Welcome to Mecha-Kitty, Regent of Furballz !

Hi there! Welcome to the primer of my mono-white, Voltron/kitten tribe deck, commanded by Kemba, Kha Regent. It aims to create a very deadly (mecha-)cat, while simultaneously flooding the field with a spawn of deadly kittens. These last are meant as my furry (and cute) defensive line, while Kemba moves in for the commander-kill. The deck does contain enough means to make the reverse possible though, which I feel is surely capable of eliciting a guffaw or two. I play this in casual formats. It’s not meant to be used in a competitive fashion, but of course I welcome anyone to try! Feel free to comment on anything you (dis)like throughout this primer; I hope you will enjoy it!

First and foremost, I could not help but chuckle at the thought of sending a heavily armed cat into my opponents’ ranks. Second, the ability to generate an entire host of kitties every turn, based on the amount of firepower Kemba was carrying, seemed pretty good. Third, white is an excellent color when it comes to synergizing with equipment-artifacts, which enables the deck to have a bit more speed as well as an improved ability to protect its artifacts (compared to most other colors).

I use the following ten parameters to determine the strength of the deck. For each, I allocate a score of 5 (very good), 4 (good), 3 (mediocre), 2 (bad) or 1 (very bad); when totalized this score represents the power rating of the deck (maximum score is 50 points).

  • Mana: indicates the availability of mana sources within the deck.
  • Ramp: indicates the speed at which mana sources within the deck can be made available.
  • Card Advantage: indicates availability of filter- and draw resources represented within the deck.
  • Overall speed: indicates the deck’s potential for pace, based on resource availability and mana curve.
  • Combo: indicates the measure of combo-orientation of the deck.
  • Army: indicates the deck’s creature-army strength.
  • Commander: indicates how much the deck is commander-oriented/dependent (less dependency is better).
  • Interaction: indicates how much this deck can mess with opponents’ board states and turn-phases.
  • Resilience: indicates whether the deck can prevent and take punches.
  • Spellpower: indicates the availability and strength of high-impact spells.

Mana: 2

Not a large number of rocks in this deck (only three). A single artifact to cheapen white castings has also been included, as well as an enchantment that can yield mana in the form of tax.

Ramp: 3

I have included five options that specifically allow me to search for lands in my deck. Unfortunately, only one of these allow me to play an additional land during a turn.

Card Advantage: 3

Five cards within this deck allow me to search for equipment; which is ideal for Kemba. Then there is an additional three cards that allow me to draw/filter. Last but not least, some draw based on the casting of equipment has also been added; which is a great boon in this deck’s configuration.

Overall speed: 3

The low availability of mana and ramp resources is compensated by a decent amount of draw and the deck’s low average CMC. Combined with some methods to save mana while still gaining value (examples: free equipping of weapons, no-charge token generation), the deck still features an average speed.

Combo: 2

This deck only features a couple of strong combos, but is not combo-oriented. Most of the combos feature equipment or enchantments and these elements can be tutored for by some of the deck’s card-advantage resources.

Army: 4

A smattering of the wonderful equipment this deck contains and Kemba herself, is enough to create an absolute behemoth feline capable of smashing just about anything in her path, produce a ton of commander-damage as well as generate a battalion of 2/2 furballs every turn. That last parlor trick is not specifically powerful by itself, so I have added seven boosts to increase overall battle performance of these tokens.

Commander: 2

Lack of commander, means lack of a token army which results in me having no disposable creatures to block with. However, the equipment within this deck can be used with anything, so I am definitely not dead in the water without her.

Interaction: 2

Not one of the deck’s strong suits. A few options have been included to destroy or exile opposing creatures and other permanents. One of the deck’s card severely downgrades the opposing armies’ power/toughness and there’s some inhibition of spellcasting going on.

Resilience: 4

There are ten pieces of equipment to make Kemba very hard to remove from the field (or affect her with spells at all in any way). The deck also features two cards that act as protective measures to ensure the survival of my artifacts.

