is a bit slow, I see your point. Most cards in the damage category I am trying to have them do double or triple damage each time and she can also ramp me if I need to get that primal surge out faster. I do like to have some form of graveyard hate in every deck and being able to tutor for with Woodland Bellower is a nice benefit. I would consider removal for something better.
Shivan Gorge is only in the deck for 1 reason, Bring players to an even life total when I need them to die from a double damage Heartless Hidetsugu . I would consider replacing it but I prefer to have at least one card to be able to hit everyone for 1 damage and at least one way to tutor for it.
My optimal primal surge scenario would be one where lets say it resolves and I play my entire deck but opponents have such high totals I can't kill them all from the triggers or maybe they were in an order which doesn't allow me to do so. I would be able to attack a player or two with a bunch of hasty, trample, deathtouchers that give poison counters so only 5 creatures would need to get through per player. if that wouldn't work or if a Fog happened I could sac a bunch of stuff and kill off everyone with Stalking Vengeance and if for some reason someone survived I could sac Rooting Kavu and shuffle them all back in. I don't have him in the deck yet because I can't figure out a way for people to do a whole lot with only a bunch of mountains because of the Blood Moon and/or Magus of the Moon that would also be out.
I moved my maybeboard to be viewable so take a look at it and let me know what you think would be best to go in place of these cards. I appreciate your input.