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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
As this enters the battlefield, you may reveal a Forest or Island card from your hand. If you don't, this enters the battlefield tapped.
: Gain or .
2 weeks ago
Hey, nice upgrades to the precon on a budget.
With Kalamax I find that instants that can give him evasion while also draw a card are excellent. It's the draw that's makes 1 mana and 2 mana spells like this busted with Kalamax. Kalamax is a great attacker to do real Commander damage if he has evasion.
Kalamax is a mana hungry Commander because to take advantage of his abilities you want to cast an instant on each player's turn and to do this consistently requires having a lot of mana. Consider more ramp?
- Relic of Legends --> Haldan, Avid Arcanist
- Storm-Kiln Artist --> Pako, Arcane Retriever
- Roiling Regrowth --> Essence Scatter
- Fellwar Stone --> Evolution Charm
- Joint Exploration --> Curse of Echoes
Relic of Legends is ramp and a source to tap Kalamax that makes mana. Storm-Kiln Artist is more magecraft, ramp with treasures. Roiling Regrowth is like Harrow except the basic lands ETB tapped. From the precon Haldan, Avid Arcanist + Pako, Arcane Retriever aren't needed, they belong in their own deck, with their own strategies.
Three, four or five color Precon manabases are subpar with too many basic lands which makes color fixing from lands quite poor. On a budget there's several land upgrades to consider, replacing not just some basic lands, but other lands that always ETB tapped for lands that don't?
- Holdout Settlement --> 1x Mountain
- Survivors' Encampment --> 1x Island
- Shivan Reef --> 1x Mountain
- Karplusan Forest --> 1x Island
- Rockfall Vale --> Rugged Highlands
- Vineglimmer Snarl --> Thornwood Falls
- Game Trail --> Gruul Turf
- Path of Ancestry --> Swiftwater Cliffs
Holdout Settlement and Survivors' Encampment can tap Kalamax to make mana. This is important since relying only on tapping Kalamax because you attacked can be problematic because what if Kalamax can't attack?
Good luck with your deck.
1 month ago
Hey, this is by far your best deck of the decks you've asked for help on. There's good deck building with a purpose.
The area that needs improvement is the manabase. 16x basic Plains is not going to cut it compared to many less Forests and Islands. The color pie of your deck shows primary white, but it's deceiving since you want a more balanced amount of land sources for each color to consistently cast Arcades. I say consistently because you need to control Arcades or most of your defenders are really not worth it.
Because you're playing green defenders who ramp and green ramp spells then it's important to have green mana more than the other colors in the early game, this isn't shown by the color pie. White and green are the two most important colors then blue. The majority of blue sources should come from dual lands that way the land can make another color except just blue. 8 sources of blue is not enough sources, you want more sources of blue which at the same time will increase sources of each other color.
On a low budget to balance the manabase for equal color fixing play some more always ETB tapped lands. This can unfortunately slow the game down some which means you want to make up for it with card quality.
- Yavimaya Coast --> 1x Plains
- Adarkar Wastes --> 1x Plains
- Fortified Village --> 1x Plains
- Port Town --> 1x Plains
- Vineglimmer Snarl --> 1x Forest
- Bant Panorama --> 1x Plains
- Path of Ancestry --> 1x Plains
- Krosan Verge --> Myriad Landscape
- Tangled Islet --> 1x Forest
Why are you playing so many cards that give you hexproof? Leyline of Sanctity and Shalai, Voice of Plenty are second and third most expensive price cards, but they don't help the strategy or have really any interaction with Arcades. If playing Leyline and Shalai then Ivory Mask and Aegis of the Gods aren't needed. Teyo, the Shieldmage is fine since it at least does something else, creating up to two defenders for draw with Arcades. Honestly, keep Shalai for this effect plus other effects and cut the others?
1 month ago
Well put together for a first deck. If possible, I’d recommend improving your mana base. If you don’t have access to fetch- and shocklands, there are still other ways to speed things up and provide better consistency. Vineglimmer Snarl or Game Trail might be something to look into.
2 months ago
Regarding your land base I see you're running Misty Rainforest, but not any of the lands it's 'meant' to fetch - these are dual lands that still have land types and are thus fetchable. Tropical Island, Breeding Pool etc. I don't think you need to run Misty as you're only in two colours and green is the king of ramp, so you're unlikely to be hurting for the right colours as well as cutting 1/10th of your deck's cost.
