I didn't notice it until recently, but Wizards has not only given us a lot of options when it comes to fixing colors, we've got a real preponderance of very playable colorless-producing lands. This is intriguing to me.
If you're one color, then you can play almost as many colorless lands as you want. Two colors, and I'd have to start thinking hard about what's needed vs. what is useful, and probably no more than seven or eight such lands. Three colors, I'm maxing at five colorless lands, and at five colors (we don't have the four-color legends yet, but they are coming!) a colorless-producing land needs to be amazing or exactly on the deck's theme. (for reference, my Kaalia list has four of these lands and a Maze of Ith.)
I find that there are so many choices for multi-color lands, especially in three-color decks, that I could play all nonbasics if I wished. This is dangerous--Ruination is a card to be respected, as is Blood Moon and Magus of the Moon. I make it a point to keep in as many basics as I need for the color requirements. For example, if I have Visara the Dreadful, Kiki-Jiki, Mirror Breaker, and Woodfall Primus in my Adun Oakenshield deck, I don't go below three Swamps, three Mountains, and three Forests.
Before we get into the 'taps for only colorless by itself' crowd, let's take a moment and look at lands that actually don't tap for mana. This may surprise you, but for a while, this was a real thing and it seems silly in retrospect.
The non-mana-producing lands:
Fetchlands from Onslaught (Polluted Delta), Zendikar (Arid Mesa), and Mirage (Rocky Tar Pit)
Yeah, yeah. They don't actually tap for mana, but they find things that do.
Urborg, Tomb of Yawgmoth
It ends up tapping for black, but it needs to be mentioned anyway.
Dark Depths
Since it is best friends with Urborg (above) and Vampire Hexmage, it bears mentioning. The funny bit is that the token is a hard thing to find.
The 'bands with legends' lands (Adventurers' Guildhouse)
I will bet a dollar that many people reading this don't even know what banding is. And that's fine. Those who know can tell you it's not worth the time to explain.
Arena
Now we are talking. Fight! Only downside is that they get to pick what fights after you do.
Bazaar of Baghdad
This doesn't see much EDH play, but for a Karador or other graveyard-based deck, this sort of says 'draw five cards.'
City of Shadows
Usually, this pops up in token decks as a cute trick. Because it's an exile effect, you can't even get good loops going in recursive decks. Sure, if you have lots of token creatures to spare, you can work this up to a good size. Wouldn't you rather be doing something good with those creatures, like attacking?
Diamond Valley
Read it again. It's exactly as good as you think it is, plus some. No mana, no restrictions, just tap and sacrifice to gain some life. Useful to prevent theft or to gain lots of life.
Eye of Ugin
Colorless creatures include not only Eldrazi, but artifact creatures too. Amusingly, Ghostflame Sliver isn't colorless until it's in play.
Glacial Chasm
Yeah, it's a standoff of a card. Almost nothing can hurt you for a few turns, as long as you pay the life.
Halls of Mist
This and Glacial Chasm in the same set. Imagine what fun Limited games were!
Ice Floe
Oh yeah, this too, but this isn't that terrible. It's not pretty, but it can keep something from hitting you twice.
Island of Wak-Wak
I never understood the art. It's like Aladdin wanted to launch some ICBMs or something.
Maze of Ith
Important: Do not count this as a land. It's a spell slot in your deck, and a very useful one at that.
Safe Haven
People try so hard to make this work. But you shouldn't, because of the timing restriction on when you can bring things back.
Sorrow's Path
If you want to Donate this to someone and then tap it with an Icy Manipulator or some other effect, that is amazing. Otherwise, it's terrible.
Thawing Glaciers
I play this whenever I can. It's slow, but it's effective.
The Tabernacle at Pendrell Vale
This card is both amazing and godawful. The key is that it never shows up alone--they usually have Stasis or Winter Orb or a card that impedes your mana to make you get rid of your creatures. If someone is managing to return it to hand before they have to pay the tax themselves, then you should learn from their example and indulge in evil.
Now, let's talk about utility lands. I'm leaving out lands that tap for colorless or can be tapped for some other color effect, like Mogg Hollows, Twilight Mire, Darkwater Catacombs, things like that. But leave a comment if I forgot something.
Academy Ruins
This is a card that makes up a Mindslaver lock in Modern. It's less likely to end up a lock until the end of the game, but using Mindslaver twice in a row against one person will draw you their ire for a good month afterwards.
Alchemist's Refuge
This is good enough to be an auto-include if you're in the right colors. Winding Canyons is good for creature-based decks, but this is flash for anything! The downside is that there are more than a few Riku decks that can really abuse this effect.
Balduvian Trading Post
Sure, it's extra mana, except it isn't. Avoid.
Blasted Landscape
The cycling lands, for colorless and for colored costs, are something I often start with. I find that I want to be playing with them, until they are my late-drawn, fifth land drop and I have to wait too long. They are worse than two-color lands, and slightly better than basics.
Blinkmoth Nexus
There's a lot of 'manlands', the term for lands which turn into creatures, several of which are on this list. Having this turn into a flyer, and then equipping it with something, can be a useful backup condition in many decks.
Buried Ruin
If you're artifact-heavy, this can help. We are getting more and more options for exiling artifacts, though.
Blinkmoth Well
Once upon a time, artifacts could be 'turned off' by becoming tapped. Reprintings and rewordings have removed this clause, except for a few specific cards, like Howling Mine. Basically, this is useless now.
Boseiju, Who Shelters All
Uncounterability is good, and can be very annoying.
Cathedral of War
There are some Exalted decks running around, mostly with Rafiq. Toss this in and go to work.
Cabal Coffers
I wasn't sure if this should be here, or in the earlier section. it doesn't actually make mana until you have Swamps in play. It is a very weak card in multicolor decks unless its BFF Urborg, Tomb of Yawgmoth shows up.
Contested Cliffs
Our first of the Onslaught tribal creature lands! This is a fight effect, but unlike Arena, you get to pick which of their creatures fights. As long as you have big creatures, you can tap this and two other lands and kill something every turn. Not to be overlooked if you have a good number of Beasts in your deck.
Contested War Zone
I love this card. I love the fights that pop up over controlling this card. Interestingly, it needs to stay with one person for a whole turn to get untapped, and in EDH games, the damage can go back and forth enough to make this into a game of Hot Potato.
Crystal Vein
Some decks really want that burst of mana. I usually don't.
Darksteel Citadel
Indestructible and an artifact. Combine with Tezzeret, Agent of Bolas and start attacking for 5.
Daru Encampment
A fun card for the Soldier-themed decks, but the single point is rarely amazing.
Desert
Sure, it's a free damage. That's about all it is, though, and it applies after combat damage has been dealt.
Deserted Temple
This card looks so darn innocent. It is not. It is a sneaky, evil, amazing way to double up on the advantages you built into your deck. Play it accordingly, especially when Gaea's Cradle is involved.
Desolate Lighthouse
Normally, I feel this sort of looting (draw, then discard) effect isn't very good in EDH, when there's so many ways to just draw a card. Also, this is the format with super-expensive spells, so you don't start tossing away lands until you have 11 or 20 on the field. But if you need to dig for an answer, it'll do.
Dread Statuary
This is a pretty reasonable cost to get a manland, especially with this high a power, but no evasion or trample makes it a bit limited.
