Kaima, the Fractured Calm impressed me a lot. Enchanting, Goading even Voltron this lovely Spirit Boar does it all. This is my approach to make this underrated Commander work. At first sight you might think why would i want to enchant my opponents creatures?! Sure there is stuff like Kenrith's Transformation which basically shuts down a creature, but building a whole deck around that? Seems Janky right?

But I found a bunch of cool Synergies here to actually make this work. Of course this is nowhere near CEDH. But now let's get into it:

First of all we need Enchantments to target our opponents creatures obviously. But we still want to get something from this, so I chose a bunch of Enchantments that work for us no matter who controls the enchanted creature. These are Bequeathal, Fruit of the First Tree, Keen Sense, One with Nature, Ordeal of Nylea and Sixth Sense. So these Enchantments will always work for us no matter if Kaima, the Fractured Calm is on the battlefield or not and no matter if we control the enchanted creature or our opponents. So having Kaima, the Fractured Calm out is just added bonus and you also have to consider none of these Enchantments actually hurt our opponents so it's extremely unlikely for them to be removed. Then there's ways to help the enchanted creature to connect or do more damage, but be careful with them since they can hurt ourselfes, if Kaima is not on the battlefield. So you might want to think about slamming them on your own creatures (like Ancestral Mask on Kaima, the Fractured Calm can easily give him 21+ power). Of course we also want to deal with our opponents creatures if they just generate too much value so we also want to slow them down. Most notably here are probably the Enchantments that enchant our opponents Lands like the Genju of the Cedars, Genju of the Spires or Crackling Emergence for example. Think about it you basically force your opponent to use his Mana before combat otherwise he has to attack with the enchanted land which becomes absurd if you target something like Strip Mine, Maze of Ith or other Utility Lands. I also added a lot of really cool Enchantments that usually are very underrated. My favourites here is card:Laccolith Ring. card:Laccolith Ring is target removal every turn rotation as long as our commander is on the battlefield which is insanly powerful. Custody Battle is also really funny in this deck since we don't care about who controls the enchanted creature as long as Kaima, the Fractured Calm is out so if you enchant the biggest Haymaker, the nastiest Hatebearer or just somebodys Commander it can take some interesting turns for sure. And if it's "just" a regular creature consider this creature the hot potatoe nobody wants to hold on to so it's basically removed from the game even though it isn't.
Moving on to the creatures. So obviously there is Ramp creatures and Enchantment synergy here like Argothian Enchantress or Aura Gnarlid. I think most notably is the Enraging Licid in terms of Enchantment synergy since it's a creatures that we can basically use to modify our opponents creatures. And since we have some Enchantments we like to attach on our own creatures and our Commander grows big with counters, I thought why not getting on the Modify Train as well. That's why we have Grumgully, the Generous and Renata, Called to the Hunt to modify all of our creatures and Rhythm of the Wild becomes even greater than it already is. So for modify value we got Thundering Raiju, Kodama of the West Tree and Chishiro, the Shattered Blade which all do some serious work once we get going.

Another cool value Artifact i very rarely see in Commander and it's just a perfect fit for this deck is Crown of the Ages. If our Commander is gone we have Geode Rager and Disrupt Decorum as a Plan B. Twinflame can help us finish the game and another awesome card for this deck that you rarly see is Outmaneuver since this keep the blocking creatures (and therefore the Enchantments on them) alive and it deals additional Damage so it's a good to way to connect no matter what or to remove a player out of nowhere when they think they're safe.

The rest is pretty self explanatory I mean fairly affordable Landbase, Removal, Ramp and Carddraw.

So what do you think? I know it's not the most powerful way to build around Kaima, the Fractured Calm, but i think it's a affordable and fun way to build around him. (This deck is inspired by EDH Deckbuilding)

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95% Casual

Competitive