I think I was drawn to Kaalia for the same reason many people are. She cheats in big creatures. She also has a color combonation that was at the time only available with one other commander, Oros, the Avenger. All that is great, but what made me really get excited to make a deck around her was an excuse to use all those unplayed Dragons, Demons and Angels that never worked in my other EDH decks.
This deck is designed to be fast, consistent, resilient and able to turn the tables if the game goes long. It works best in a 2-4 player game as just playing her will put a target on your head, luckily the deck can bring the pain.
The goal is linear. Ramp and tutor if needed protection for Kaalia and then start dropping bombs. Many of those bombs double as draw, removal or tutors. I tried to include a lot of draw to keep your hand full of fat to drop.
I am very happy how the deck is very tight and plays very consistently and in small games it wins the overwhelming majority of the games against all kinds of deck fairly quickly, but more importantly imo it has proven to be able to come back from insurmountable odds.
Why not play a karmic guide instead of the titan? Have you also tryed mimic vot in? I can also see a sword of feast and famine do all kinds of damage in there. Finally, I love the true conviction in the deck, extra smashy indeed. I guess the new DA land that gives lifelink-deathtouch would also be nice in this deck.
On the downside, I feel like your deck lacks protection for Kaalia, and severely lacks in instant speed removal (unmake, terminate, swords, and so on) with no real early game. I feel like you are playing way too many ramp stuff for my liking, when it doesn't seem like a Kaalia need that much, by experience.
Also, random question, how is admonition angel doing for you? I am considering it, but I don't know how good she is in the deck without massive land swipe plan + Crucible of Worlds to get a nice hard lock on everyone (that I chose not to run because I despise any mass land destruction centered plan in a format like EDH)
Playing:
Legacy:
:symw::symb::symg::symu::symr:Dredge
:symu::symb: ANT
The Gate
Modern:
:symu::symr: Past in flames Storm
EDH:
:symr::symw::symb: Kaalia of the Vast
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This deck is designed to be fast, consistent, resilient and able to turn the tables if the game goes long. It works best in a 2-4 player game as just playing her will put a target on your head, luckily the deck can bring the pain.
The goal is linear. Ramp and tutor if needed protection for Kaalia and then start dropping bombs. Many of those bombs double as draw, removal or tutors. I tried to include a lot of draw to keep your hand full of fat to drop.
I am very happy how the deck is very tight and plays very consistently and in small games it wins the overwhelming majority of the games against all kinds of deck fairly quickly, but more importantly imo it has proven to be able to come back from insurmountable odds.
1 Kaalia of the Vast
Draw
1 Phyrexian Arena
1 Wheel of Fortune
1 Memory Jar
1 Sensei's Divining Top
1 Syphon Mind
Tutors
1 Demonic Tutor
1 Vampiric Tutor
1 Academy Rector
1 Stoneforge Mystic
1 Stonehewer Giant
Removal
1 Ashes to Ashes
1 Condemn
1 Armageddon
1 Austere Command
1 Catastrophe
1 Return to Dust
1 Earthquake
1 Decree of Pain
Ramp
1 Rakdos Signet
1 Orzhov Signet
1 Boros Signet
1 Sol Ring
1 Coalition Relic
1 Thran Dynamo
1 Gilded Lotus
1 Darksteel Ingot
1 Solemn Simulacrum
1 Spectral Searchlight
1 Mana Vault
1 Adarkar Valkyrie
1 Abyssal Persecutor
1 Akroma, Angel of Fury
1 Mordant Dragon
1 Bogardan Hellkite
1 Steel Hellkite
1 Tariel, Reckoner of Souls
1 Yosei, the Morning Star
1 Bloodgift Demon
1 Angel of Despair
1 Platinum Angel
1 Hellkite Charger
1 Mana-Charged Dragon
1 Rune-Scarred Demon
1 Iona, Shield of Emeria
1 Admonition Angel
1 Moltensteel Dragon
1 Baneslayer Angel
Misc Spells
1 Relentless Assault
1 Identity Crisis
1 Wild Ricochet
1 Mind Twist
Misc Permanents
1 True Conviction
1 Debtors' Knell
1 Ajani Vengeant
Misc Creatures
1 Sun Titan
1 Glory
Equipment
1 Skullclamp
1 Swiftfoot Boots
1 Lightning Greaves
1 Darksteel Plate
1 Command Tower
1 Exotic Orchard
1 Plateau
1 Scrubland
1 Lavaclaw Reaches
1 Godless Shrine
1 Dragonskull Summit
1 Tainted Field
1 Graven Cairns
1 Fetid Heath
1 Sulfurous Springs
1 Rugged Prairie
1 Blood Crypt
1 Sacred Foundry
1 Tainted Forge
1 Arid Mesa
1 Bloodstained Mire
1 Marsh Flats
5 Mountain
4 Swamp
3 Plains
1 Shizo, Death's Strorehouse
1 Eiganjo Castle
1 Bojuka Bog
1 Sunhome, Fortress of the Legion
1 Kor Haven
1 Strip Mine
1 Volrath's Stronghold
GAzusa, Lost but SeekingG
WBVish Kal, Blood ArbiterWB
WBRKaalia of the VastWBR
UBGVorosh, the HunterUBG
WRGisela, Blade of GoldnightWR
WUGJenara, Asura of WarWUG
WBGTeneb, The HarvesterWBG
WUBRGHorde of NotionsWUBRG
On the downside, I feel like your deck lacks protection for Kaalia, and severely lacks in instant speed removal (unmake, terminate, swords, and so on) with no real early game. I feel like you are playing way too many ramp stuff for my liking, when it doesn't seem like a Kaalia need that much, by experience.
Also, random question, how is admonition angel doing for you? I am considering it, but I don't know how good she is in the deck without massive land swipe plan + Crucible of Worlds to get a nice hard lock on everyone (that I chose not to run because I despise any mass land destruction centered plan in a format like EDH)
Playing:
Legacy:
:symw::symb::symg::symu::symr:Dredge
:symu::symb: ANT
The Gate
Modern:
:symu::symr: Past in flames Storm
EDH:
:symr::symw::symb: Kaalia of the Vast