Duskmantle, House of Shadow
Only good if people like to play 'top of the library' tutors like Mystical Tutor. Rather small corner case, otherwise, only in the most dedicated of milling decks.
Dust Bowl
This card is fair as fair can be. You need answers to nonbasics, and this is not as good as Dwarven Miner, (or as sexy!) but still effective in any color of deck.
Elephant Graveyard
There aren't many Elephants who are worth regenerating over and over, but when Frankie Peanuts is involved, anything can happen!
Gargoyle Castle
I don't like sacrificing my lands, but a flyer is pretty good value for that cost.
Gavony Township
This can be pretty amazing in token-themed decks, or +1/+1 themes. People do like to get rid of your Beastmaster Ascension and other swarm-enablers.
Ghost Quarter
You're putting yourself at a land disadvantage if you use this, unless they are playing with no basic lands (Possible, but unlikely) or you do something sneaky like play Leonin Arbiter or Stranglehold first.
Ghost Town
Yes, this was printed as a response to Armageddon/Balance decks.
Goblin Burrows
At its best with Spikeshot Goblin or Spikeshot Elder.
Gods' Eye, Gate to the Reikai
If you need a token this badly, go for it.
Griffin Canyon
Free pumping for Zuberi, Golden Feather! As someone who plays Castle Sengir in his Garza Zol Vampire deck, I can't fault anyone who plays silly but on theme lands.
Grim Backwoods
It's not cheap to use, but it is card draw. And if you're using this with Savra, Queen of the Golgari, then bonus!
Grove of the Burnwillows
Sure, the classic combo is Punishing Fire, but why not go for Kavu Predator instead?
Grove of the Guardian
The biggest token you can get from a land, unless we're talking Dark Depths. I really hate sacrificing lands, but getting an 8/8 with vigilance isn't a bad deal.
Hall of the Bandit Lord
This appears to be the newest card to get the "Someone's buying this up, the run is on!" hysteria, because while haste is a pretty amazing ability to grant a creature, this is so highly costed and restrictive that it just doesn't see a lot of use.
Haunted Fengraf
Don't do it, not for a random creature. There are better options!
Hellion Crucible
I approve of this card, because even though it takes turns to build up, you can get that hasty damage in when you need it, but without needing much else.
Henge of Ramos
I have played this card, and not been unhappy about it. Sometimes, expensive is worth it.
High Market
It's always useful to have a sacrifice outlet, as I've mentioned. This isn't as big an effect as Diamond Valley, but this is free and good.
Homeward Path
I try, very hard, to make room for this in every deck of mine, since I tend to be creature-based. I'm not always successful.
Inkmoth Nexus
A must-have for decks that are heavy on the Equipment. Manlands are good for those decks anyway, but Infect is silly with just a little power boost.
Keldon Necropolis
Another sacrifice outlet, only it is overcosted to the point of being laughable.
Kessig Wolf Run
A home run of a card. Possibly too good, but when you have mana to spare, you can make a humble Saproling into a terrifying threat. Play accordingly--in almost every R/G deck.
Kher Keep
It's only a 0/1, but lots of decks could use token creatures effectively.
Kor Haven
A 'fixed' Maze of Ith, it's both better and worse. It's two extra mana to use, true, but you get the option of tapping for colorless AND it's not 'removed from combat' but instead, it's 'prevent all combat damage dealt by that creature' which is an important distinction. The creature isn't untapped as Maze does, and you can throw everything into a group block and prevent the damage that their attacker would deal. Maze can never allow for the chance of killing that problem creature.
Krosan Verge
Land finding, on lands! This is similar to the Esper Panorama cycle, but the Verge allows you to find shocklands/dual lands.
Library of Alexandria
This taps for mana? Oh yeah, it does. It's hard to take advantage of this in EDH, since it's banned.
Maze of Shadows
Shadow is not an ability you see much, outside of the amazingly undercosted Dauthi Embrace.
Mikokoro, Center of the Sea
Everyone loves you if you have this and activate it. Unless you have Consecrated Sphinx and Psychosis Crawler out. Then you're Public Enemy #1.
Miren, the Moaning Well
Sure, it costs a little more mana than the Diamond Valley, but it's still super effective.
Mishra's Factory
The original manland. You can block as a 3/3, or equip up and attack. I think Prime Speaker Zegana decks want to max out on manlands, so that her ability always has the chance to be effective.
Mouth of Ronom
This is one of the reasons to play Snow-Covered lands, 4 colorless damage when needed.
Mutavault
Why is this price so high, you ask? Legacy/Modern Merfolk and Goblins.
Mystifying Maze
Oh, the trickiness of this card. It does so much for your investment. Thievery decks, enchantment decks, token decks, +1/+1 counter decks, they all hate this card.
Nantuko Monastery
Threshold is not a tough condition to meet in most EDH games, unless Rest in Peace is out.
Nephalia Drownyard
If you mill someone out with this, congratulations, but you're never getting that four hours of your life back.
Nivix, Aerie of the Firemind
Five mana, and then you're allowed to pay the full price of that instant or sorcery. Yawn.
Novijen, Heart of Progress
Does this fit perfectly into the Evolve mechanic? Yes it does!
Orzhova, the Church of Deals
It's six mana to have a two-point life swing. If you have nothing else to do...so be it.
Petrified Field
An often-overlooked card, this gets back Gaea's Cradle so often it's ridiculous.
Phyrexia's Core
Super-combo with Spine of Ish Sah, and a useful way for some mono-colored decks to have at least one out to Iona, Shield of Emeria.
Phyrexian Tower
I have no idea why this is a $10+ card. It's one extra mana, and needs a creature. Another one of Savra's best friends, though.
Prahv, Spires of Order
This is expensive to use, and it's in play for everyone to see. But it will stop some spells from ever being cast as long as you have the mana open.
Quicksand
I have played this in Standard and Limited, but I wouldn't touch it in EDH.
Rath's Edge
You thought Keldon Necropolis was bad? Here you go.
Reliquary Tower
Simple and effective. Pick up as many of the FNM versions of this as you can.
Riptide Laboratory
I have a confession to make: While I could use this for defensive purposes only, 99% of the time, I'm resetting either Venser, Shaper Savant or Willbender.
Rishadan Port
This is much less of an annoyance in EDH than it is in Legacy. Most often, it's used before combat to tap down a Maze.
Rix Maadi, Dungeon Palace
I could see decks needing this, but I haven't built one yet.
Rogue's Passage
This has the potential to make people cry. Put Runes of the Deus on Uril, the Miststalker, then make him unblockable. Ouch and ouch. The mana cost, though, means that you're unlikely to do something amazing, and then activate unblockability. For breaking a stalled board, this is top-notch.
School of the Unseen
As I said with its identical cousin the Henge of Ramos, sometimes you need it.
Scrying Sheets
This land is one of the main reasons to play Snow lands. Hit it once and you feel good. Twice and it's paid for itself. Everything else is just delicious gravy.
Seaside Haven
Have you heard?
Seraph Sanctuary
It's free life, and in the right deck, or Entreat the Angels, it's a lot of life.
Sheltered Valley
Why anyone would want more than one of these is a mystery to me.
Shimmering Grotto
It's the loss of a mana, but it does the job.
Shivan Gorge
With Rakdos, Lord of Riots, this might not be truly awful...but it's still fairly awful.
