Last piece of advice that I can think of as of now: Depending on how often you play and how tuned the decks in your meta are, you might eventually reach a point where even if you're just sitting pretty during the early-mid game, people will still be gunning for you because they'll be terrified of the damage you do end-game. So this is where deck ratio has to be readjusted once more and the pillow-fort package I was yapping about becomes worth discussing. That defense + offense thing will be what I predict to be the eventual equilibrium. But since that day may or may not come, that's getting ahead of myself. For now, enjoy the new list and I hope it does great.
The decks are borderline degenerate. Take a look at my Animar or Teysa deck and it will let you know. I see everything from creatureless Narset, Blinky Roon, Child of Alara, Ezuri, etc.. They're all DUMB. lol. What have you been using for a pillowfort package?
No active MP list right now, but the last incorporation I made (It was my friend who played it, I just watched lol) included ghostly prison, no mercy, story circle, reverence and sphere of safety. But in hindsight, I'd cut the last 2. I find Kaalia benefits greatly from one-time deterrents like batwing brume, sudden spoiling, reflect damage, orim's chant and deflecting palm. Just enough to deter a lethal swing and return the favor next turn. It's a handful, but you might want to consider adding these in increments depending on how hostile your group is against you. Rakdos charm and batwing brume will murder an infinite token alpha strike, and deflecting palm will punish blightsteel colossus and anything similar, and master warcraft can actually kill an opponent using another opponent's combat step.
But you know, if your playgroup's threat assessment skills are within reason, looking at that lineup I don't think you're ever supposed to be public enemy #1 lol
It's nice to have those kinds of instants in addition to removal because cards like deflecting palm and reflect damage can actually deal an opponent lethal before your next turn even starts. Master warcraft will be more of a reach because your opponent can still choose to attack you. It's awesome with no mercy though. But again it highly depends on what type of threats lurk in your meta.
No prob I get you, there's not much of a duel commander thread for kaalia so I tend to dump my ideas here as well. This thread may be labelled as traditional 1v1, but the regulars here have a lot of experience with anything Kaalia related. Shiroe is mostly a multiplayer guy, I'm more on the cutthroat DC side, and 3drinks can probably even build a kaalia legacy deck if someone asks nicely lol. It's also nice to have people ask questions here, they keeps us all sharp.
Haha, I'm not entirely sure what tier that would do, but I guess if someone was determined...hmm, I could say the same thing about this absurd DragonstormKaalia idea...
No prob I get you, there's not much of a duel commander thread for kaalia so I tend to dump my ideas here as well. This thread may be labelled as traditional 1v1, but the regulars here have a lot of experience with anything Kaalia related. Shiroe is mostly a multiplayer guy, I'm more on the cutthroat DC side, and 3drinks can probably even build a kaalia legacy deck if someone asks nicely lol. It's also nice to have people ask questions here, they keeps us all sharp.
Haha, I'm not entirely sure what tier that would do, but I guess if someone was determined...hmm, I could say the same thing about this absurd DragonstormKaalia idea...
scout plus scry is so good though..
and well, that dragonstorm thing would be funny in multi.
How does everyone feel about Sensei's Divining Top in Kaalia. Worth running or better just to have more gas?
I like it with fetches. I only run top in two of my decks; Kaalia and Melek. With Kaalia I'm trying to wring as much out of my draws as possible because I become archenemy so easily and I've got enough shuffle effects to make things worthwhile. Melek obviously loves all form of topdeck manipulation. Ironically I don't run it in Narset because she digs 4; Top ends up being a "do I want to crack that fetch?" check once she's on board.
How does everyone feel about Sensei's Divining Top in Kaalia. Worth running or better just to have more gas?
If you run it with all the applicable on-color fetches (even the ones that can only fetch on of your deck's colors), it is likely worth using. But, that's a lot of shuffling, and the game can get really long doing that. I dropped it in favor of cards that just dig more.
Tragic Arrogance is a card I have been using in MP, it has proven to be quite good because YOU get to choose what your opponents keep.
Choose your best cards to keep and the worst for theirs, the only thing I don't like is that it does not hit lands
1v1 you definitely want the versions that hit lands, but in multiplayer there's a good case to be de for the non-land destroying variants for the political angle.
I haven't found Wasteland and Strip mine (I don't live in US nor EU so it's a matter of availability) so I can't play them at the moment, the same regarding to Phyrexian Tower and Volrath's stronghold, but a friend of mine can lend me a Rishadan Port and a High market, could I replace any of the lands above with port and market? Or this isn't the deck for them?? Also what's the opinion on fast lands? should we run the 3 of them?
I haven't found Wasteland and Strip mine (I don't live in US nor EU so it's a matter of availability) so I can't play them at the moment, the same regarding to Phyrexian Tower and Volrath's stronghold, but a friend of mine can lend me a Rishadan Port and a High market, could I replace any of the lands above with port and market? Or this isn't the deck for them?? Also what's the opinion on fast lands? should we run the 3 of them?
Is this for 1 vs. 1, Duel Commander, or multiplayer? The formats are different enough that a player would run different lands.
In general, you don't want to run too many colorless lands, since Kaalia is a 3-color deck.