Spellpower: 1

In terms of high-powered, game changing spells, this deck features no options at all.


Total power score: 26

In terms of power, I score this deck as slightly below average. It lacks some resources and therefore isn’t the speediest of decks, but it is reasonably resilient (especially its commander). Under the right circumstances (which are easy to come by) she will be able to attack with nigh impunity and have a decent chance to slay opposing commanders. For defense, I am dependent on a relatively weak force though; a dedicated army or an opposing deck with a focus on removal can circumvent it easily.

My primary objective should be the creation of a very powerful Kemba, whose goal it is to circumvent the opponents’ defenses (if possible) and go directly for their throats. While doing this, I want Kemba to create an army of furballs who can serve as her backup, as well as my defensive line to hold back opposing forces. In terms of attack-strategy, I aim to have Kemba’s attention focused on a single opponent at a time; starting with the opponent that presents the biggest threat to my strategy (I try to be political about my choice as well; considering mono-white’s limitations it cannot hurt to gain a temporary ally). Generally, I need to:

  1. Focus on initial resource gathering; mana and card-draw/tutoring.
  2. Ensure Kemba’s survival by summoning protection.
  3. Summon and equip Kemba.
  4. Strike with Kemba and create the kitty home-guard (and if possible, also strike with that).
  5. Strike with Kemba (lethally)

Throughout the game, try to keep Kemba unharmed. If possible, try to keep my equipment from destruction as well, as these are almost as important to winning games as Kemba herself is.

At least three cards in my starting hand ought to be lands (or two lands and a Mox Opal, Sol Ring, Land Tax, Weathered Wayfarer or Pearl Medallion). This is a must; I’m not going to start a game without this hand (even if I have to mulligan down to three cards). The ideal hand would also contain some additional ramp options, as well as either an artifact tutor or a protective artifact for Kemba. Either will help me to attain the early-game objectives.

During this phase, I want to complete a basic build-up of resources and to prepare the board for Kemba’s arrival. I try to start with ramp on turn 1. The best possible starts would be casting Sol Ring to get an edge, though in some respects Weathered Wayfarer or Land Tax are an even better start, as they will just about guarantee land drops in subsequent turns. Other great turn 1 casts are and Giver of Runes, Sigarda's Aid and Steelshaper's Gift. During my second turn, I either churn out a new ramp option (options could include Gift of Estates, Oreskos Explorer and Pearl Medallion), go for another tutoring option (Open the Armory, Stoneforge Mystic) or get some protection for Kemba going (Champion's Helm, Lightning Greaves or Swiftfoot Boots). Should none of these options be available to me, summoning Puresteel Paladin or Sram, Senior Edificer are next in line in terms of priority. Cheap equipping and extra draw will really help me out in phases to come. By turn four or five, I want Kemba, Kha Regent to have appeared on the battlefield, with one or two pieces of equipment attached to her (one of which gives her hexproof or shroud).

During the mid-game, I aim to destroy my first opponent; if I am lucky, my first two opponents. Under the right circumstances, an equipped Kemba can kill an opponent in one or two blows. I assume my target keeps his/her defenses up. Thus I will need to equip Kemba with equipment that allows for the circumnavigation of said defenses. This could come in the form of making Kemba unblockable (with Whispersilk Cloak or Rogue's Passage) or by giving Kemba protection from the appropriate colors (with Mother of Runes, Sword of Truth and Justice, Sword of Sinew and Steel, etc.) which also makes her unblockable for those colors. To help me find the equipment to grant protection, I use aforementioned equipment tutors (if I haven’t already) or Stonehewer Giant. In case these options are unavailable to me, I can also attack with Odric, Master Tactician along with Kemba and two kittens and thereby dictate the way in which my opponents’ creatures are blocking (preferably not at all, or in such a way that nothing of ours gets killed). I then attack a few times with Kemba until enough commander damage has been done to finish off the opponent. The amount of attacks required can be reduced significantly by making use of equipment that provides substantial bonuses to my hitting power; most notably Blackblade Reforged and Stoneforge Masterwork.

