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What’s the Scouter Say About Her Power Lever?

This is my take on Kalamax, the Stormsire as a commander deck and she recks some house ladies and gentlemen. This deck has been tested and proven to be mean, competitive, aggressive, and an all out beast that will keep your friends and opponents shaking in their boots, dreading the next bomb she might set off. Let’s just say my homie regrets picking me out the cool looking control Dino for my first commander. Now this deck is far from the precon you pick up at the store but I have put my own style into this one to make it my own & really go boom! The deck’s an instant copying machine and does it very very well even without Kalamax in the game. When its not casting and copying instants its making tokens, dealing/blocking damage, getting big hits through, mana ramping very well, and does well in the short and long game. My choices of spells give you lots of options in a single card making almost every hand have some serious potential. This deck has found a balance and a power that surprises even my most seasoned magic playing friends.

It’s OVER 9000!?!?(angry face)

You’re Forked Now! Now it wouldn’t be a Kalamax deck without a few fork (copy) spells to make her OVER 9000! Due to the fact that it’s not my only focus in this deck I have chosen to go with five copy instant or sorcery spells (forks) & 2 Tutors that add some other values on top it f fetching these. The forks in this deck are Expansion / Explosion, Insidious Will, Narset's Reversal, Fork, Reverberate, & Twincast

Expansion / Explosion is awesome giving you a fork you can pay to copy an instant or sorcery with converted mana cost or less or It’s a great kill/damage/draw spell that I find myself using just as often. Insidious Will should be an easy choice in this deck giving you a solid counter spell, retarget spell, or a fork making it useful and dangerous in many situations. You also have the OG Fork. It might not be the most amazing spell but you would be surprised how useful and cool it is when you do something steezy like copying a blue spell after your friend pops protection from blue, making a copy of the spell in red instead and still zapping them. Last is Reverberate & Twincast are straight copy spells but for great value. With the additions of Mystical Tutor & Muddle the Mixture allowing you to go find these spells as needed you have 7 potential forks in this deck making it something to fear. If you play any of these as your first instant during a turn & Kalamax is tapped you will have yourself a big ass dinosaur. Granted it paints a huge target on Kalamax and must be played off a sorcery you cast or an instant or sorcery another player casts. It’s a ticking clock in this deck and people who play Kalamax know it.

Lethal Fork Techniques

If Ral, Storm Conduit is on the field when you fork Kalamax you kill your opponents outright the. And there making this deck a ticking time bomb not to be taken lightly. Another combo is Simic Ascendancy and playing a fork they are forced to deal with that or you win on your next turn. The other option is of corse swinging with Dinozilla but the hurdle is getting that massive amount of damage through before Kalamax gets zapped.(that’s the hard part) This is where this next list of cards comes in giving you multiple ways to get that damage on target. Berserk, Collision / Colossus, Elemental Mastery, Hadana's Climb  , Kessig Wolf Run, Shadowspear, Soul's Fire, Gravitic Punch & Temur Battle Rage all combo with a forked Kalamax giving her flying/trample, making 1000 1/1 elementals with haste, or just targeting them directly. All are tried and proven methods of destruction and make Kalamax being forked all the more lethal.

The Army of Kalamax

When I first started running Kalamax I found myself sitting there with my ass hanging in the breeze with just Kalamax on the board probably tapped and no way to slow or stop the incoming damage of say, a strong aggro deck. This is where the token generation theme comes into play and it makes this deck really stand apart from other Kalamax builds being a focus rather than an (on rare occasion)Docent of Perfection   has some awesome value in this deck on top of making 1/1 wizard tokens the other wizards in this deck like Baral, Chief of Compliance, Mizzix of the Izmagnus, Murmuring Mystic, Nivix Guildmage, & Talrand, Sky Summoner also count towards transforming this card and getting +2/+1 for all wizards and flying. It turns your board of weak wizards into an army of flying problems. Elemental Mastery has so many functions in this deck and so much value it’s hard not to run it period. First you can tapping Kalamax for the spell copy, second you can still swing in with all her damage but it’s much harder to block, third you can pop up a defensive wall of blockers, and last but not least once Kalamax is forked you can use it to swing in and kill everybody.... you really need to run this card. Metallurgic Summonings is just mean making X/X constructs and gives you that graveyard grab on top of it. Murmuring Mystic & Talrand, Sky Summoner are awesome for 4 drops making you 1/1 or 2/2 flyers & the mystic is a nice blocker. Saheeli, Sublime Artificer has so much value and pops 1/1 tokens for noncreature spells, not just instant and sorcery’s. Then when you need you can turn an artifact into say a Sol Ring or Bloom Tender for a turn, allowing you to mana ramp hard and really change the tempo of the game. Last is Sprout Swarm. A simple instant spell that carries a ton of value in this deck. Letting you tap Kalamax to cast it, which copies it, and then pay to put it back in your hand. This spell can get out of hand fast once you start using the tokens to play for it and make you a nice little army of blockers. All these spells bring great value to this deck and make up for her being a little creature light. If you get more than one on the field the amount of tokens that manifest is intimidating. They create the board presents required to stay alive longer, dealing more damage, blocking more damage, just increasing your chances of victory against many styles of decks, & can even help the already strong mana ramp in this deck. Kalamax is intimidating all by herself... add a flooded board of creatures on her side and she becomes a nightmare.