You want to keep Hall of the Bandit Lord. That's the only way you can power out a hasted Kaalia early or hard cast your creatures and give them haste immediately.
Since you don't have Strip Mine, Ghost Quarter is the next best thing. If your meta is competitive, your opponents probably won't have too many basic lands.
Arcane Lighthouse is useful if your opponents have annoying hexproof or shroud, but you can live without it.
Tectonic Edge and Ancient Tomb are likely replaceable. Tectonic Edge is too slow as a land destruction card, and Ancient Tomb just gives you colorless mana. Rishadan Port is arguably more important in 1 vs. 1 or Duel Commander than in multiplayer. If you don't have a Phyrexian Tower, then High Market as a sacrifice outlet is helpful to dodge exile effects.
Is this for 1 vs. 1, Duel Commander, or multiplayer? The formats are different enough that a player would run different lands.
I honestly get confused with those names. I'm going to participate in a tournament in mid December and the format is commander 1vs1 american/traditional multiplayer ban list (it's not french commander).
In general, you don't want to run too many colorless lands, since Kaalia is a 3-color deck.
You want to keep Hall of the Bandit Lord. That's the only way you can power out a hasted Kaalia early or hard cast your creatures and give them haste immediately.
Since you don't have Strip Mine, Ghost Quarter is the next best thing. If your meta is competitive, your opponents probably won't have too many basic lands.
Arcane Lighthouse is useful if your opponents have annoying hexproof or shroud, but you can live without it.
Tectonic Edge and Ancient Tomb are likely replaceable. Tectonic Edge is too slow as a land destruction card, and Ancient Tomb just gives you colorless mana. Rishadan Port is arguably more important in 1 vs. 1 or Duel Commander than in multiplayer. If you don't have a Phyrexian Tower, then High Market as a sacrifice outlet is helpful to dodge exile effects.
Are 5 colorless lands too many? I got Ancient Tomb following 3drinks advice and since it helps getting some sick starting plays, I usually run 2 'land hate' lands so should I cut 1? Thanks for the advice, I was kind of worried High Market would be a low power level card in this format. Also I run the same lands than the primer except ABUR duals.
I honestly get confused with those names. I'm going to participate in a tournament in mid December and the format is commander 1vs1 american/traditional multiplayer ban list (it's not french commander).
Duel Commander is French Commander. 3drink's primer applies, but you said you already refer to it.
Are 5 colorless lands too many? I got Ancient Tomb following 3drinks advice and since it helps getting some sick starting plays, I usually run 2 'land hate' lands so should I cut 1? Thanks for the advice, I was kind of worried High Market would be a low power level card in this format. Also I run the same lands than the primer except ABUR duals.
I found the posts where 3drinks mention Ancient Tomb. Since you're playing 1 vs. 1 and 3drinks mentioned the card, then go with his advice, not mine. 5 colorless lands maximum is about right, if I recall 3drinks's past posts.
In 1 vs. 1 play, Ancient Tomb can give you an advantage, and the 2 damage per tap is tolerable against one opponent.
Phyrexian Tower is definitely better than High Market, because Phyrexian Tower's sacrifice ability is a mana ability, so it doesn't use the stack. However, it is recommended to have at least one sacrifice outlet to help dodge exile effects.
Lol i think Kaalia got a new multiplayer toy in planar bridge.
That's a really mana-intensive card to use. I don't know if I could utilize it in multiplayer. RBW aren't colors that specialize in ramping.
It's a much better quicksliver amulet, and running signets, moxen, gilded lotus and thran dynamo could make it worth it. Besides, ramp or no, when kaalia gets killed twice planar bridge might be the more efficient choice for 8 mana at that point. It also mitigates that "runs out of gas" complaint since it brings threats down from the library. I'd definitely use it if the playgroup isn't composed of spikey combo players that win early.
No active MP list right now, but the last incorporation I made (It was my friend who played it, I just watched lol) included ghostly prison, no mercy, story circle, reverence and sphere of safety. But in hindsight, I'd cut the last 2. I find Kaalia benefits greatly from one-time deterrents like batwing brume, sudden spoiling, reflect damage, orim's chant and deflecting palm. Just enough to deter a lethal swing and return the favor next turn. It's a handful, but you might want to consider adding these in increments depending on how hostile your group is against you. Rakdos charm and batwing brume will murder an infinite token alpha strike, and deflecting palm will punish blightsteel colossus and anything similar, and master warcraft can actually kill an opponent using another opponent's combat step.
But you know, if your playgroup's threat assessment skills are within reason, looking at that lineup I don't think you're ever supposed to be public enemy #1 lol
http://www.mtgsalvation.com/cards/kaladesh/27942-harsh-scrutiny
At worst, I get to scout an opponent's hand an scry 1 for 1 mana. At best I get to take a creature out as well. The value is too good not to consider.
My current list, not sure if anything is cut-able at the moment.
http://tappedout.net/mtg-decks/french-kaalia-1/
It's a [usually, but not strictly so] worse Despise, which is pretty fringe as far as hand disruption goes. I wouldn't play either.
