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  • 4

    posted a message on Ultimate Masters & Box Topper Promos + PSA regarding sealed Box Topper Boosters

    you are not wizards target audience at all. Wizards wants someone drafting a couple times a week and playing standard /modern/ commander/ legacy once a week in that order, . you dont care about value because you don't really have any value, its easy to say screw it when you dont have skin in the game . lets go back to crucible for a bit . say your average LGS had 4 in stock when m19 hit in that month following that store took a 174 dollar loss on those cards , your average LGS is running a couple hundred black or red, 174 bucks is the difference normally between making a profit or a loss.


    That $174 is on paper and unrealized until it is sold. If the card is too expensive, it will sit in their inventory and produce no revenue for them.

    These days, if a LGS relies only on cards/sealed produce as revenue while their other costs rise (rent, etc.), that business would eventually go bankrupt. I see more and more LGSes turning into gaming cafes rather than just sell product. I think it's perfectly viable to sell product at a smaller profit margin as a driver to come to the store and buy other things or sit down and game and buy food.
    Posted in: The Rumor Mill
  • 5

    posted a message on Full Gallery is up
    Quote from Crazy Pierre »
    The set is ok. They missed many opportunities to crash the price on stuff


    Wizards will not crash prices. They cannot publicly acknowledge the secondary market, but it is evident by the way they handle their reprint equity that they do care about secondary market prices to some extent.
    Posted in: The Rumor Mill
  • 2

    posted a message on Runed Halo - Commander's Brew
    Quote from Crazy Pierre »
    Another good hit. There have been only four misses at Rare so far (Stirring Wildwood, Lavaclaw Reaches, Visions from Beyond and Squee, Goblin Nabob) and two of those are in a cycle, so it's fine.
    Can't wait to see the rest!


    Wall of Reverence as well.
    Posted in: The Rumor Mill
  • 1

    posted a message on Ultimate Masters & Box Topper Promos + PSA regarding sealed Box Topper Boosters
    Quote from illakunsaa »


    This is pretty good but it's no Dreadmaw.


    But, it's also a $4-$5 rare. Not worth opening a $14 pack for.
    Posted in: The Rumor Mill
  • 1

    posted a message on well it finally happened someone is selling a card for 100K
    It might not sell at that price, but it does establish a data point for pricing. If something is pulling data on that card, the average and median prices will eventually skew upwards. This is slow movement to manipulate the market prices of that card.
    Posted in: Magic General
  • 3

    posted a message on GRN Planeswalker decklists
    Other card games can afford to put playsets of common or uncommon cards to make a functional deck, and so can Wizards. Wizards is just not doing it to get new players to buy booster packs to improve Wizard's revenues. Wizards would argue that they want players to learn deck building, but functional decks can be improved.

    I would argue that a $20 deckbuilder's toolkit might be of better value for new players as there are some card multiples in those products.
    Posted in: The Rumor Mill
  • 1

    posted a message on Citywide Bust (First Strike Podcast preview)
    Some players complained to Wizards that there were no or too few "safety valves" to keep certain deck types in check in Standard. It looks like Wizards are now producing safety valves, and other players are now complaining as well.
    Posted in: The Rumor Mill
  • 1

    posted a message on Reanimated Kaalia of the Vast


    This is my semi-casual Kaalia of the Vast deck for multiplayer. I was inspired by 3drinks 1 vs. 1 version and made some modifications for a casual multiplayer environment.

    What's My Meta
    My meta is a casual 4-person group with family and friends with slightly modified pre-constructed Commander decks or homegrown Commander decks. I probably have the most optimized deck of the group.

    If your meta is more competitive or cutthroat, your Kaalia multiplayer deck composition will likely be different than my list.