While the above proceeds, I also try to erect a defensive line. As long as Kemba is equipped, she will be generating cat tokens during every upkeep I have. This amount can quickly escalate if no-one acts to destroy either Kemba or her equipment. By turn 6-8, it’s quite common to have Kemba generate four tokens each upkeep. Anointed Procession and Mondrak, Glory Dominus make this amount even easier to obtain. By this time, try to have Mentor of the Meek on the field as well. The resulting card-draw will enable me to keep momentum. Last but not least, having Cathars' Crusade available before the end of the mid-game, really ensures that Kemba isn’t just generating weenies, but full-blown powerhouses.

By now, I am down to two opponents at the most; both acutely aware of Kemba’s threat-level. I try to proceed in the same way as I did with the first opponent to close out the game, However, simultaneously I am also preparing to deal with some hate coming my way. Try to read my opponents a bit. If I feel like they are about to wipe my tokens, use them in an attack while I still can. This would be the perfect time to summon a card like Elesh Norn, Grand Cenobite or Raksha Golden Cub to boost said attack (turning it into a potentially lethal move). An artifact wipe is also something I expect to happen right about now. It therefore really helps to have at least some equipment (or equipment tutors) in my hand as back-up. Or having Sun Titan on standby to recover important stuff asap also works.

  • Creature equipped with Pariah's Shield + Hammer of Nazahn/Darksteel Plate + Champion's Helm/Lightning Greaves/Swiftfoot Boots: I am invulnerable to damage. The equipped creature can only be removed by untargeted bounce-, exile-, forced sacrifice- or wither effects.
  • Kemba, Kha Regent + Bloodforged Battle-Axe + Puresteel Paladin: this one can get insane fast. Equip the Axe to Kemba and attack. Kemba deals combat damage (4 if not equipped with anything else). This creates a copy of Axe. Paladin allows me to draw a card AND equip the copy of Axe to Kemba in the main phase after the attack for 0 mana. Next attack with Kemba, deal damage (6 if only equipment is axes) and create TWO token copies of Axe. Paladin allows me to draw TWO cards AND equip both new axes to Kemba in the main phase after the attack for 0 mana. See where I am going with this? Funny thing is that I did not even mention the tokens Kemba generates every upkeep from all these axes.
  • Equipped Kemba + cat-token army + Odric, Lunarch Marshal: how about all my kitties have indestructible? First strike? Double Strike? Trample? Just a few abilities Odric is able to distribute amongst my tokens should he decide to join their army.
  • Creature equipped with Godsend + two other creatures + Odric, Master Tactician: I love this one. Attack with all the creatures mentioned. Because Odric and three others attack, I get to distribute whether any of my opponents’ creatures block and which one of their blockers blocks my attackers. Assign one blocker to whoever carries Godsend. That blocker is exiled before it can deal damage. Note that this ability is untargeted, so it allows me to get rid of ANY creature; even one that has hexproof, shroud or protection from white. And the best part, the creature exiled with Godsend may never be cast again (note: this does not work on opponents’ commanders, because he/she can choose to send the commander back to the command zone as a replacement effect)!
  • Anointed Procession/Mondrak, Glory Dominus + Cathars' Crusade + White Sun's Zenith: experienced players will see this one coming, so this works best if I start out with either Procession or Crusade already on the table AND I have a decent amount of mana at my disposal. I might also want Grand Abolisher available, to stop anyone from countering my next moves. Example: Crusade is out and I have twelve available mana (of which at least 4 is ). First summon Mondrak/Procession, nothing happens yet. Now use all remaining mana to cast Zenith. This will create 5x 2/2 cat tokens and will trigger both Mondrak/Procession and Crusade. Choose to resolve the Mondrak/Procession trigger first. The amount of cat tokens created is doubled by Mondrak/Procession to 10. Then the Crusade trigger is resolved, resulting in all just summoned cats to gain 10x +1/+1 tokens (1 for each summoned cat), resulting in 10x 12/12 cat soldiers.