Skarrg, the Rage Pits
This will still be good enough, even in the age of Kessig Wolf Run.
Slayers' Stronghold
An outstanding card. An auto-include in R/W decks, because haste is really worth whatever cost you have to pay.
Springjack Pasture
Goat-flavored goodness! Use as needed or desired--you're rarely playing this for mana acceleration. I would guess you just need goats.
Stalking Stones
This effect doesn't end at the end of the turn, like most of these cards. Now, they just sacrifice and you get a token, to make understanding the board state easier.
Starlit Sanctum
Mmmm this was a real winner in my Cleric deck. Still a useful infinite-life trick with Shaman en-Kor and Daru Spiritualist.
Stensia Bloodhall
Six mana to deal two damage to a player. Not very appealing at all.
Strip Mine
Classic, simple, useful. Play with Crucible of Worlds and Azusa, Lost but Seeking at your own risk.
Sunhome, Fortress of the Legion
Another easy inclusion in most R/W decks, as double strike can end games very quickly.
Svogthos, the Restless Tomb
This is only good if you can get it to decent size. I know that seems self-evident, but hear me out. If you're using five other mana, you want to get at least 6 power. It doesn't have trample or anything special for evasion either, so use accordingly.
Swarmyard
Several fun tribes want this land. If you're playing them, use this.
Tectonic Edge
A much less costly Wasteland, and with a restriction I can live with.
Terminal Moraine
Land finding on a land? Best in three or more colors.
Terrain Generator
I only have this in my Azami deck, but just like Scrying Sheets above, once you can get it going, it's remarkable.
Thespian's Stage
You are going to have to work very hard to convince me that this shouldn't be in every deck. EVERY DECK. There are some lands you can't copy because they are Legendary (Gaea's Cradle being the most notable) but the flexibility this offers is incredible.
Tower of the Magistrate
Want to mess with someone? Use this to make their equipment fall off of a creature. Hilarity!
Unholy Grotto
First of all, super-fun name. Second, it's an uncounterable source of recursion for a tribe that doesn't need much help in this regard.
Unstable Frontier
It's another form of costly mana-fixing, but if you're into Pauper or playing cheap, this will work.
Urza's Factory
Since lands are the hardest permanents to kill, naturally, giving them abilities means those abilities will be overcosted. This is eight mana for a single 2/2, which is as pricey as it gets.
Urza's Mine
Urza's Power Plant
Urza's Tower
Known as the 'Urzatron', these three lands are hard to get together in EDH without serious searching.
Vault of the Archangel
Giving just lifelink or just deathtouch would have been good. Giving both is pretty darn amazing.
Vitu-Ghazi, the City-Tree
Perfectly costed. Five mana for a Saproling, and almost nothing counters the ability or kills the permanent.
Volrath's Stronghold
If you can play black, play this. It makes people so despondent when you do. Keep in mind that you can use this in response to Bojuka Bog or other targeted graveyard removal.
Wasteland
Not as evil as Strip Mine, but in this format, killing one land can be exactly what you need. It's when Crucible of Worlds gets involved that we have a problem.
Winding Canyons
This card is overdue for a reprint. We love our creatures in EDH, and getting to play them at instant speed is among the best things you could hope for. If you have more than 40 creatures, at least think seriously about picking one of these up.
Wirewood Lodge
Tap my Priest of Titania for 6 mana, untap it, tap for six more, use Deserted Temple, get 6 more mana, do something gross. Well done!
Yavimaya Hollow
This is not hard to make work well for you. Regeneration is an ability that doesn't get the love in EDH, mainly because so many spells have 'can't be regenerated' on them, like the original Wrath of God. That being said, tapping two lands to regenerate will frequently be useful to you.
Zoetic Cavern
Fun for the surprise factor, as well as the 'A creature is a land?" silliness that makes up this card.
Special add-on section! (aka Yes, I didn't put these down at first)
Temple of the False God
As one of your first four land, it's pretty rough, but after that, it's pretty handy.
Scorched Ruins
This is a stiff price to pay for two extra mana. If your lands don't get blown up often, then it's good (and amazing with the Deserted Temple) but one piece of nonbasic land hate and you are extremely sad.
Mishra's Workshop
Impressively, this isn't banned in EDH yet. Fast mana is one of the main no-nos, but these are fairly rare. I can see it being out-of-hand good, but you can't activate artifact abilities (like pay to untap Mana Vault) only cast those artifacts.
Vesuva
This card is causing a lively debate among my pals and some people I know online. On one hand, it's a free copy of a land. So at worst, you're getting a basic land. I think that Thespian's Stage is strictly better, for the flexibility that the Stage offers and the immediate use of a colorless mana. To me, there is nothing Vesuva can do that Stage can't, and there's a lot that Stage can do which Vesuva cannot. Your mileage, and opinions, may vary, though.
It is possible I missed one or more of your favorite lands. I'll edit as needed, just tell me via Twitter (@WordOfCommander), email (WordOfCommander at gmail.com), or just leave a comment.
Enjoy!
Monday, March 4, 2013
Sunday, February 24, 2013
My decks #3: Kaalia of the Vast
I love to play any of my EDH decks. Kaalia, though, is an awesome combination of huge creatures that come in early and really fun board control.
One of my favorite things to do when I see someone with a Kaalia deck is I want to compare notes. I play all three of her favorite races in this list (the Demons, Dragons, and Angels, abbreviated as A/D/D) but I've seen Kaalia lists that are based on only one or two of the three, just to make the choices easier.
I welcome discussion of card choices. When a deck has a clear theme, it makes card selection a lot easier. I've got that theme in other decks, but not this one. So if you tell me that Angelic Overseer is a natural fit, or that Aegis Angel has a great synergy, or that Dragon Tyrant is the end-all of what the deck wants to do, I respect that. I've taken all three out of the deck in the past year.
One thing I really love is that as a Red/White general, Kaalia has access to Sunforger and an attendant package of amazing instants.
I confess that this is the only deck where I looked--hard--to optimize the manabase. I don't have the original duals in any other deck, nor fetch lands. Whenever I see a foreign or foil that fits in here, I go for it.
Without further ado:
I'm going to categorize the cards in a slightly different way, rather than just card types.
Section 1: Kaalia's favorite ladies
Weathered Wayfarer
Mother of Runes
Stoneforge Mystic
These three ladies do things that Kaalia really appreciates. Mana fixing, equipment finding, and cheap protection. Wayfarer is a card that I'll skip mana drops to get online, because there's so few ways to find nonbasic lands repeatedly. One or two activations and you can do just about anything. Interestingly, I tend to go find a filterland first, because of the flexibility.
Section 2: Useful Equipment
Swiftfoot Boots
Darksteel Plate
Lightning Greaves
Whispersilk Cloak
Pretty straightforward. Four low-cost, low-equip artifacts that really help Kaalia do her thing. I recently took out General's Kabuto, because the initial cost was just a little too high. Lightning Greaves is the flagship, because of the zero equip. Nothing will get you killed faster than turn 2 Greaves, because of the threat you represent. And taking you out for it is an understandable reaction.
Section 3: Sunforger & its Searchable Spells
Hide/Seek
Chaos Warp
Return to Dust
Wild Ricochet
Delirium
Mortify
Boros Charm
The Sunforger spells are good no matter what. Having the ability to tutor these up when needed--especially Delirium to kill someone who played a Blightsteel Colossus--is a really great set of options. Mistveil Plains is a piece of tech that works fantastically with the Sunforger. Tutor up and cast your spell, then put it on the bottom of your library, ready to be searched up again! Repeat until you have won or the table has destroyed you out of pure envy.