    Deck Design
    This deck looks like an aggro deck, but it plays more like a mini-combo deck in an unknown meta. The reason is because with 3 opponents in a typical multiplayer Commander/EDH game, it's difficult to win with creatures traditionally associated with aggro strategies. Aggro strategies work in 1 vs. 1 games, but they don't scale with an increased number of opponents. You simply can't deal enough combat damage across 3 opponents in a reasonable number of turns. Thus, in this deck, you are using Kaalia to cheat a creature in that affects the board state, a defending opponent, or all opponents significantly. Therefore, simply using an angel, demon, or dragon with high power and toughness will not likely help you win the game. Thus, preference is given to creatures with tactical value beyond dealing large amounts of combat damage. Most creatures in this deck have enter the battlefield abilities or have triggered abilities when dealing combat damage. In addition, to provide this deck some staying power, I am using quite a number of cards that reanimate creatures or other permanents back to the battlefield. Lastly, the mana curve of most creatures is kept at around 5-6 to allow the deck to function without Kaalia. Any creatures costing more than 6 really needs a strong ability for inclusion in the deck.

    I have chosen to avoid unfun strategies such as mass land destruction and infinite combos. By playing this way, I have found that my playgroup isn't upset with my deck. My playgroup knows the deck is strong, but as long as I don't always win with Kaalia's abilities, they feel fine to play against this deck in the future. Consider this a more sociable Kaalia deck. However, if you are going into a competitive meta, you should bring in whatever cards you need to address your meta.

    No Tucking
    It is important to note that putting a commander into its owner's library is no longer a reliable strategy. The EDH rules committee recently revised the rules, so that whenever a commander moves to its owner's library, its owner's hand, or the exile zone, that commander's owner may put that card back into his or her command zone. Because of this rules change, certain commanders have become more potent, including Kaalia.

    Budget
    This is not a budget deck, but it's not the most expensive Kaalia deck I have encountered (excluding foil cards). I started assembling this deck when Kaalia was released as a Commander deck, so many cards in my deck were relatively affordable at that time.

    Other Kaalia Decks
    If you are looking for a very competitive Kaalia multiplayer deck, please refer to 3drinks's 1 vs. 1 deck, linked above, which also has suggested multiplayer card changes.

    The Decklist
    Number preceding the card name is the mana cost.

    Reanimated Kaalia of the VastMagic OnlineOCTGN2ApprenticeBuy These Cards
    Commander
    4 Kaalia of the Vast

    Creatures
    8 Razaketh, the Foulblooded
    8 Avacyn, Angel of Hope
    7 Resolute Archangel
    7 Lord of the Void
    7 Rune-Scarred Demon
    7 Angel of Despair
    7 Balefire Dragon
    7 Overseer of the Damned
    7 Gisela, Blade of Goldnight
    6 Kothophed, Soul Hoarder
    6 Sire of Insanity
    6 Steel Hellkite
    6 Hellkite Tyrant
    6 Sun Titan
    5 Basandra, Battle Seraph
    5 Bloodgift Demon
    5 Thundermaw Hellkite
    5 Karmic Guide
    5 Baneslayer Angel
    4 Linvala, Keeper of Silence
    4 Angel of Finality
    2 Grand Abolisher

    Equipment
    2 Swiftfoot Boots
    2 Lightning Greaves

    Artifacts
    4 Quicksilver Amulet
    2 Defense Grid
    2 Boros Signet
    2 Rakdos Signet
    2 Orzhov Signet
    2 Talisman of Indulgence
    1 Sol Ring
    1 Elixir of Immortality

    Sorceries (12)
    5 Beacon of Unrest
    4 Wrath of God
    4 Damnation
    4 Cataclysm
    3 Toxic Deluge
    3 Council's Judgment
    3 Vindicate
    3 Read the Bones
    2 Sign in Blood
    2 Demonic Tutor
    2 Night's Whisper
    1 Reanimate

    Instants
    3 Chaos Warp
    3 Hero's Downfall
    3 Anguished Unmaking
    3 Wear // Tear
    1 Swords to Plowshares
    1 Tithe
    1 Path to Exile
    1 Enlightened Tutor
    1 Vampiric Tutor