Haha, I'm not entirely sure what tier that would do, but I guess if someone was determined...hmm, I could say the same thing about this absurd Dragonstorm Kaalia idea...
Steel Sabotage'ng Orbs of Mellowness since 2011.
GWUBAtraxa and Her Superfriends
WUB Oloro, the Life Drain Train
URG Animar, Soul of Elements
WBR Kaalia of the Vast
BWTeysa Karlov, Scion of Orzhov
R Purphoros, Goblins of Pain ($100 Budget Challenge)
U Talrand, Fun Police (Needs updating)
scout plus scry is so good though..
and well, that dragonstorm thing would be funny in multi.
I like it with fetches. I only run top in two of my decks; Kaalia and Melek. With Kaalia I'm trying to wring as much out of my draws as possible because I become archenemy so easily and I've got enough shuffle effects to make things worthwhile. Melek obviously loves all form of topdeck manipulation. Ironically I don't run it in Narset because she digs 4; Top ends up being a "do I want to crack that fetch?" check once she's on board.
If you run it with all the applicable on-color fetches (even the ones that can only fetch on of your deck's colors), it is likely worth using. But, that's a lot of shuffling, and the game can get really long doing that. I dropped it in favor of cards that just dig more.
Steel Sabotage'ng Orbs of Mellowness since 2011.
Choose your best cards to keep and the worst for theirs, the only thing I don't like is that it does not hit lands
I would not play it precisely because it doesn't hit lands. Same for the Gearhulk.
Steel Sabotage'ng Orbs of Mellowness since 2011.
1v1 you definitely want the versions that hit lands, but in multiplayer there's a good case to be de for the non-land destroying variants for the political angle.
my Kaalia will enjoy new commander's Conqueror's flail
I haven't found Wasteland and Strip mine (I don't live in US nor EU so it's a matter of availability) so I can't play them at the moment, the same regarding to Phyrexian Tower and Volrath's stronghold, but a friend of mine can lend me a Rishadan Port and a High market, could I replace any of the lands above with port and market? Or this isn't the deck for them?? Also what's the opinion on fast lands? should we run the 3 of them?
Is this for 1 vs. 1, Duel Commander, or multiplayer? The formats are different enough that a player would run different lands.
In general, you don't want to run too many colorless lands, since Kaalia is a 3-color deck.
You want to keep Hall of the Bandit Lord. That's the only way you can power out a hasted Kaalia early or hard cast your creatures and give them haste immediately.
Since you don't have Strip Mine, Ghost Quarter is the next best thing. If your meta is competitive, your opponents probably won't have too many basic lands.
Arcane Lighthouse is useful if your opponents have annoying hexproof or shroud, but you can live without it.
Tectonic Edge and Ancient Tomb are likely replaceable. Tectonic Edge is too slow as a land destruction card, and Ancient Tomb just gives you colorless mana. Rishadan Port is arguably more important in 1 vs. 1 or Duel Commander than in multiplayer. If you don't have a Phyrexian Tower, then High Market as a sacrifice outlet is helpful to dodge exile effects.
I honestly get confused with those names. I'm going to participate in a tournament in mid December and the format is commander 1vs1 american/traditional multiplayer ban list (it's not french commander).
Are 5 colorless lands too many? I got Ancient Tomb following 3drinks advice and since it helps getting some sick starting plays, I usually run 2 'land hate' lands so should I cut 1? Thanks for the advice, I was kind of worried High Market would be a low power level card in this format. Also I run the same lands than the primer except ABUR duals.
Duel Commander is French Commander. 3drink's primer applies, but you said you already refer to it.
I found the posts where 3drinks mention Ancient Tomb. Since you're playing 1 vs. 1 and 3drinks mentioned the card, then go with his advice, not mine. 5 colorless lands maximum is about right, if I recall 3drinks's past posts.
In 1 vs. 1 play, Ancient Tomb can give you an advantage, and the 2 damage per tap is tolerable against one opponent.
Phyrexian Tower is definitely better than High Market, because Phyrexian Tower's sacrifice ability is a mana ability, so it doesn't use the stack. However, it is recommended to have at least one sacrifice outlet to help dodge exile effects.
That's a really mana-intensive card to use. I don't know if I could utilize it in multiplayer. RBW aren't colors that specialize in ramping.
It's a much better quicksliver amulet, and running signets, moxen, gilded lotus and thran dynamo could make it worth it. Besides, ramp or no, when kaalia gets killed twice planar bridge might be the more efficient choice for 8 mana at that point. It also mitigates that "runs out of gas" complaint since it brings threats down from the library. I'd definitely use it if the playgroup isn't composed of spikey combo players that win early.
Steel Sabotage'ng Orbs of Mellowness since 2011.
GWUBAtraxa and Her Superfriends
WUB Oloro, the Life Drain Train
URG Animar, Soul of Elements
WBR Kaalia of the Vast
BWTeysa Karlov, Scion of Orzhov
R Purphoros, Goblins of Pain ($100 Budget Challenge)
U Talrand, Fun Police (Needs updating)
Multiplayer sideboard at best. I have Platinum Angel in my multiplayer sideboard and this might go along side it but I doubt it.