Section 5: Useful Artifacts
Sol Ring
Darksteel Ingot
Quicksilver Amulet
Quicksilver Amulet, and its enchantment cousin Sneak Attack, are excellent cards for a deck like this, which sort of relies on overcosted creatures. I don't have a Sneak Attack, and I may have missed my chance to get one a while back at $20. Oh well.
Section 6: Board Control
Brightflame
Merciless Eviction
Hallowed Burial
Void
Vindicate
I know I said I took Brightflame out, but it's just so amazing. I couldn't do it. I ended up cutting Bloodgift Demon instead. Eviction is exactly what most decks want: strong answers to a range of permanents. Hallowed Burial is tremendously amusing to play, especially right after someone kills Kaalia. Void and Vindicate are universal answers, and you can't have too many of those.
Section 7: Awesome Enchantments
Fervor
Land Tax
Oversold Cemetery
Phyrexian Arena
Guild Feud
True Conviction
Stranglehold
Debtors' Knell
Guild Feud is the secret tech in the deck. I've got 33 big creatures, so it's unlikely that it will miss completely. I've expressed love for this enchantment before, as part of a fun mini-game. Sure, it could go badly, but what the heck. My enjoyment is the priority. I haven't had anyone flip an Eldrazi on me...yet. Oversold Cemetery is great tech with Kaalia, because it reloads the creature back to my hand, ready for the attack trigger. Every red deck should at least think about playing Stranglehold. Putting down Fervor or Arena on turn three is a pretty great feeling for the rest of the game.
Section 8: Demons, Dragons, and Angels
Akroma, Angel of Wrath
Akroma, Angel of Fury
These two ladies are a given. I wonder if we'll ever get blue, black, or green Akromas?
Reya Dawnbringer
Iona, Shield of Emeria
Two nine-drops that attract a lot of hate. Iona is the subject of much discussion--as a frequent Bribery target, she can warp a game quickly.
Lord of the Void
If it had trample, it would be the perfect 7-drop.
Bogardan Hellkite
This is a fun card to drop in with Kaalia, as the 5 damage can take out something that might have blocked and killed her.
Scourge of Kher Ridges
I'm surprised that more people don't run this card. It can ensure that it's the only creature on the board, given enough mana.
Avacyn, Angel of Hope
Heck yes.
Pestilence Demon
I waffle on this card pretty hard. I love what it does, as it can keep tokens and planeswalkers in check, but it also kills Kaalia. Sad.
Angelic Skirmisher
Yes, I'm trying this card out. I'm not sure yet if it's good enough to keep, so stay tuned.
Gisela, Blade of Goldnight
The doubling would be awesome enough on its own, but the halving really makes this shine. Super-combo-riffic if Pestilence Demon is in play!
Tariel, Reckoner of Souls
There's a few ways for Tariel to have haste in this deck, and to immediately get a creature, even a random one, is amazing.
Angel of Despair
Pure value. Vindicate on a 5/5 flyer.
Platinum Angel
Sure, it's a very fragile body, but while it's in play, you can't lose! Until it's not in play, and then you do. Nonetheless, it's a good time.
Rune-Scarred Demon
More value! Demonic Tutor on a 5/5 flyer!
Angel of Serenity
Useful as a reload, but don't try to get too cute. Karmic Guide is a fantastic target for her ability.
Rakdos the Defiler
Since Kaalia drops him into play, you skip the pain of making him attack, while the damaged player feels the defilement. And then he's a great blocker.
Thundermaw Hellkite
This card boggles my mind. I still can't believe it's real. And for Kaalia, he's a BFF, coming down the turn after you played her (hopefully she lived) and tapping down any flying blockers they have, clearing the way for her to hit.
Kokusho, the Evening Star
Ryusei, the Falling Star
Yosei, the Morning Star
Just three sets of amazing. Ryusei especially, as he won't hurt anything in this deck but Kaalia's three girlfriends.
Deathless Angel
It's a steep mana requirement to make things indestructible, but worth it.
Twilight Shepherd
Keep in mind that this returns cards to your hand, not to play, so there may be some discarding going on.
Aurelia, the Warleader
Two attacks means two Kaalia triggers. Should be game over...or you'll get eliminated out of pure jealousy.
Adarkar Valkyrie
Tremendsouly fun to steal things. The Valkyrie doesn't need to be in play for the ability to resolve. They wipe the board, you tap in response, and end up with the creature you want.
Steel Hellkite
Very useful early on. Be warned--if you blow up someone's early Signets or other mana rocks, they will harbor a deep resentment for the rest of the game.
Rakdos, Lord of Riots
While he's cheap and amazing, he reduces mana costs in your second main phase. Sometimes that's good enough, sometimes not.
Linvala, Keeper of Silence
Not quite Torpor Orb powerful, but still extremely good to shut down some shenanigans people bring to the table.
Basandra, Battle Seraph
I probably love this card a little too much. I like keeping combat clean, but I REALLY like forcing other things to attack. Remember that they can attack anyone--her ability doesn't require the targeted creature to attack you.
Radiant, Archangel
Sadly, this is likely to come out. While she is big and vigilant, that's about it. No trample or cool abilities.
Karmic Guide
A pretty amazing card, with or without echo.
Hellkite Tyrant
I documented how good I think this can be in my Gatecrash review, and it doesn't disappoint. Stealing artifact lands feels so good!
Baneslayer Angel
Remember when this was a $50 card, and then the Titans were printed? Amusingly, she has protection from lots of this deck. Really funny is that Halo Hunter came out at the same time.
Section 9: The Just-About-Perfect Manabase
Plateau
Badlands
Scrubland
Original dual lands? Check.
Arid Mesa
Bloodstained Mire
Marsh Flats
Three appropriate fetchlands? Yes.
Blood Crypt
Godless Shrine
Sacred Foundry
The three shocklands? Done.
Graven Cairns
Rugged Prairie
Fetid Heath
The "I wish I could fetch these" filterlands? Got them.
Orzhov Basilica
Boros Garrison
Rakdos Carnarium
One each of the bouncelands? Present!
Dragonskull Summit
Clifftop Retreat
Isolated Chapel
All three checklands? Ready!
Cavern of Souls
Reflecting Pool
Command Tower
Two any-color lands and the Cavern, which is almost always set to Human--people love to Hinder Kaalia!
Slayers' Stronghold
Vault of the Archangel
These utility lands are definitely worth it. Three lands to give haste is very handy, and mega-lifelink can be very swingy.
Mistveil Plains
Bojuka Bog
The Mistveil is here to reload spells with Sunforger. The bog is because I haven't crammed more graveyard hate into the deck.
Thawing Glaciers
Slow, yes, but inevitablly good.
Maze of Ith
Oh yes, you can attack with Kaalia, drop in an A/D/D, and then Maze Kaalia so that she stays undamaged.
Thespian's Stage
I'm stocking up on these once they fall to $1.
2 Mountain
3 Plains
2 Swamp
Ideally, I'd have three of each so that I could fill mana requirements with just basics, but it hasn't been an issue yet.
