Combos Browse all Suggest
Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Alchemy | Legal |
| Archenemy | Legal |
| Arena | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Duel Commander | Legal |
| Freeform | Legal |
| Gladiator | Legal |
| Highlander | Legal |
| Historic | Legal |
| Historic Brawl | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Modern | Legal |
| Modern Beyond Horizons | Legal |
| Oathbreaker | Legal |
| Pauper | Legal |
| Pauper Duel Commander | Legal |
| Pauper EDH | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| PreDH | Legal |
| Quest Magic | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Orzhov Signet
Artifact
, : Add .
CommanderNeyo on
The Ultimate Warriors (Updated)
1 month ago
I love Mardu! My favorite deck plays a lot like this one.
Below are some of my recommendations, but I would mostly recommend you check out the CommandZone on Youtube - they have a deckbuilding guide that is very good. Also, for some ideas on cards, you can check out EDHREC, which is a database for deckbuilding.
Anywho, here are some of my recommendations:
== ADD ==
Isshin, Two Heavens as One and Windcrag Siege double all your attack triggers.
Alesha, Who Smiles at Death and Terra, Herald of Hope
if you face a lot of removal.
Swords to Plowshares, Damn, Blasphemous Act, and Ruinous Ultimatum for removal.
Boros Charm
for protection.
Voice of Victory, Bone-Cairn Butcher, Infantry Shield, and Dalkovan Packbeasts for more Warrior tokens.
Hardened Tactician, Raiders' Spoils, Mindblade Render, Skullclamp, and Zurgo Stormrender for card draw.
Professional Face-Breaker for ramp and card advantage. Boros Signet, Orzhov Signet, Rakdos Signet, Talisman of Conviction, Talisman of Hierarchy, and Talisman of Indulgence for more ramp.
Shared Animosity, Fiery Emancipation, and City on Fire for buffs.
Reconnaissance to remove any creature your opponent blocks so it won't die, and Redoubled Stormsinger to double your tokens.
33 Lands is very low, especially since you have so little card draw and a high average cmc of 2.67. I recommend at least 38, if not 40 - you generally want to be playing a land every turn for the first 5 turns.
== CUT ==
Here are some cards I recommend cutting:
Aeronaut's Wings, Colossus Hammer, Greatsword of Tyr, Inquisitorial Rosette, Mardu Monument, Team Pennant, Amazing Alliance, Cartouche of Solidarity, Rally the Ranks, Shared Triumph, War Effort - Most of these provide modest buffs or require too much mana to use in one go. Most equipment are better in dedicated equipment builds, while Zurgo is generally more about going wide. If you do want to play equipment, I would recommend ones that provide utility (like Sword of the Animist, which you already have) or provide large buffs (like Blackblade Reforged). Cards that only buff your damage by 1 are generally underpowered.
Chromatic Lantern, Commander's Sphere - Your commander is 3-mana, so it is nice to have 2-mana ramp so you can still play your commander on curve.
Diabolic Tutor and Mastermind's Acquisition are a lot of mana for a tutor, and I would generally recommend cutting them.
Anywho, that's a lot, but let me know if any of it was helpful!
firasnake on
Kaalia of the Waifu
4 months ago
That's what I'm going for!
For the mana, I think I've been hoping some of the indirect mana sources (blink or reanimate Lobelia Sackville-Baggins, steal mana rock with Yuffie, Materia Hunter, even out land advantage with Knight of the White Orchid, etc) would play out, but I definitely see what you mean. I added Arcane Signet and Orzhov Signet and added back Priest of Gix and Priest of Urabrask.
I can also see that I'm short on draw, and tutoring doesn't cover it. I strangely cut a few good options all at once and haven't noticed the hit yet, so good catch. I've added back in Matzalantli, the Great Door Flip (which also helps with mana), Minas Tirith, and Shilgengar, Sire of Famine, along with your suggestion of Harvester of Souls, which puts me at 12 card advantage cards. I don't suppose I should go much more than that since my reanimate options are supplemental card advantage, particularly later-game.
Thanks for the insight!
NV_1980 on
Kaalia of the Waifu
4 months ago
Honestly I don't think I've ever seen a Kaalia deck quite like this one.
Some general notes: The deck could really do with some additional mana-sources aside from your lands to make it a bit quicker. I tried to play-test it ten times or so and each time, I couldn't do anything meaningful until turn 3 or 4 at the earliest. Stuff like the signets (Arcane Signet, Boros Signet, Orzhov Signet, Rakdos Signet and/or maybe the talismans (Talisman of Conviction, Talisman of Hierarchy, Talisman of Indulgence could all be of tremendous value in this regard.