The Queen is Dead

It’s only a matter of time before your friends and opponents catch on and make locking down and killing Kalamax their first priority every time they play you. Let’s just say she dies a lot! This is where the secondary Spell Copy Engines come into play. They keep this deck running dangerous even when Kalamax isn’t there and more so when she is. Double Vision, Mirrorpool, Primal Amulet  , Ral, Storm Conduit, Spark Double, Twinning Staff, & Nivix Guildmage all make this deck a force to be reckoned with Kalamax or not. When you have Kalamax and one of these out the results can be intense and rather explosive. Turning simple things like lightning bolt into a savage little board wipe.

Long Live the Queen

Kalamax is very powerful and as a result is a big freaking target 99.9% of the time which is why I made sure to have plenty of counter spells as well as some hex-proof. This keeps her from getting blasted all the time witch can lead to an unpleasant game for you. Champion's Helm, Swiftfoot Boots, Deflecting Swat, Insidious Will, Mana Drain, Muddle the Mixture, Mystic Confluence, & Thassa's Intervention all let you do some awesome things on top of keeping Kalamax around awhile longer.

Tap That Prehistoric Ass

Probably one of the most important things to have for this deck as much as anything else is easy ways to tap Kalamax without having to endanger her by swinging in. That is where the “EZ Tappers” or things that let you tap Kalamax for other value come in to play. They are like keys to this prehistoric engine. Chord of Calling, Sprout Swarm, Cryptolith Rite, Cultivator's Caravan, Elemental Mastery, Holdout Settlement, Honor-Worn Shaku, Smuggler's Copter, Springleaf Drum, & Survivors' Encampment. These are all incredibly useful in this deck and make it run very very smooth as well as adding some good mana ramp when needed. I run quite a few but I want one of them showing up to be almost a guarantee every game and they really are.

Absolute Power

This deck ramps beautifully pretty much every time and running into a color wall is rare. With , , and for the basic land I also flooded it with sets of double lands (Shock, Check, Pain, Bounce, and Filter) from Gruul, Simic, and Izzet. I also added a good amount of mana rocks, creatures, fetch, and untapers to make sure mana is never an issue. For land search we have Crop Rotation, Natural Connection, & Harrow one allowing you to swoop two special lands to sack one, two basic lands, or 4 basic lands for sacking one.(with Kalamax tapped of corse). For mana creatures we have Baral, Chief of Compliance, & Goblin Electromancer. These two are great for making your instants and sorcery’s (1/3 of the deck) cheaper and this makes a big difference when it counts. Bother being just drops make them easy early plays. Birds of Paradise & Bloom Tender are great mana rocks and when needed they can be used for blockers. An easy upgrade from say Arcane Signet or Fellwar Stone. Last but certainly not least we have Seedborn Muse which untaps all your permanent cards each players turn. This card is mean AF especially if you have a way to tap Kalamax. For mana enchantments there is Wilderness Reclamation which untaps all your land each turn, Cryptolith Rite witch lets you tap Kalamax along with all your creatures and all the tokens you have been making for any color, normally not the most useful enchantment in this deck but the token generation changes that. & Hadana's Climb   which transforms into a land very quickly with Kalamax but can also buff her and give her flying. Last we have the mana Artifacts. Chromatic Lantern is hands down my favorite one in this deck. One card takes all your color troubles away and is an extra rock itself. I picked this spell over Arcane Signet because for more mana you get yourself the same thing but you turn every land into one as well. It’s just too useful not to have in 3+ color decks. Sol Ring is a given for a one drop mana ramp in this thirsty ass deck. Cultivator's Caravan, Honor-Worn Shaku, & Springleaf Drum all let you tap Kalamax or another creature for one or more mana also helping ramp. The last is Primal Amulet   which makes instant and sorcery spells cheaper, then it transforms into a land that’s any color and makes a copy of an instant or sorcery when it’s used to pay for it. All of these cards help this deck ramp hard almost every time and makes her all the more potent.