    Enchantments
    4 Sneak Attack
    3 Phyrexian Arena
    3 Necromancy
    2 Dragon Tempest
    2 Animate Dead
    2 Dance of the Dead
    2 Earnest Fellowship
    1 Phyrexian Reclamation

    Land (38)
    0 Mountain
    0 Snow-Covered Mountain
    0 Swamp
    0 Snow-Covered Swamp
    0 Plains
    0 Snow-Covered Plains
    0 Bloodstained Mire
    0 Canyon Slough
    0 Smoldering Marsh
    0 Blood Crypt
    0 Dragonskull Summit
    0 Scalding Tarn
    0 Sulfurous Springs
    0 Sacred Foundry
    0 Clifftop Retreat
    0 Battlefield Forge
    0 Arid Mesa
    0 Godless Shrine
    0 Isolated Chapel
    0 Caves of Koilos
    0 Marsh Flats
    0 Command Tower
    0 City of Brass
    0 Mana Confluence
    0 Reflecting Pool
    0 Urborg, Tomb of Yawgmoth
    0 Cavern of Souls
    0 Windswept Heath
    0 Polluted Delta
    0 Rugged Prairie
    0 Fetid Heath
    0 Strip Mine
    0 Homeward Path
    0 Phyrexian Tower
    0 Arcane Lighthouse
    0 Exotic Orchard
    0 Vault of the Archangel
    0 Hall of the Bandit Lord





    Deck Strategy
    This deck focuses on reanimating creatures, because the deck attempts to have enough staying power to reach the middle and late game.

    The early game is spent setting up mana artifacts, and if there is an opening, you will cast Kaalia and attack to launch your creatures. Otherwise, you can cheat them in with Quicksilver Amulet or Sneak Attack. Because the deck has very few low-casting cost creatures, you will be vulnerable in the early game, so you need to use your spells to stop early threats.

    Core Cards

    These are the cards you most likely want in your deck for this particular Kaalia build. Note: I have excluded ABUR dual lands and Grim Tutor due to cost. If you can afford them, you certainly want to make room for them in the deck.

    Reanimation


    These are the core reanimation cards. Cards can grab creatures from your graveyard or another player's graveyard. Volrath's Stronghold also helps bring back creatures, but you will need a draw effect to get the returned card faster. Remember that Necromancy can be cast as an instant for a temporary reanimation, so it can be used for combat shenanigans or to abuse enter the battlefield abilities on your creatures.

    Animate Dead, Necromancy, Dance of the Dead, Volrath's Stronghold, Phyrexian Reclamation are retrievable by Sun Titan, allowing further reuse.

    Haste


    These cards give Kaalia or just about any creature haste. The nonland cards have low mana costs, so you can cast them early while you work your way up to casting Kaalia. Hall of the Bandit Lord allows Kaalia to attack immediately if you use its mana to summon Kaalia. Originally, Hall of the Bandit Lord was considered a bad card by most players, so there wasn't much demand. Putting this card into the Kaalia deck generates a nasty surprise for opponents. Unfortunately, this card gained popularity, so the price went up.

    Sneak Attack is for situations when Kaalia is not viable, but you need play a creature to take advantage of its ability.

    Protection


    Lightning Greaves and Swiftfoot Boots are low-cost cards that make Kaalia not targetable by opponents. Cavern of Souls is used primarily against blue-based opponents. You almost always want to name "Human" to make Kaalia uncounterable.

    Earnest Fellowship helps protect Kaalia and other creatures in the deck and helps them attack unblocked. This card provides a symmetrical effect, meaning your opponents benefit from it as well. However, if you cast this at the right time, Kaalia will do a lot of harm to your opponents. Remember, that Earnest Fellowship grants Kaalia protection from red, black, and white, which are the top three colors for creature removal spells and abilities.

    Removal


    These cards remove various permanents.