I don't like to spend a lot of money on my land base (especially in only two colours) but there are some cheap dual lands that are good to throw in, these come in untapped if you fulfill certain conditions (which are reasonably easy to obtain, especially in green) Dreamroot Cascade, Flooded Grove, Hinterland Harbor, Vineglimmer Snarl.
(Simic Growth Chamber is fine to keep - make sure you are bouncing a land you've already tapped for mana though, pro tip)
This is just my opinion so take this with a grain of salt. But I would replace the following lands
Myriad Landscape enters tapped, you're in two colours, one being green so you've got better ramp choices.
Blighted Woodland green has better ramp than this.
Lumbering Falls unless I'm missing something you don't need the utility of having a man-land.
Misty Rainforest expensive mana-fixing and you don't have the other lands needed to make full use of it, and again green has all the ramp options.
Rejuvenating Springs is fine but I prefer cheaper options.
Again, my opinion, but you seem light on removal and ramp while heavy on land. Most decks run 33-36 land, being in green you could probably get away with 33. Try throwing in some of these Nature's Lore/Three Visits, Vastwood Surge, Growth Spiral, Migration Path, Ordeal of Nylea has some synergy, and if you put it on a creature that already has two or more counters on it, you can sacrifice it the same turn you play it. This is by far a non exhaustive list so feel free to google simic ramp and see what other options there are.
As for removal you'll want to make sure you have removal for not only creatures, but other non-land permanents mainly artifacts and enchantments which can sometimes be difficult depending on your colours (I'm assuming you won't have to deal with problematic lands most of the time). Pongify, Curse of the Swine and, Reality Shift are good picks (Curse of the Swine-ing yourself to create lots of piggies is never not funny and unexpected.)
You don't seem to have any boardwipes, these are cards that, in a panic let you just erase everything from the Battlefield (barring lands, usually) and can be great for when your opponent(s) are simply getting ahead of you in terms of having a developed board-state. The best one you have available is Cyclonic Rift but is a bit pricey, others include Wash Out, Evacuation, Devastation Tide and, Nevinyrral's Disk (for an actual board wipe). Unfortunately Blue really only has options that return things to hand instead of thoroughly destroying or exiling and Green straight up has nothing except anti-flying. They do most of their removal through fighting.
This is turning into an absolute wall of text and I'm getting lazy so I'm just gonna finish here by copying a comment from a YouTube video
Card Draw: 10
Single Target Removal: 10-12
Board Wipes: 3
Standalone (cards that are effective by themselves/with commander): 25
Enhancers (cards that amplify or are amplified by standalones or commander): 10-12
Enablers (covers a weakness or fills a gap in your strategy): 7-8
Cards on your theme: 30(ish)
Consider overlaps (cards that count in multiple categories) and partials (cards that count as 'half' in a given category. E.g. scry 2 as half a card draw card)
2 months ago
Hey, on a budget really well done for your first Dragon tribal deck. On low budget you have good card sense and deck building skills.
There's many excellent Dragons here, but some stand out as subpar, not needed.
- Fellwar Stone --> Scaled Nurturer
- Fierce Empath --> Skanos Dragonheart
- Eternal Witness --> Earthquake Dragon
- Dryad's Revival --> Sapphire Dragon
Scaled Nurturer is lackluster ramp because only green mana and the mana can only be used to cast a Dragon. Can do much better for two drop ramp. Fierce Empath is another budget creature tutor to get a Dragon.
There's one area of deck building that you've left out, recursion and green is the best color for it because it's recursion of any card such as Eternal Witness. In multiplayer Commander your stuff is going to be destroyed a lot having some card recursion can help to get back certain cards that are important to gameplay such as Temur Ascendancy. Witness and Empath can be blinked to be repeatable.
Sarkhan the Masterless is less impactful here for five mana then if you're playing more Planeswalkers or a Commander Planeswalker. Bower Passage can help Dragons to wreck your opponents. For two mana it makes them essentially unblockable. It can stop annoying little Spirits from being blockers against Dragons.
Court of Bounty can be repeatable draw with the monarch and then repeatable cheat Dragon or cheat land from your hand. Dragons don't really need +3/+3 from Crucible of Fire for four mana since they're already high power/toughness and flying makes them good attackers.