Other special lands include Command Tower, Ketria Triome, Frontier Bivouac, Exotic Orchard, Minamo, School at Water's Edge, Mirrorpool, Kessig Wolf Run, Holdout Settlement, & Survivors' Encampment. All of them bring solid value to the board. Getting you your colors, tapping/untapping Kalamax, or being an extra copy engine in your back pocket.

BOOM Goes the Dinosaur

Now this deck wouldn’t be complete without a bunch of nasty instant spells to Reap, Pillage, & Plunder all sides, controlling the board and pissing people off because you keep shooting off instant spells twice each turn. First off you have the token makers. Sprout Swarm is great for getting some quick bodies on the field or later game it can explode making you an army then Returning to your hand for an extra , Pongify can be a mean destroy card for but can also be used to buff some of your own tokens if say you run out of enemy targets. Might not be its intended use but it works great and can be fun to do. Beast Within, & Reality Shift are the last two and they are just great ways to remove unwanted permanents or Indestructible creatures in your way.

Harrow, Crop Rotation, & Natural Connection pop off big letting you get lots of land down fast, mana ramping this deck hard.

The next set is all the multi option/ draw spells that let you dig through your deck on top of whatever else they do. Thassa's Intervention, Mystic Confluence, Fact or Fiction, Return of the Wildspeaker, Pull from Tomorrow, & Nexus of Fate all go for some serious value when copied and can completely tip the scales of the game. Weather they are refilling your hand or saving/buffing Kalamax for another turn these hold great value in any situation.

For straight target/player damage cards we have Comet Storm, Electrodominance, Expansion / Explosion, Soul's Fire, & Gravitic Punch all of witch can cause some serious damage or a lethal blow in the right circumstances.

Capsize & Cyclonic Rift are perfect for bouncing permanent cards with a cheap cost for the normal spell but also being able to pay for more values with these make them potential bombs ,board wipes, or game Enders.

Some of my favorite spells to run with Kalamax are instants that buff her and give her Trample. It is so much fun to swing in, bait in a dangerous blocker, then kill the blocker while causing some nasty damage to the player. Collision / Colossus or Colossal Might are perfect for this. Even as Kalamax first copy you swing in with 4 damage, wait for a blocker, then add +4/+2 and trample X2, and a +1/+1 for copying and that’s a 13/9 with trample coming in turn 4 or 5... talk about ouch! Temur Battle Rage is another power house for a 2 drop. Almost guaranteed trample and double strike for Kalamax and possibly another creature of your choice makes this one extra dangerous and able to get multiple creatures through. Last but certainly not least Berserk. This simple one drop spell can outright kill someone with Kalamax. With just a few +1/+1 counters Kalamax becomes a one shot bazooka. This spell is dangerous just being used once but when it’s copied by Kalamax it explodes causing insane amounts of damage or outright death at the cost of & Kalamax. This makes this spell very much worth it... I mean half the time it’s a Win Combo. The other things that hook Kalamax up with trample or flying are lands, enchantments, and artifacts that help get the same results and make this gimmick a real and dangerous thing in this deck.

An awesome kill combo in this deck is Chord of Calling copied at least once for as the cost. With Kalamax tapped for one the cost comes out to . Then go fetch Kiki-Jiki, Mirror Breaker & Zealous Conscripts (or any other creature that works with Kiki) & create infinite Creature tokens with Haste & Boom... this is a 3 card combo with Kalamax that’s just ruthless. Pulling Chord of Calling will almost win you the game. On top of being able to use Mystical Tutor to fetch it, this play has won me the game more than you would think and is super hard to counter. What’s great is if you don’t get through the first time because they saved themselves somehow you just try again next turn. I found this to be a much more reliable combo than Dualcaster Mage & Twinflame which can be harder to come across and only works once.

There it is

That is the deck and just some simple ways it I have chosen to run it. I hope you try it and and let me know what you think. Any thoughts or suggestions are greatly appreciated!!! Peace & Love DK. (More details coming soon)

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Revision 15 See all

(3 years ago)

+1 Fellwar Stone acquire
+1 Merchant Scroll acquire
Top Ranked
Date added 3 years
Last updated 2 years
Exclude colors WB
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

9 - 5 Mythic Rares

48 - 17 Rares

20 - 4 Uncommons

13 - 1 Commons

Cards 100
Avg. CMC 2.94
Tokens Ape 3/3 G, Beast 3/3 G, Bird Illusion 1/1 U, Construct */* C, Copy Clone, Drake 2/2 U, Elemental 1/1 R, Elemental 1/1 R w/ Haste, Experience Token, Frog Lizard 3/3 G, Goblin Warrior 1/1 RG, Human Wizard 1/1 U, Manifest 2/2 C, Saproling 1/1 G, Servo 1/1 C, Shark */* U
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