    • Wrath of God and Damnation are efficient creature sweepers.
    • Toxic Deluge costs life, but it can get rid of indestructible creatures.
    • Hallow Burial is a creature sweeper that can deal with indestructible creatures.
    • Vindicate is sorcery speed, but it can destroy any permanent, including land.
    • Anguished Unmaking is an instant that can exile any nonland permanent for 3 mana and 3 life. This is generally used with Vindicate.
    • Cataclysm forces everyone down to 1 creature, 1 land, 1 enchantment and 1 artifact. Hopefully, you have the better board presence after casting it.
    • Council's Judgment is a political card. In the worst case, it exiles only once card, but it may exile more than one card if the situation causes your opponents to recognize additional threats.
    • Wear // Tear and Return to Dust are efficient artifact and enchantment removal.

    Mana Acceleration


    All these cards provide extra mana or land.

    • The signets provide fast mana.
    • Talisman of Indulgence provides two of Kaalia's three colors.
    • Tithe acts as a land ramp card.
    • Sol Ring is self-explanatory.

    Creatures


    This is the primary pool of creatures that you will use to make your Kaalia deck. These are all creatures that provide some value beyond combat power. You probably want to have somewhere between 16-20 creatures in your Kaalia deck.

    • Razeketh, the Foulblooded allows you to sacrifice creatures for tutoring. With your reanimation package, you can bring them back to the battlefield to repeat the process.
    • Lord of the Void is a powerful demon and its ability to steal a creature from an opponent's deck is alluring. Depending on the meta, you may face decks with few creatures, so its ability becomes more of a milling mechanism. Unfortunately, milling is generally not a viable Commander multiplayer strategy. Three black mana might be tough for hardcasting though.
    • Overseer of the Damned destroys a creature when it enters the battlefield and provides free zombie tokens when an opponent's creature dies. This zombie tokens can power Razeketh's ability.
    • Rune-Scarred Demon provides a free tutoring effect upon entering the battlefield. If you can somehow abuse its ability (such as blinking it), the creature becomes very useful.
    • Angel of Despair provides a free Vindicate effect upon entering the battlefield. If you can somehow abuse its ability (such as blinking it), the creature becomes very useful.
    • Balefire Dragon's secondary ability is devastating against an opponent's creatures, particularly if that player is using a token deck. If it connects with an opponent, you can potentially wipe out that opponent's standing army of creatures.
    • Gisela, Blade of Goldnight is a political card. It reduces damage to you done by half and doubles damage done to opponents. However, because of the wording of its ability, any opponent can attack another one of your opponents to deal double damage.
    • Shadowborn Demon is a low-cost creature removal.
    • Basandra, Battle Seraph shuts down instants during combat, which is important during a Kaalia attack. She is also useful to force creature who normally don't attack to attack and get them killed in combat.
    • Yosei, the Morning Star is a decent dragon with an interesting ability. When combined with the reanimation cards in this deck, you can potentially lock down an opponent for an extended period of time. This disruption strategy is better used in 1 vs. 1 than in multiplayer, but the strategy is still valuable enough to keep it for this deck.
    • Steel Hellkite is a card that can devastate an opponent, particularly if that player is using a token deck (tokens have a converted mana cost of zero).
    • Hellkite Tyrant allows you to steal artifacts from another player, especially mana rocks. Its alternate win condition isn't too relevant for this deck, but you never know.
    • Sire of Insanity interferes with opponents trying to keep cards in their hand, notably combo players trying to get set up and players holding counterspells or removal spells. The great thing about this card is that everybody's hands are discarded at the end of every turn. Therefore, opponents must deal with it immediately or end up playing in topdeck mode.
    • Sun Titan is not a Kaalia target, but it is used here to retrieve a number of permanents costing 3 mana or less. Because its ability triggers when it enters the battlefield, it will always retrieve something.
    • Hoard-Smelter Dragon is used when I expect my opponents to be using in artifact-heavy decks.
    • Bloodgift Demon allows us to draw more cards.
    • Thundermaw Hellkite is originally designed to stop spirit tokens, but its tapping effect on opposing flying creatures can help your flying creatures attack unblocked.
    • Karmic Guide is primarily used to retrieve your creatures in the graveyard. If you can abuse its ability, this becomes a very useful card.
    • Baneslayer Angel, Archangel of Thune, and Gisela, the Broken Blade are used to gain life.
    • Linvala, Keeper of Silence shuts down opponents' mana dorks and utility creatures.
    • Angel of Finality exiles a player's graveyard, which is relevant against graveyard-based Commander decks.