- Yavimaya Coast --> Thornwood Falls
- Shivan Reef --> 1x Mountain
- Karplusan Forest --> 1x Mountain
- Mosswort Bridge --> 1x Forest
- Game Trail --> 1x Mountain
- Vineglimmer Snarl --> 1x Mountain
12x basic Mountains is a lot compared to the other numbers of basic lands. Replacing some basic Mountains with more dual lands could improve color fixing from lands to help gameplay. Yavimaya Coast, Shivan Reef, Karplusan Forest Pain lands have just been reprinted in newest set Dominaria United, get them while they're $2 or less each.
Good luck with your deck.
9 months ago
Hey, well done work in progress for less than $100.
Changeling Outcast is a one drop Frog who's unblockable. Bloodline Pretender is a Frog who grows each time Keimi is created. These are a couple of budget upgrades for lower CMC Frogs and they could replace two of the higher CMC Frogs such as Yargle, Glutton of Urborg and Frogmite. Doomwake Giant with so many low CMC auras can wreck your opponents and it could replace Haze Frog.
28 lands seems low, but if it's working for you then great. Path of Ancestry, Llanowar Wastes, Yavimaya Coast, Choked Estuary, Vineglimmer Snarl, Necroblossom Snarl are some budget lands to consider adding or land upgrades replacing some basic lands to improve color fixing.
Good luck with your deck.
1 year ago
Update 2: 10/12/2021
1 year ago
Hey, you're welcome and nice changes.
Archmage > Rashmi > Hippocamp. Archmage is a noninstant that's really good and yes you're undervaluing him.
Archmage with Kalamax draws two cards for the first instant you cast on a turn no matter what instant you cast. That's better than drawing one card from Hippocamp only on opponent's turns or putting one card into your hand/potentially being able to cast one spell each turn for no mana cost from Rashmi. This part of Rashmi's ability misses a lot when you're casting mostly low CMC instants. Some times you want to cast a sorcery and an instant on your turn or cast more than one instant on any player's turn which you draw from Archmage for each spell, Rashmi and Hippocamp don't.
Drawing a card or more whenever you copy an instant or sorcery is a huge plus with Archmage especially with Reversal, Kalamax and Ral. Draw three cards just by casting Reversal as the first instant on a turn. Archmage interacts with Fork combos with Kalamax where you can draw as many cards as you want, just not your entire library. Neither Rashmi or Hippocamp can do that.
It's possible you will cast Archmage or Artist after you cast Kalamax which means you potentially can't cast an instant that turn. You're right, this could be a problem, but is it so much of a problem to not play these cards? Not at all, it's worth that small amount of risk because Archmage or Artist the next turns will give you so much value. Wanting to cast noninstants is a good reason to play more budget one drop instants such as Stubborn Denial because of Kalamax since then you only have to leave up one mana or Drum to cast an instant to response to an opponent's action.
You're right, the strategies and combos with Kalamax are high PL especially since you can combo for only two mana with a Fork whenever any opponent casts any instant or sorcery. Taking away the manabase the PL of Kalamax with combos is around 8, but unfortunately you need a consistent manabase for the deck to function. Without it all the color requirements for the cards are too difficult make. It's the less than ideal lands in the manabase that make both of our Kalamax decks lower PL and casual.
There's nothing wrong with playing casual Kalamax since you don't have to try to win with a combo turn 4-6. That's a huge advantage of playing Kalamax as a Commander which is from nowhere you can combo win, even from an opponent casting any instant or sorcery. Being a good multiplayer Commander player doesn't mean that you have to win as fast as possible. It's about being patient, letting all players play Magic and choosing the best time to strike. Someone has to win at a casual table, but to pacify opponents win at turn 20 rather than turn 4.
Honestly, on a budget green is the problem color with Kalamax. We need green to cast him, but we really don't need green for anything else since all the combos are red or blue, draw/removal can come from just red or blue and ramp can come from more mana rocks and Artist really helps. The way we have both built our decks is very greedy on a budget. We want a green source turn two to cast a turn two green ramp spell, but if we want better consistency then we shouldn't play those green ramp spells and should instead play more colorless mana rocks that can for sure be cast.
You've reduced the green amount of sources from lands too much. Your deck is 32 lands with 19 red sources, 17 blue, 13 green with 13 ramp sources. 13 green sources from lands is barely enough to have a green source turn four. A problem is you want a green source turn two for land ramp. I've recently added the budget Reveal lands that care about an Island: Frostboil Snarl and Vineglimmer Snarl. Each are less than $2, you should consider also adding them to help with color fixing.