Then there's draw. Right now the deck contains maybe 1 or 2 actual draw resources. You also have 5 or 6 tutors; most of which I presume are meant to find you your combo pieces. I see you have blink options in here too, which allows you to reuse some of your tutors, which is nice. However, most EDH decks contain at least 10 or so card-advantage options to keep things moving along steadily during games. For this deck, I'd recommend CA-options like Bloodgift Demon, Dark Confidant, Harvester of Souls, Phyrexian Arena and/or Rakdos, Patron of Chaos. I can think of more, but these are quite expensive (money-wise) and considering the deck's current budget, those might not be suitable.
Hope this brew works for you, good luck!
multimedia on
Liesa but Angels
1 year ago
Hey, good WIP for Angels, nice Avacyn and Tithe.
When you break it down to the very basics of what you need for Angels it's three things: Angels, ramp and draw. Angels because you want to cast/attack with Angels, ramp because you want to be able to consistently cast your higher mana cost (4+ CMC) Angels and repeatable draw because you want to keep having Angels in your hand to cast. The better Angels you want to attack with, including Liesa, have a high mana cost, without more ramp you'll have a more difficult time casting them. Consider more lower mana cost (1-3 CMC) ramp and more repeatable draw sources?
In my opinion, a good rule for casual Commander deck building is having at least 10 sources of draw and at least 10 sources of ramp, allocate deck room for these. These are the most important two effects to have for smoother gameplay. Better overall gameplay makes playing Commander more fun since you'll get less frustrated with how your deck is running. Consider cutting a few of the lesser power cards compared to other cards here for more ramp and draw?
Add:
- Exemplar of Light, Resplendent Angel, Valkyrie Harbinger, Sanctuary Warden
- Arcane Signet, Talisman of Hierarchy or Mind Stone, Orzhov Signet, Wayfarer's Bauble
- Phyrexian Arena, Court of Grace, Mask of Memory, Collector's Vault
- Skullclamp or Transmogrant's Crown
- Knight of the White Orchid with Sunlit Marsh, Palace Jailer, Midnight Reaper
- Plumb the Forbidden, Night's Whisper, Read the Bones
Cut:
- Dragon Throne of Tarkir, The Pandorica, Halo Fountain, Entreat the Angels
- Unmake, Fate Forgotten and Isildur's Fateful Strike
- Legion Angel, Serra's Guardian, Emancipation Angel, Hailstorm Valkyrie, Vengeful Reaper
- Boon-Bringer Valkyrie, Seraph of the Scales, Angelic Skirmisher
- Season of the Burrow and Season of Loss
Some land upgrades to consider that are within the budget for the manabase: Caves of Koilos, Fetid Heath, Shineshadow Snarl, Great Hall of Starnheim, Tyrite Sanctum, Vault of the Archangel, Soulstone Sanctuary, Path of Ancestry
I hope this advice is helpful and I offer more if you're interested, about the potential adds/cuts I've suggested.
crusafix22 on
Kelsien Dead Shot (Help wanted)
1 year ago
Removed: Boros Signet, Orzhov Signet, Terminate and Necrosynthesis Unearth
Added: Dazzling Theater / Prop Room, You Are Already Dead , Vorpal Sword and Untimely Malfunction Lae'zel, Vlaakith's Champion
Apoptosis on
All my life
1 year ago
Updated with better tutors/mana rocks I pulled from an old tribal zombie deck. Additional changes made to make it more competitive.
I think it still needs more removal and ways to deal with artifacts/enchantments, but I haven't decided what that should be. I'm also not super excited about my high end bombs, it would be nice to have win-cons that are not dependent on going infinite or forcing loss of life.
Cards removed from mainboard: Out
Orzhov Signet
Orim's Prayer
Sorin, Grim Nemesis
Palace Siege
Gilded Lotus
Angelic Accord
Crypt Ghast
Spirit Link
Disciple of Griselbrand
Azorius Guildgate
Meandering River
Cards added to mainboard:
Sol Ring
Dark Confidant
Profane Tutor
Demonic Tutor
Vampiric Tutor
Well of Lost Dreams
Talisman of Hierarchy
Arcane Signet
Alhammarret's Archive
Reflecting Pool
City of Brass![]()
legendofa on
22a - Mardu - I'm Batman! Vorthos Reskin
1 year ago
Huh, that's weird. Anyway, Orzhov Signet (Two-Face's Coin) and Rakdos Signet (Joker's Calling Card) are missing the in the cost, and Rakdos Signet got part of Mind Stone.
legendofa on
22a - Mardu - I'm Batman! Vorthos Reskin
1 year ago
I don't want to spoil the fun, but...
Card text errors Show
This is great theming.
| Have (2) | metalmagic , Azdranax |
| Want (6) | Jayce_Ran , mflint , C0LDE , beesaurs , QuestionMarc , Pare771 |