And there you have it! My Kaalia deck. I imagine that many of you are thinking "Why don't you have (name of Angel/Dragon/Demon) in your deck?! It's amazing!" You're right to ask, so if you put down the card in the comments, I'll answer your comment. Believe me, there's no single right answer to "Which A/D/D should I run?" and so a lively discussion is good.
Next time, we're talking colorless lands. Enjoy!
One of my favorite things to do when I see someone with a Kaalia deck is I want to compare notes. I play all three of her favorite races in this list (the Demons, Dragons, and Angels, abbreviated as A/D/D) but I've seen Kaalia lists that are based on only one or two of the three, just to make the choices easier.
I welcome discussion of card choices. When a deck has a clear theme, it makes card selection a lot easier. I've got that theme in other decks, but not this one. So if you tell me that Angelic Overseer is a natural fit, or that Aegis Angel has a great synergy, or that Dragon Tyrant is the end-all of what the deck wants to do, I respect that. I've taken all three out of the deck in the past year.
One thing I really love is that as a Red/White general, Kaalia has access to Sunforger and an attendant package of amazing instants.
I confess that this is the only deck where I looked--hard--to optimize the manabase. I don't have the original duals in any other deck, nor fetch lands. Whenever I see a foreign or foil that fits in here, I go for it.
Without further ado:
Kaalia's Beatdown Express
I'm going to categorize the cards in a slightly different way, rather than just card types.
Section 1: Kaalia's favorite ladies
Weathered Wayfarer
Mother of Runes
Stoneforge Mystic
These three ladies do things that Kaalia really appreciates. Mana fixing, equipment finding, and cheap protection. Wayfarer is a card that I'll skip mana drops to get online, because there's so few ways to find nonbasic lands repeatedly. One or two activations and you can do just about anything. Interestingly, I tend to go find a filterland first, because of the flexibility.
Section 2: Useful Equipment
Swiftfoot Boots
Darksteel Plate
Lightning Greaves
Whispersilk Cloak
Pretty straightforward. Four low-cost, low-equip artifacts that really help Kaalia do her thing. I recently took out General's Kabuto, because the initial cost was just a little too high. Lightning Greaves is the flagship, because of the zero equip. Nothing will get you killed faster than turn 2 Greaves, because of the threat you represent. And taking you out for it is an understandable reaction.
Section 3: Sunforger & its Searchable Spells
Hide/Seek
Chaos Warp
Return to Dust
Wild Ricochet
Delirium
Mortify
Boros Charm
The Sunforger spells are good no matter what. Having the ability to tutor these up when needed--especially Delirium to kill someone who played a Blightsteel Colossus--is a really great set of options. Mistveil Plains is a piece of tech that works fantastically with the Sunforger. Tutor up and cast your spell, then put it on the bottom of your library, ready to be searched up again! Repeat until you have won or the table has destroyed you out of pure envy.
Section 5: Useful Artifacts
Sol Ring
Darksteel Ingot
Quicksilver Amulet
Quicksilver Amulet, and its enchantment cousin Sneak Attack, are excellent cards for a deck like this, which sort of relies on overcosted creatures. I don't have a Sneak Attack, and I may have missed my chance to get one a while back at $20. Oh well.
Section 6: Board Control
Brightflame
Merciless Eviction
Hallowed Burial
Void
Vindicate
I know I said I took Brightflame out, but it's just so amazing. I couldn't do it. I ended up cutting Bloodgift Demon instead. Eviction is exactly what most decks want: strong answers to a range of permanents. Hallowed Burial is tremendously amusing to play, especially right after someone kills Kaalia. Void and Vindicate are universal answers, and you can't have too many of those.
Section 7: Awesome Enchantments
Fervor
Land Tax
Oversold Cemetery
Phyrexian Arena
Guild Feud
True Conviction
Stranglehold
Debtors' Knell
Guild Feud is the secret tech in the deck. I've got 33 big creatures, so it's unlikely that it will miss completely. I've expressed love for this enchantment before, as part of a fun mini-game. Sure, it could go badly, but what the heck. My enjoyment is the priority. I haven't had anyone flip an Eldrazi on me...yet. Oversold Cemetery is great tech with Kaalia, because it reloads the creature back to my hand, ready for the attack trigger. Every red deck should at least think about playing Stranglehold. Putting down Fervor or Arena on turn three is a pretty great feeling for the rest of the game.
Section 8: Demons, Dragons, and Angels
Akroma, Angel of Wrath
Akroma, Angel of Fury
These two ladies are a given. I wonder if we'll ever get blue, black, or green Akromas?
Reya Dawnbringer
Iona, Shield of Emeria
Two nine-drops that attract a lot of hate. Iona is the subject of much discussion--as a frequent Bribery target, she can warp a game quickly.
Lord of the Void
If it had trample, it would be the perfect 7-drop.
Bogardan Hellkite
This is a fun card to drop in with Kaalia, as the 5 damage can take out something that might have blocked and killed her.
Scourge of Kher Ridges
I'm surprised that more people don't run this card. It can ensure that it's the only creature on the board, given enough mana.
Avacyn, Angel of Hope
Heck yes.
Pestilence Demon
I waffle on this card pretty hard. I love what it does, as it can keep tokens and planeswalkers in check, but it also kills Kaalia. Sad.
Angelic Skirmisher
Yes, I'm trying this card out. I'm not sure yet if it's good enough to keep, so stay tuned.
Gisela, Blade of Goldnight
The doubling would be awesome enough on its own, but the halving really makes this shine. Super-combo-riffic if Pestilence Demon is in play!
Tariel, Reckoner of Souls
There's a few ways for Tariel to have haste in this deck, and to immediately get a creature, even a random one, is amazing.
Angel of Despair
Pure value. Vindicate on a 5/5 flyer.
Platinum Angel
Sure, it's a very fragile body, but while it's in play, you can't lose! Until it's not in play, and then you do. Nonetheless, it's a good time.
Rune-Scarred Demon
More value! Demonic Tutor on a 5/5 flyer!
Angel of Serenity
Useful as a reload, but don't try to get too cute. Karmic Guide is a fantastic target for her ability.
Rakdos the Defiler
Since Kaalia drops him into play, you skip the pain of making him attack, while the damaged player feels the defilement. And then he's a great blocker.
Thundermaw Hellkite
This card boggles my mind. I still can't believe it's real. And for Kaalia, he's a BFF, coming down the turn after you played her (hopefully she lived) and tapping down any flying blockers they have, clearing the way for her to hit.
Kokusho, the Evening Star
Ryusei, the Falling Star
Yosei, the Morning Star
Just three sets of amazing. Ryusei especially, as he won't hurt anything in this deck but Kaalia's three girlfriends.
Deathless Angel
It's a steep mana requirement to make things indestructible, but worth it.
Twilight Shepherd
Keep in mind that this returns cards to your hand, not to play, so there may be some discarding going on.
Aurelia, the Warleader
Two attacks means two Kaalia triggers. Should be game over...or you'll get eliminated out of pure jealousy.
Adarkar Valkyrie
Tremendsouly fun to steal things. The Valkyrie doesn't need to be in play for the ability to resolve. They wipe the board, you tap in response, and end up with the creature you want.
Steel Hellkite
Very useful early on. Be warned--if you blow up someone's early Signets or other mana rocks, they will harbor a deep resentment for the rest of the game.