My reliable sources of mana, and some utility:

  • Ancient Den: just an extra artifact that helps to obtain metalcraft for cards like Mox Opal, Puresteel Paladin, etc.
  • Ancient Tomb: two colorless mana for two life from a single land, is a good trade-off in a deck featuring lots of artifacts.
  • Bonders' Enclave: Kemba gets strong quick, so getting some draw from her with this is easy.
  • Emeria, the Sky Ruin: great utility land to have by the time one reaches the mid-game, as it becomes increasingly likely I will be able to use its recursion ability by then. The fact that it also produces is just gravy.
  • Arid Mesa/Flooded Strand/Marsh Flats/Windswept Heath: land-filters.
  • Homeward Path: added as a precaution to get back Kemba, in case someone manages to steal her.
  • Minas Tirith: one of the greatest new mono-white draw resources for EDH.
  • Nykthos, Shrine to Nyx: staple land in a single-color, permanent-rich deck, in which it is easy to reach high levels of devotion to the deck’s color.
  • Opal Palace: allows for Kemba to come back stronger in case the enemy manages to kill her.
  • Reliquary Tower: I have a few ways to drastically increase card-draw, so it is beneficial to me to include the means to prevent forced discards.
  • War Room: a wonderful addition to the deck's draw-capability, that costs a little mana and life but works great in a pinch.

The cards I use to accelerate mana-availability to this deck:

  • Dowsing Dagger  : strengthens Kemba until it's ready to transforms into an amazing mana source!
  • Gift of Estates: a one-off version of Land Tax. I use it as a ramp option and as a way to filter lands out of my deck.
  • Land Tax: one of the best land tutoring/deck filtering cards in MTG history; its only drawback being that I cannot search for non-basic lands, but this deck isn’t running many of those anyway.
  • Mox Opal: CMC0 that gets me a mana of any color on tapping IF I can achieve metalcraft; easily obtainable with this deck.
  • Oreskos Explorer: a pretty good land tutoring kitty. Can join the kitty-defense line after her ETB trigger has been used.
  • Pearl Medallion: cheapens every white spell in this deck by 1.
  • Sol Ring: a CMC1 artifact that comes into play untapped and grants 2 colorless when tapped; almost the best turn 1 start-up card anyone could wish for.
  • Smothering Tithe: not a single player I’ve ever known pays the tax forced by this enchantment, which means I can end up with a great mana-advantage.
  • Sword of the Animist: I get to filter my deck for lands, for every attack I made with this weapon; the perfect start-up equipment for Kemba.
  • Weathered Wayfarer: allows me to repeatably tutor for any land (I usually choose utility lands like Nykthos, Shrine to Nyx), provided an opponent controls more lands than me.

My avenues to obtain a little card-advantage or to just look for something my game plan requires:

  • Alms Collector: this cat can be cast as a counter to some player’s ridiculous draw-scheme, which could be game-determining. She can thereafter be of great value in restricting opponents from drawing too many cards and letting me have some too. Last but not least, she’s a relatively strong cat which makes her ideally suited to join the kitty-defense line.
  • Enlightened Tutor: allows me to search for equipment or even some nice (boosting) enchantments; whatever the game-state requires.
  • Esper Sentinel: great draw enabler, cause no one likes to pay taxes.
  • Mentor of the Meek: relatively cheap additional card-draw opportunity that combines very well with Kemba’s token generation.
  • Puresteel Paladin: allows for draw whenever an equipment enters the battlefield on my side AND allows for free equipping; just what I need.
  • Open the Armory: great equipment tutor that can help Kemba get more mecha.
  • Scroll Rack: excellent filter that basically extends the size of my hand; I try to include this card in all of my decks (with the exception of decks built around drawing lots of cards).
  • Sensei's Divining Top: I pay 1, I get to look at and rearrange the top three cards of my library. For a tap, I can then even draw a card (provided that I put Top on top my library). Useful in any game-phase and therefore great value.
  • Sram, Senior Edificer: I draw a card when I cast an equipment; sounds fitting to me.
  • Steelshaper's Gift: great equipment tutor that can help Kemba get more mecha.
  • Stoneforge Mystic: nice equipment tutor. With Sword of Light and Shadow or Sun Titan out, I can even provoke my opponents into killing her, so I can use her tutoring again afterwards.
  • Stonehewer Giant: tutor for any piece of equipment and attach it to a creature I control, for two mana … this is insanely good value and therefore my favorite creature in this deck.

Kemba’s armory that makes her the most dangerous mecha-kitty in the multiverse:

  • Anduril, Narsil Reforged: a very powerful army-anthem sword.
  • Basilisk Collar: deathtouch is wonderful in a Voltron deck; the opposing player is forced to either take commander damage, or sacrifice a creature.
  • Blackblade Reforged: an item than can make Kemba very strong indeed. Bit expensive to equip but the deck contains many means to circumvent those costs.
  • Bloodforged Battle-Axe: a self-replicating weapon; goes very well with Kemba who generates a token for each one that’s attached to her.
  • Champion's Helm: cheap to cast, cheaper to equip and turns Kemba into a 4/6 mecha-kitty with hexproof.
  • Darksteel Plate: an indestructible Kemba is a happy(, living) Kemba.
  • Fireshrieker: double-strike helps a long way to have Kemba one- or two-shot opponents.
  • Godsend: aside from the wondrous power/toughness bonuses it provides, this spear comes with a nifty exiling ability that prevents every opponent from casting the exiled creature again. In extreme (yet unlikely) circumstances, this can even exile commanders permanently.
  • Hammer of Nazahn: a Darksteel Plate combined with Puresteel Paladin/Sigarda's Aid’s ability to attach equipment to my creatures for free; makes this artifact a prime importance to this deck.
  • Lightning Greaves/Swiftfoot Boots: protects Kemba from hostile spells, and keeps her hasty. The Greaves will have to come off every time I want to attach new equipment though, but that’s ok; it costs 0 to (un)equip.
  • Loxodon Warhammer: gives Kemba a nice power-boost, as well as trample and lifelink.
  • Masterwork of Ingenuity: allows me to copy any non-legendary equipment; a staple in most Voltron decks.
  • Nazgul Battle-Mace: a very scary piece of equipment that greatly empowers one my creatures and allows me to captivate (steal) others.
  • Pariah's Shield: all damage done to me is done to a creature instead; this is a spectacular ability that can stop dead any attempts to kill me, as long as I have creatures remaining to whom this can be attached. Works especially well if the creature in question is indestructible.
  • Shadowspear: bonus to stats along with some very useful abilities. Can also turn the strong much weaker./li>
  • Stoneforge Masterwork: with just this equipped, Kemba increases in strength every turn by summoning tokens during my upkeep (provided the tokens stay on the battlefield).
  • Sword of Feast and Famine: makes Kemba stronger, and allows me to re-use my lands after every successful attack by untapping them. Best of all, Kemba gains protection against green and black, which prevents her from being targeted or blocked by green-, black- or any multi-colored creatures that contain these colors. This is beneficial to my strategy that requires her to bypass defenses and attack opposing players directly.
  • Sword of Fire and Ice: see Sword of Feast and Famine. Allows for some shocking upon a succesfull attack, as well as some additional draw.
  • Sword of Sinew and Steel: see Sword of Feast and Famine. Upon a successful (Kemba-)attack I get to destroy an artifact AND a planeswalker; a bit of additional control this deck can really use.
  • Sword of Truth and Justice: see Sword of Feast and Famine. Allows Kemba to boost herself or one of her progeny and then gets to proliferate all previously boosted creatures. Also works wonders when Cathars' Crusade is around or whenever I want to increase -1/-1 counters on opposing creatures.
  • Umezawa's Jitte: multifunctional weapon that can strengthen, weaken and even provide life.

