Kasimir the Lone Wolf is an OG from Legends that is currently the lowest rated legendary creature in the game on gatherer (not that people have been able to rate the past few sets). Kasimir clocks in at a solid 5 power and 3 toughness for 6 mana, and he's vanilla to boot. Of course, this makes building a deck for him a fun little challenge. Because he's a vanilla, there are no abilities to build around. His only relevant attributes mechanical are the fact that he's multicolor and a Human Warrior. While Human tribal isn't terrible and is really his only mechanical hook, its pretty straightforward and kind of boring. Instead, I built him around his honorific, The Lone Wolf. What is a lone wolf if not alone? Kasimir doesn't need anyone else, he takes on his foes with nothing but his *****in' axe doesn't follow society's arbitrary rules, like white/blue not being the colors for axe wielding anti social barbarians wearing wolf pelts.
Crafting a deck where Kasimir is the only creature card is, obviously, a challenge. I ended up going the enchantress route, with a hefty dose of card draw and pillow fort. The deck is capable of producing creatures from a couple of key token producing enchantments and has one combo (RiP Helm), as well as a few good planeswalkers. Mostly, this deck builds its pillow fort and draws a bunch of cards before crushing the opponents under an avalanche of angels, pegasi, animated enchantments, or fires of its combo. Yes, I have won by swinging with Kasimir, that's what Rogue's Passage is for.
Why play this deck?
You like synergy
You like having more cards than you can hold
You like not being attacked
You like goofy builds (1 creature, 5 walkers, and 6 spells is a weird balance)
You like running joke commanders
You like tokens
Don't play this deck if
You like playing creatures
You don't like getting wrecked by Bane of Progress (though Replenish mitigates that)
You want a strong commander
Kasimir is not on MtGO. Alternative commanders include Jedit Ojanen because he's basically as bad as Kasimir, being 1 mana more expensive for 2 extra toughness, because he left his people so he kind of makes flavor sense, and because GODDAMN THAT CAT IS RAD! Look at him, he's a GODDAMN TIGER, with TIGER PECS and GOD HAIR! He's like a painting on a van! Also, I guess Dragonlord Ojutai could helm it as an enlightened master of enchantment, but what's the fun in having a good card in the command zone?
The Meaning of Life: "M-hmm. Well, it's nothing very special. Uh, try and be nice to people, avoid eating fat, read a good book every now and then, get some walking in, and try and live together in peace and harmony with people of all creeds and nations"
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Whether its blue players countering your spells, red players burning you out, or combo, if you have a problem with an aspect of Magic's gameplay, you can fix it!
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
I love this. More people need to dig deep and have fun with older legends.
There are three non-critter exalted cards. Ardent Plea might be the only worthwhile one of them.
Any issues running the deck so far?
I've actually had the deck for quite awhile online, where i have to use Jedit, and I've only just got around to putting it up here, so I've got a lot of experience with it. While its capable of fast starts, what its trying to do usually takes awhile. That is, while it can quickly build its defenses and begin accumulating resources, its not a deck that wins quickly, as in around turn 5 or so, consistently (Sometimes you'll just get the combo and win, although that takes 1 turn a person, sometimes you'll just get enough mana to start dropping creating lots of angels with ascension or sigil). The deck also gets hit hard by cards like Aura Shards, though it has a few options like Nevermore or Act of Authority that can answer it. Its also light on sweepers and doesn't run counters, so while the pillow fort keeps you from being attacked you have to rely on the few spot removal spells to deal with utility creatures and annoying noncombat abilities, and you are vulnerable to some combos (but that's the case for a lot of decks). In multiplayer you want to rely on the pillow fort and let your opponents kill each other as much as you can, or at least until you get to the point where you can start making tons of tokens or milling people out. In 1v1, you have to be fairly aggressive about digging for key cards, sometimes waiting to build the fort while you focus on drawing. One other thing is that the deck can be kind of tough to play, as there are a lot of moving pieces and powerful interactions, but sometimes you'll end up in situations where it really isn't clear what you should be doing. For instance, there is a minor graveyard theme involving Skyfield of Nix, Open the Vaults, and Replenish, and the fact that you are drawing so many cards that you will be discarding at the end of the turn, and it isn't always clear right away if you should be filling your yard in hopes of seeing one of those or trying to get reliquary tower or some other card that gives you no maximum hand size. Still, I find decks with lots of decision trees really fun, which I why I run this a lot. Games rarely play out the same way, and I've one by combo, by decking with Sphinx's Tutelage, by attacking with tons of tokens, by attacking with tons of animated enchantments, and by attacking with Kasimir/Jedit, and by having people just concede because they don't have an answer to Moat or Back to Basics or some other such card.
Private Mod Note
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Rollback Post to RevisionRollBack
The Meaning of Life: "M-hmm. Well, it's nothing very special. Uh, try and be nice to people, avoid eating fat, read a good book every now and then, get some walking in, and try and live together in peace and harmony with people of all creeds and nations"
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Whether its blue players countering your spells, red players burning you out, or combo, if you have a problem with an aspect of Magic's gameplay, you can fix it!
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
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Crafting a deck where Kasimir is the only creature card is, obviously, a challenge. I ended up going the enchantress route, with a hefty dose of card draw and pillow fort. The deck is capable of producing creatures from a couple of key token producing enchantments and has one combo (RiP Helm), as well as a few good planeswalkers. Mostly, this deck builds its pillow fort and draws a bunch of cards before crushing the opponents under an avalanche of angels, pegasi, animated enchantments, or fires of its combo. Yes, I have won by swinging with Kasimir, that's what Rogue's Passage is for.