Rakdos, Lord of Riots
While he's cheap and amazing, he reduces mana costs in your second main phase. Sometimes that's good enough, sometimes not.
Linvala, Keeper of Silence
Not quite Torpor Orb powerful, but still extremely good to shut down some shenanigans people bring to the table.
Basandra, Battle Seraph
I probably love this card a little too much. I like keeping combat clean, but I REALLY like forcing other things to attack. Remember that they can attack anyone--her ability doesn't require the targeted creature to attack you.
Radiant, Archangel
Sadly, this is likely to come out. While she is big and vigilant, that's about it. No trample or cool abilities.
Karmic Guide
A pretty amazing card, with or without echo.
Hellkite Tyrant
I documented how good I think this can be in my Gatecrash review, and it doesn't disappoint. Stealing artifact lands feels so good!
Baneslayer Angel
Remember when this was a $50 card, and then the Titans were printed? Amusingly, she has protection from lots of this deck. Really funny is that Halo Hunter came out at the same time.
Section 9: The Just-About-Perfect Manabase
Plateau
Badlands
Scrubland
Original dual lands? Check.
Arid Mesa
Bloodstained Mire
Marsh Flats
Three appropriate fetchlands? Yes.
Blood Crypt
Godless Shrine
Sacred Foundry
The three shocklands? Done.
Graven Cairns
Rugged Prairie
Fetid Heath
The "I wish I could fetch these" filterlands? Got them.
Orzhov Basilica
Boros Garrison
Rakdos Carnarium
One each of the bouncelands? Present!
Dragonskull Summit
Clifftop Retreat
Isolated Chapel
All three checklands? Ready!
Cavern of Souls
Reflecting Pool
Command Tower
Two any-color lands and the Cavern, which is almost always set to Human--people love to Hinder Kaalia!
Slayers' Stronghold
Vault of the Archangel
These utility lands are definitely worth it. Three lands to give haste is very handy, and mega-lifelink can be very swingy.
Mistveil Plains
Bojuka Bog
The Mistveil is here to reload spells with Sunforger. The bog is because I haven't crammed more graveyard hate into the deck.
Thawing Glaciers
Slow, yes, but inevitablly good.
Maze of Ith
Oh yes, you can attack with Kaalia, drop in an A/D/D, and then Maze Kaalia so that she stays undamaged.
Thespian's Stage
I'm stocking up on these once they fall to $1.
2 Mountain
3 Plains
2 Swamp
Ideally, I'd have three of each so that I could fill mana requirements with just basics, but it hasn't been an issue yet.
And there you have it! My Kaalia deck. I imagine that many of you are thinking "Why don't you have (name of Angel/Dragon/Demon) in your deck?! It's amazing!" You're right to ask, so if you put down the card in the comments, I'll answer your comment. Believe me, there's no single right answer to "Which A/D/D should I run?" and so a lively discussion is good.
Next time, we're talking colorless lands. Enjoy!
Tuesday, February 19, 2013
Gatecrash Deck Updates!
First of all, a pair of announcements.
1) I got married! Yay me and my understanding wife! This is why updates got very slow. But if you really need a fix of what I offer, I'm on Twitter @WordOfCommander and that's fun too.
2)I'm switching to AutoCardAnywhere, and I cannot urge you strongly enough to do the same. It doesn't have a mobile version yet, but for Safari, Firefox, and Chrome, this is outstanding.
I've had a chance to play with some Gatecrash cards, and I'm excited about updating my EDH decks with new cards.
This is going to be both easier and harder than the Return to Ravnica updates.
Easier: I'm down to nine decks now and that's much less to manage.
Harder: The Primordial cycle is pretty amazing. I have two decks with heavy Gruul use (Adun and Animar) and Simic (Animar and Kraj) so there's a lot of cards I have to at least consider putting in.
In my initial pass through the set, I could pretty much build a new Animar deck with the cards in Animar's colors.
It's also notable that Gatecrash has some truly awesome creatures, and I tend towards creature-based decks.
Two things are a given: play shocklands and play Thespian's Stage. I cannot think of many decks where Stage won't be useful--for an answer to Gaea's Cradle or other Legendary Lands or just to copy someone else's Maze of Ith. Pretty soon I'm going to have to write an article on 'Just how many colorless lands can one deck take?'
Again, we are going in alphabetical order of my generals.
Going in:
Sepulchral Primordial
Sylvan Primordial
Hellkite Tyrant
Domri Rade
Lord of the Void
Coming out:
Tsabo Tavoc
Havoc Demon
Terastodon
Elderscale Wurm
Rakdos, Lord of Riots
Close but not good enough:
Gruul Ragebeast
Hellraiser Goblin
Molten Primordial
Clan Defiance
Signal the Clans
Illusionist's Bracers
Ogre Slumlord
Five-Alarm Fire
Giant Adephage
Borborygmos Enraged
Wrecking Ogre
Skarrg Goliath
Ghor-Clan Rampager
I am really on the fence about the three Bloodrush creatures. They are great bonuses, and they all work well with my general, because I could Bloodrush a creature, bring it back to hand, and Bloodrush it again, given enough mana and no disruption. I'm inclined to say that they aren't good enough, but I want to try them, so I will. Eventually.
Domri Rade is going to be noncreature #6 for this deck.
I want to play Gruul Ragebeast, except that it's not a 'may' ability. Even if there's no creature under my opponents' control, I have to have new creatures fight, the Ragebeast if nothing else. If I weren't so focused on keeping the noncreature count low, I'd add the Bracers, because I've got some amazing tap abilities in this deck, including Adun himself. I really want to find space for the Lord of the Void.
In:
Hellkite Tyrant
Enter the Infinite
Sylvan Primordial
Diluvian Primordial
Unexpected Results
Zameck Guildmage
Master Biomancer
Prime Speaker Zegana
Fathom Mage
Out:
Yavimaya Elder
Sphinx Ambassador
Primordial Hydra
Acidic Slime
Ring of Evos Isle
Ring of Kalonia
Silverglade Elemental
Mindclaw Shaman
Pilgrim's Eye
Close but not good enough:
Simic Manipulator
Ivy Lane Denizen
Gyre Sage
Crowned Ceratok
Hellraiser Goblin
Gruul Ragebeast
Biomass Mutation
Domri Rade
Signal the Clans
Illusionist's Bracers
Keymaster Rogue
Rapid Hybridization
Sapphire Drake
Molten Primordial
Wrecking Ogre
Burst of Strength
Experiment One
Giant Adephage
Skarrg Goliath
Borborygmos Enraged
Clan Defiance
Elusive Krasis
Ghor-Clan Rampager
Nimbus Swimmer
See that list? That's a whole deck. Between the Gruul and Simic cards, Animar decks have a tremendous amount of options. I can't disagree with anyone who wants to run these cards that I chose to leave out. Mindclaw Shaman has been a lot of fun, but has missed more often than I expected. I changed the mana around some, and so I needed less mana creatures. The Rings were not nearly as effective as I wanted (and I just added a Champion's Helm!) and thanks to deckbox.org, I just got offered a Japanese Survival of the Fittest, and that's why I'm taking out Acidic Slime. I've got Indrik Stomphowler already, and adding another tutor engine is a good thing.