Kemba and her kitties do not mind being a bit more numerous and/or bigger:

  • Anointed Procession: because two tokens per equipment is better than one.
  • Cathars' Crusade: generating Kemba tokens becomes much more ludicrous with this enchantment around; a flood of titanic lions is more intimidating then a stream of kittens.
  • Elesh Norn, Grand Cenobite: boosts all friends I have, while downgrading all opposing forces (or outright killing them). Summoning her often is the precursor to a game-ending attack.
  • Elspeth, Sun's Champion: can act as a token generator (3 per turn!), a slightly limited creature wipe and as an all-around booster for all of my cats; wonderful!
  • King of the Pride: cheap-to-cast boost that makes all of my cats much more terrifying.
  • Mondrak, Glory Dominus: doubles Kemba's tokens and is a powerful combatant herself.
  • Raksha Golden Cub: makes Elesh Norn look relatively benign in this deck.
  • White Sun's Zenith: an instant way to expand my defenses. Allows for a lot of fun when I have boosters on the field.

To keep my game-plan intact:

  • Grand Abolisher: great deterrent of counterspells and other disruptive stuff opponents try to do during my turn.
  • Giver of Runes/Mother of Runes: mainly in here to protect Kemba from hostile spells/abilities.
  • Path to Exile/Swords to Plowshares: reserved for those creatures even kitties can do nothing against.
  • Heliod's Intervention: targeted, mass-removal of artifacts and enchantments can give one a grand edge.
  • Teferi's Protection: opponents do not get to influence me in any way until this spell wears off. Fortunately the phasing does not cause any tokens generated by Kemba to disappear.

A few boons that make this deck come together even better:

  • Ardenn, Intrepid Archaeologist: saves me some mana as it allows me to equip for free.
  • Odric, Lunarch Marshal: can make my kitten defensive line a lot more dangerous during combat, by distributing abilities granted to Kemba by equipment.
  • Odric, Master Tactician: allows for an attack to be carried out with impunity, if I have the proper amount of creatures available. Makes it easier for Kemba to go after opponents directly.
  • Sun Titan: mainly meant to be used as a recursion-enabler for my equipment.
  • Sigarda's Aid: summoning equipment and attaching it to creatures at lightning-speed can lead to very nasty surprises for my enemies (how about flashing in a Colossus Hammer?)

My meta allows for a sideboard in the EDH format (maximum 10). These are the cards that are in there at the moment, giving me a better measure of control. More ideas are of course appreciated:

This deck is still evolving. The following cards were considered but not added (yet):

I appreciate the time you took to read my primer. Hopefully it was entertaining and useful to you. If so, feel free to leave a +1 and/or feedback of any kind in the comments below. Thanks again!

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Revision 1 See all

(4 months ago)

+1 Anduril, Narsil Reforged main
-1 Colossus Hammer main
+1 Nazgul Battle-Mace main
-1 Quietus Spike main
+1 Shadowspear main
-1 Thran Power Suit main
Date added 6 years
Last updated 4 months
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

16 - 0 Mythic Rares

45 - 0 Rares

16 - 0 Uncommons

3 - 0 Commons

Cards 100
Avg. CMC 2.58
Tokens Cat 2/2 W, City's Blessing, Copy Clone, Emblem Elspeth, Sun's Champion, Plant 0/2 G, Soldier 1/1 W, Treasure
Folders *Wishlist*, Decklists, EDH, kemba update, Comander, EDH
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