Why play this deck?
You like synergy
You like having more cards than you can hold
You like not being attacked
You like goofy builds (1 creature, 5 walkers, and 6 spells is a weird balance)
You like running joke commanders
You like tokens
Don't play this deck if
You like playing creatures
You don't like getting wrecked by Bane of Progress (though Replenish mitigates that)
You want a strong commander
Kasimir is not on MtGO. Alternative commanders include Jedit Ojanen because he's basically as bad as Kasimir, being 1 mana more expensive for 2 extra toughness, because he left his people so he kind of makes flavor sense, and because GODDAMN THAT CAT IS RAD! Look at him, he's a GODDAMN TIGER, with TIGER PECS and GOD HAIR! He's like a painting on a van! Also, I guess Dragonlord Ojutai could helm it as an enlightened master of enchantment, but what's the fun in having a good card in the command zone?
1x Kasimir the Lone Wolf
Creatures:
1x None lol he's alone
Pillow Fort:
1x Sun Droplet
1x Island Sanctuary
1x Ghostly Prison
1x Nevermore
1x Aurification
1x Leyline of Sanctity
1x Lightmine Field
1x Moat
1x Sphere of Safety
1x Martyr's Bond
1x Propaganda
1x Dissipation Field
1x Palliation Accord
Instant/Sorcery:
1x Enlightened Tutor
1x Idyllic Tutor
1x Replenish
1x Plea for Guidance
1x Austere Command
1x Open the Vaults
Artifacts:
1x Mana Crypt
1x Mana Vault
1x Sol Ring
1x Sensei's Divining Top
1x Azorius Signet
1x Though Vessel
1x Thran Dynamo
1x Alhammarret's Archive
1x Gilded Lotus
1x Land Tax
1x Greater Auramancy
1x Act of Authority
1x Grasp of Fate
1x Quarantine Field
1x Back to Basics
1x Monastery Siege
1x Retreat to Coralhelm
1x Rhystic Study
1x Dictate of Kruphix
1x Leyline of Anticipation
1x Psychic Possession
1x Well of Ideas
1x Mind Unbound
1x Omniscience
1x Detention Sphere
Planeswalkers:
1x Jace Beleren
1x Jace, the Mind Sculptor
1x Tezzeret the Seeker
1x Teferi, Temporal Archmage
1x Ugin, the Spirit Dragon
Win Cons:
1x Myth Realized
1x Hoofprints of the Stag
1x Luminarch Ascension
1x Rest in Peace
1x Helm of Obedience
1x Sacred Mesa
1x Opalescence
1x Starfield of Nix
1x Sigil of the Empty Throne
1x Sphinx's Tutelage
1x Corrupted Conscience
1x Treachery
1x Mind's Dilation
1x Academy Ruins
1x Ancient Tomb
1x Celestial Colonnade
1x Flooded Strand
1x Hallowed Fountain
1x Myriad Landscape
1x Reliquary Tower
1x Rogue's Passage
1x Serra's Sanctum
1x Strip Mine
1x Temple of the False God
1x Thawing Glaciers
1x Tolaria West
1x Tundra
13x Plains
10x Island
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
There are three non-critter exalted cards. Ardent Plea might be the only worthwhile one of them.
Any issues running the deck so far?
(U/B)(U/B)(U/B) JUMP IN THE LINE, ROCK YOUR BODY IN TIME
(R/W)(R/W)(R/W) RISING FROM THE NEON GLOOM, SHINING LIKE A CRAZY MOON
(U/R)(R/G)(G/U) STEALIN' WHEN I SHOULD HAVE BEEN BUYIN'
I've actually had the deck for quite awhile online, where i have to use Jedit, and I've only just got around to putting it up here, so I've got a lot of experience with it. While its capable of fast starts, what its trying to do usually takes awhile. That is, while it can quickly build its defenses and begin accumulating resources, its not a deck that wins quickly, as in around turn 5 or so, consistently (Sometimes you'll just get the combo and win, although that takes 1 turn a person, sometimes you'll just get enough mana to start dropping creating lots of angels with ascension or sigil). The deck also gets hit hard by cards like Aura Shards, though it has a few options like Nevermore or Act of Authority that can answer it. Its also light on sweepers and doesn't run counters, so while the pillow fort keeps you from being attacked you have to rely on the few spot removal spells to deal with utility creatures and annoying noncombat abilities, and you are vulnerable to some combos (but that's the case for a lot of decks). In multiplayer you want to rely on the pillow fort and let your opponents kill each other as much as you can, or at least until you get to the point where you can start making tons of tokens or milling people out. In 1v1, you have to be fairly aggressive about digging for key cards, sometimes waiting to build the fort while you focus on drawing. One other thing is that the deck can be kind of tough to play, as there are a lot of moving pieces and powerful interactions, but sometimes you'll end up in situations where it really isn't clear what you should be doing. For instance, there is a minor graveyard theme involving Skyfield of Nix, Open the Vaults, and Replenish, and the fact that you are drawing so many cards that you will be discarding at the end of the turn, and it isn't always clear right away if you should be filling your yard in hopes of seeing one of those or trying to get reliquary tower or some other card that gives you no maximum hand size. Still, I find decks with lots of decision trees really fun, which I why I run this a lot. Games rarely play out the same way, and I've one by combo, by decking with Sphinx's Tutelage, by attacking with tons of tokens, by attacking with tons of animated enchantments, and by attacking with Kasimir/Jedit, and by having people just concede because they don't have an answer to Moat or Back to Basics or some other such card.
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!