    Tutoring


    These cards allow you to reach for cards in your library.

    • Demonic Tutor is pretty much the undisputed tutor for 2 mana.
    • Enlightened Tutor and Vampiric Tutor allow you to search for cards to bring to the top of your deck. If you do it at the end of the opponent's turn before your turn or have some way to draw extra cards, these tutors are great.
    • Tainted Pact is an instant speed tutor with a drawback. However, it is actually usable if your land base is composed of uniquely named cards.
    • Gamble, as the name implies, is a gamble, but it only costs 1 red mana to try to tutor a card you need. Obviously, if Gamble is the only card in your hand, you do not want to cast this.


    Card Drawing


    These cards let you draw extra cards.

    • Night's Whisper: Draw 2 cards for 2 mana and 2 life.
    • Painful Truths and Night's Whisper are efficient card drawing cards.

    Slowdown


    These cards provide you with some means of slowing down combo players or counterspell-based players. Unfortunately, RBW does not have many persistent means of dealing with combo and permission decks, so these are among the best inhibitors of combo and counterspell strategies.

    • Stranglehold is extremely important in metas that have a lot of search effects. This card neutralizes opponents' tutors, fetchlands, and even cards and effects that try to search your library, such as you being the target of Jester's Cap.
    • Grand Abolisher is used against blue-based players or those relying heavily on instants. Because its ability takes effect immediately upon entering the battlefield, opponents must deal with it sooner rather than later. I do expect Grand Abolisher to die often, but I'm ok with that, since it will decrease the number of removal options from my opponents by one.
    • Defense Grid primarily interferes with counterspell decks.


    Viable Secondary Cards

    Creatures


    This is the secondary pool of creatures that you can use to make your Kaalia deck. These creatures also have abilities beyond combat power, but their abilities are more situational and dependent on your meta.

    • Iona, Shield of Emeria is slightly less effective in multiplayer, because Iona can only block one color. In a multiplayer game, it's likely that there are multiple colors in use, so Iona cannot effectively shut down all opponents. Iona may be able to shut down one opponent, but the other opponents will likely have answers.
    • Avacyn, Angel of Hope makes all your permanents indestructible. In a multiplayer game where there are three opponents, making your side of the board indestructible will increase your chances of staying in the game longer.
    • Master of Cruelties is great in 1 vs. 1, but it's not as useful in multiplayer, since there are more players to defeat. In addition, it lacks flying, so it does not benefit from Dragon Tempest. However, you may want to include this as a "silver bullet" to knock out the most dangerous opponent.
    • Resolute Archangel: If this was 6 mana, this would be decent. At 7 mana, it might be good in casual multiplayer, since it will reset your life total to 40.
    • Rakdo's the Defiler has a great ability if you are able to cheat him in on the Kaalia trigger as it decimates an opponent's field. Unfortunately, if you can't cheat him in with Kaalia, he is difficult to use, because his attack trigger causes you to lose permanents as well.
    • Subjugator Angel: Tapping all opponents' creatures leaving them with no blockers might open the way for you to win the game or knock a player out.
    • Stormbreath Dragon: This dragon is useful in white-heavy metas or players who need to hold a lot of cards in their hand. The only reason I am not using it is because it is initially a 4/4 creature, and I have other strong creatures already. However, the monstrosity ability is generally too slow to do much hurt against a combo player.
    • Blinding Angel: Denying an opponent his or her combat phase is certainly a valuable ability. It is used to better effect in 1 vs. 1 games than in multiplayer. In multiplayer, denying only one opponent his or her combat phase may not be enough to keep you in the game.
    • Restoration Angel: If you have enough non-angel creatures, you can use Restoration Angel to blink your other creatures.
    • Thunderbreak Regent: If you have a dragon-centric build, this might come in handy. 4/4 for 4 mana is pretty good, generally speaking. Its ability is not powerful, but it can serve to be an annoyance.
    • Glory: This is not an angel, demon, or dragon. However, getting it into the graveyard should be easy with Razaketh, the Foulblooded. At that point, you can use Glory's ability.
    • Scalelord Reckoner: This is Karmic Justice on a flying stick for a dragon-centric build.
    • Mother of Runes can help protect your creatures, but it is only a 1/1, and you can't use its ability if you hard cast it. In a multiplayer game, you have three opponents who can likely remove the card from the battlefield before you can use it.