In:
Enter the Infinite
Out:
Vedalken Aethermage
Close but not good enough:
Diluvian Primordial
Rapid Hybridization
Stolen Identity
Aetherize
I've been unhappy with the Aethermage, since I just use him to find Willbender, and I hate tutors that stay predictable. Since this is my 'big blue' deck, and I have Omniscience in there already, Enter the Infinite absolutely goes in.
Wight of Precinct Six
Out:
Phyrexian Ghoul
Close but not good enough:
Crypt Ghast
Only one amazing Zombie in this deck for ol' Bally, and it'll be a big bruiser for very cheap. The Ghoul is one of several sacrifice outlets in the deck, and I don't mind losing a little redundancy. If Crypt Ghast was a Zombie, then we'd really be in business.
In:
Sapphire Drake
Simic Manipulator
Experiment One
Master Biomancer
Prime Speaker Zegana
Simic Charm
Unexpected Results
Zameck Guildmage
Illusionist's Bracers
Fathom Mage
Out:
Boundless Realms
Cytoshape
Silvos, Rogue Elemental
Scarwood Bandits
Spitting Image
Snakeform
Blockade Runner
2 Island
1 Forest
Close but not good enough:
Ivy Lane Denizen
Crowned Ceratok
Biomass Mutation
Gyre Sage
Burst of Strength
Simic Fluxmage
Sylvan Primordial
I had 43 land in this deck! Some testing showed that was overkill, so 40 it is. The Simic creatures are just ridiculous in this deck. I'm chomping at the bit to abuse Master Biomancer with Kraj. Instant, free counters are exactly what this deck wants. Illusionist's Bracers is a card that should never be allowed to stay on the field! Gyre Sage is absolutely good enough--but there's many, many infinite combos with the Sage and I want to avoid those in this deck. Sheldon Menery said it thusly: "The secret to this format is not breaking it." It's plenty fun to build a deck that's powerful without being redundant.
In:
Duskmantle Seer
Out:
Chancellor of the Dross
Close but not good enough:
Dimir Charm
Stolen Identity
Crypt Ghast
This is my foiling-in-process Vampire tribal deck. Eventually, I'm going to have to decide between flavor and foiling, because some Vampires will never be in foil. (Baron Sengir, Castle Sengir, Shauku, Endbringer) A friend was kind enough to give me a Duskmantle Seer in foil as a wedding present, so in he goes. Chancellor was just too expensive to cast.
In:
Lord of the Void
Hellkite Tyrant
Aurelia, the Warleader
Boros Charm
Merciless Eviction
Angelic Skirmisher
Out:
Balefire Dragon
Restoration Angel
General's Kabuto
Brightflame
Akroma's Vengeance
Close but not good enough:
Blind Obedience
Luminate Primordial
Sepulchral Primordial
Molten Primordial
Aurelia's Fury
Deathpact Angel
Firemane Avenger
Immortal Servitude
Wizards loves Kaalia. They really do. Every set since the Commander preconstructed decks has gotten several awesome Angels, Dragons, and Demons to consider for Kaalia decks. And why not? She's powerful but fair...as long as you have instant-speed removal in your deck. With every set, the arguments about which A/D/D to add gets better and better. Lord of the Void is an auto-include for this, and maybe for all black decks. I can't imagine it hitting a player and missing on the ability. Aurelia is not good to drop in with Kaalia's ability, but if you drop Kaalia on five and then Aurelia, I suspect you're killing a player.
Boros Charm is ridiculous. It's cheaper and more flexible than Rootborn Defenses, and it's going to become a Sunforger staple.
Brightflame is a tough cut for me, but I'm likely to go back to Sudden Spoiling soon. The sad truth is that I most often used it to kill Saproling hordes, and that's an affront to this amazing card. I picked up a Stoneforge Mystic for this deck, so I felt I could cut one equipment, and the Kabuto is the worst. Vengeance for Eviction is an easy swap. Skirmisher is a test, because I opened a foil one. I know the ability isn't that great on the turn I drop her into play, but if she lives, she is terrifying.
In: none
Out: none:
Close but not good enough:
Cinder Elemental
Hellraiser Goblin
The Queen of Pingers is not impressed with these offerings. Cinder Elemental is interesting but vulnerable, and the Goblin forces attacks, which this deck doesn't want.
In:
Five-Alarm Fire
Assemble the Legion
Sunhome Guildmage
Merciless Eviction
Boros Charm
Out:
Dragonlair Spider
Austere Command
All Suns' Dawn
Boundless Realms
Geist-Honored Monk
Close but not good enough:
Legion Loyalist
Massive Raid
Immortal Servitude
The token decks got even more toys to play with! I'm drooling over the idea of going Parallel Lives into Assemble the Legion, or Assemble with Cathars' Crusade, or any number of interactions. The Guildmage is yet another entry in the "One card + mana = winning" that this deck loves so dearly. I'm looking forward to attacking one person with a token horde, and killing a different player with all the Five-Alarm Fire counters. Merciless Eviction is going to become a staple quite rapidly, I suspect. The cards I'm taking out just weren't living up to my hopes for them, except perhaps Boundless Realms. That card is amazing, but after resolving it, I'm a huge target! I'm adding Boros Charm because it actually says PERMANENTS are indestructible. Just ridiculous.
Yes, this process took me three weeks. Don't judge!
1) I got married! Yay me and my understanding wife! This is why updates got very slow. But if you really need a fix of what I offer, I'm on Twitter @WordOfCommander and that's fun too.
2)I'm switching to AutoCardAnywhere, and I cannot urge you strongly enough to do the same. It doesn't have a mobile version yet, but for Safari, Firefox, and Chrome, this is outstanding.
I've had a chance to play with some Gatecrash cards, and I'm excited about updating my EDH decks with new cards.
This is going to be both easier and harder than the Return to Ravnica updates.
Easier: I'm down to nine decks now and that's much less to manage.
Harder: The Primordial cycle is pretty amazing. I have two decks with heavy Gruul use (Adun and Animar) and Simic (Animar and Kraj) so there's a lot of cards I have to at least consider putting in.
In my initial pass through the set, I could pretty much build a new Animar deck with the cards in Animar's colors.
It's also notable that Gatecrash has some truly awesome creatures, and I tend towards creature-based decks.
Two things are a given: play shocklands and play Thespian's Stage. I cannot think of many decks where Stage won't be useful--for an answer to Gaea's Cradle or other Legendary Lands or just to copy someone else's Maze of Ith. Pretty soon I'm going to have to write an article on 'Just how many colorless lands can one deck take?'
Again, we are going in alphabetical order of my generals.
Going in:
Sepulchral Primordial
Sylvan Primordial
Hellkite Tyrant
Domri Rade
Lord of the Void
Coming out:
Tsabo Tavoc
Havoc Demon
Terastodon
Elderscale Wurm
Rakdos, Lord of Riots
Close but not good enough:
Gruul Ragebeast
Hellraiser Goblin
Molten Primordial
Clan Defiance
Signal the Clans
Illusionist's Bracers
Ogre Slumlord
Five-Alarm Fire
Giant Adephage
Borborygmos Enraged
Wrecking Ogre
Skarrg Goliath
Ghor-Clan Rampager
I am really on the fence about the three Bloodrush creatures. They are great bonuses, and they all work well with my general, because I could Bloodrush a creature, bring it back to hand, and Bloodrush it again, given enough mana and no disruption. I'm inclined to say that they aren't good enough, but I want to try them, so I will. Eventually.
Domri Rade is going to be noncreature #6 for this deck.
I want to play Gruul Ragebeast, except that it's not a 'may' ability. Even if there's no creature under my opponents' control, I have to have new creatures fight, the Ragebeast if nothing else. If I weren't so focused on keeping the noncreature count low, I'd add the Bracers, because I've got some amazing tap abilities in this deck, including Adun himself. I really want to find space for the Lord of the Void.
In:
Hellkite Tyrant
Enter the Infinite
Sylvan Primordial
Diluvian Primordial
Unexpected Results
Zameck Guildmage
Master Biomancer
Prime Speaker Zegana
Fathom Mage
Out:
Yavimaya Elder
Sphinx Ambassador
Primordial Hydra
Acidic Slime
Ring of Evos Isle
Ring of Kalonia
Silverglade Elemental
Mindclaw Shaman
Pilgrim's Eye
Close but not good enough:
Simic Manipulator
Ivy Lane Denizen
Gyre Sage
Crowned Ceratok
Hellraiser Goblin
Gruul Ragebeast
Biomass Mutation
Domri Rade
Signal the Clans
Illusionist's Bracers
Keymaster Rogue
Rapid Hybridization
Sapphire Drake
Molten Primordial
Wrecking Ogre
Burst of Strength
Experiment One
Giant Adephage
Skarrg Goliath
Borborygmos Enraged
Clan Defiance
Elusive Krasis
Ghor-Clan Rampager
Nimbus Swimmer
See that list? That's a whole deck. Between the Gruul and Simic cards, Animar decks have a tremendous amount of options. I can't disagree with anyone who wants to run these cards that I chose to leave out. Mindclaw Shaman has been a lot of fun, but has missed more often than I expected. I changed the mana around some, and so I needed less mana creatures. The Rings were not nearly as effective as I wanted (and I just added a Champion's Helm!) and thanks to deckbox.org, I just got offered a Japanese Survival of the Fittest, and that's why I'm taking out Acidic Slime. I've got Indrik Stomphowler already, and adding another tutor engine is a good thing.
In:
Enter the Infinite
Out:
Vedalken Aethermage
Close but not good enough:
Diluvian Primordial
Rapid Hybridization
Stolen Identity
Aetherize
I've been unhappy with the Aethermage, since I just use him to find Willbender, and I hate tutors that stay predictable. Since this is my 'big blue' deck, and I have Omniscience in there already, Enter the Infinite absolutely goes in.
Balthor the Defiled
In:Wight of Precinct Six
Out:
Phyrexian Ghoul
Close but not good enough:
Crypt Ghast
Only one amazing Zombie in this deck for ol' Bally, and it'll be a big bruiser for very cheap. The Ghoul is one of several sacrifice outlets in the deck, and I don't mind losing a little redundancy. If Crypt Ghast was a Zombie, then we'd really be in business.
In:
Sapphire Drake
Simic Manipulator
Experiment One
Master Biomancer
Prime Speaker Zegana
Simic Charm
Unexpected Results
Zameck Guildmage
Illusionist's Bracers
Fathom Mage
Out:
Boundless Realms
Cytoshape
Silvos, Rogue Elemental
Scarwood Bandits
Spitting Image
Snakeform
Blockade Runner
2 Island
1 Forest
Close but not good enough:
Ivy Lane Denizen
Crowned Ceratok
Biomass Mutation
Gyre Sage
Burst of Strength
Simic Fluxmage
Sylvan Primordial
I had 43 land in this deck! Some testing showed that was overkill, so 40 it is. The Simic creatures are just ridiculous in this deck. I'm chomping at the bit to abuse Master Biomancer with Kraj. Instant, free counters are exactly what this deck wants. Illusionist's Bracers is a card that should never be allowed to stay on the field! Gyre Sage is absolutely good enough--but there's many, many infinite combos with the Sage and I want to avoid those in this deck. Sheldon Menery said it thusly: "The secret to this format is not breaking it." It's plenty fun to build a deck that's powerful without being redundant.
In:
Duskmantle Seer
Out:
Chancellor of the Dross
Close but not good enough:
Dimir Charm
Stolen Identity
Crypt Ghast
This is my foiling-in-process Vampire tribal deck. Eventually, I'm going to have to decide between flavor and foiling, because some Vampires will never be in foil. (Baron Sengir, Castle Sengir, Shauku, Endbringer) A friend was kind enough to give me a Duskmantle Seer in foil as a wedding present, so in he goes. Chancellor was just too expensive to cast.
In:
Lord of the Void
Hellkite Tyrant
Aurelia, the Warleader
Boros Charm
Merciless Eviction
Angelic Skirmisher
Out:
Balefire Dragon
Restoration Angel
General's Kabuto
Brightflame
Akroma's Vengeance
Close but not good enough:
Blind Obedience
Luminate Primordial
Sepulchral Primordial
Molten Primordial
Aurelia's Fury
Deathpact Angel
Firemane Avenger
Immortal Servitude
Wizards loves Kaalia. They really do. Every set since the Commander preconstructed decks has gotten several awesome Angels, Dragons, and Demons to consider for Kaalia decks. And why not? She's powerful but fair...as long as you have instant-speed removal in your deck. With every set, the arguments about which A/D/D to add gets better and better. Lord of the Void is an auto-include for this, and maybe for all black decks. I can't imagine it hitting a player and missing on the ability. Aurelia is not good to drop in with Kaalia's ability, but if you drop Kaalia on five and then Aurelia, I suspect you're killing a player.
Boros Charm is ridiculous. It's cheaper and more flexible than Rootborn Defenses, and it's going to become a Sunforger staple.
Brightflame is a tough cut for me, but I'm likely to go back to Sudden Spoiling soon. The sad truth is that I most often used it to kill Saproling hordes, and that's an affront to this amazing card. I picked up a Stoneforge Mystic for this deck, so I felt I could cut one equipment, and the Kabuto is the worst. Vengeance for Eviction is an easy swap. Skirmisher is a test, because I opened a foil one. I know the ability isn't that great on the turn I drop her into play, but if she lives, she is terrifying.
In: none
Out: none:
Close but not good enough:
Cinder Elemental
Hellraiser Goblin
The Queen of Pingers is not impressed with these offerings. Cinder Elemental is interesting but vulnerable, and the Goblin forces attacks, which this deck doesn't want.
In:
Five-Alarm Fire
Assemble the Legion
Sunhome Guildmage
Merciless Eviction
Boros Charm
Out:
Dragonlair Spider
Austere Command
All Suns' Dawn
Boundless Realms
Geist-Honored Monk
Close but not good enough:
Legion Loyalist
Massive Raid
Immortal Servitude
The token decks got even more toys to play with! I'm drooling over the idea of going Parallel Lives into Assemble the Legion, or Assemble with Cathars' Crusade, or any number of interactions. The Guildmage is yet another entry in the "One card + mana = winning" that this deck loves so dearly. I'm looking forward to attacking one person with a token horde, and killing a different player with all the Five-Alarm Fire counters. Merciless Eviction is going to become a staple quite rapidly, I suspect. The cards I'm taking out just weren't living up to my hopes for them, except perhaps Boundless Realms. That card is amazing, but after resolving it, I'm a huge target! I'm adding Boros Charm because it actually says PERMANENTS are indestructible. Just ridiculous.
Yes, this process took me three weeks. Don't judge!
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