    Mana Acceleration


    • Fellwar Stone is a mana rock for 2 mana, but it is dependent on your opponents' colors.
    • Coldsteel Heart enters the battlefield tapped, but you can choose the color you need the most.
    • Chromatic Lantern is a color fixer and a mana rock.

    Tutoring


    • Demonic Consultation is generally used to fetch your "win condition." In multiplayer, there probably isn't any one card that would let you win the game, so it's a riskier to use.
    • Tainted Pact works well in some Commander decks, because there are a lot of singletons. If you play a very low number of basic lands, this card will eventually find the card you need.

    Card Drawing


    Necropotence is a very powerful card draw mechanism. Consequently, it has drawbacks, but paying enough life to fill your hand keeps you from running out of gas.
    Skeletal Scrying is instant speed card draw that costs you life and cards in your graveyard. This card goes against the reanimation strategy to some extent, but that is why many of my reanimation cards can target any graveyard.

    Reanimation


    If you need additional reanimation cards, you can try these. If new reanimation cards get released, always evaluate whether it targets any graveyard or not.


    Removal


    These are other removal card choices you can use, especially if you can't get more expensive removal cards listed in the Core Cards section.

    • Merciless Eviction is a versatile sweeper at 6 mana that can target multiple card types.
    • Austere Command is a versatile sweeper that is often seen in many decks.
    • Catastrophe is a versatile sweeper that can destroy all lands or all creatures.
    • Final Judgement exiles all creatures for 6 mana.
    • Phyrexian Rebirth and Life's Finale are 6-mana creature sweepers with an additional benefit. These are cheaper to obtain than Damnation and may have a place in your deck.
    • Rout can be converted to an instant for 2 more mana, so it can be helpful in certain situations.
    • Dreadbore is sorcery speed, but it can take care of a creature or planeswalker.
    • Terminate is an instant creature removal, but it has been replaced by cards than can hit nonland permanents for more versatility.
    • Utter End exiles a nonland permanent, but Anguished Unmaking has replaced it. If you need another exiling effect, then you may consider Utter End.
    • Return to Dust is used when I expect my opponents to be using in artifact-heavy decks. Also, in Commander games, it is actually worthwhile casting it for 4 on your turn to exile two artifacts or enchantments.
    • Ashes to Ashes is one of the few black cards with exile capability, which makes this card handy in some matchups. However, since it can't deal with artifact creatures, its utility may be limited in certain metas.
    • Silence the Believers is another black exile effect. If you have a ton of mana, you can use its strive ability to hit additional creatures. It also exile the auras attached to them, which works against the decks using bestow cards. However, most bestow cards are not competitive, so you probably won't see them often.


    Other

    These cards rotate in and out of the deck depending on the meta or my mood.

    Elixir of Immortality is a card to recycle my graveyard in the case of a long game and to gain a little life. It's a junk card to most players, but for me it is a reusable Feldon's Cane

    Jeweled Amulet: A combo involving Hall of the Bandit Lord, some dual lands, and Jeweled Amulet is the only known way to cast a hasted Kaalia by turn 3, although I'm not using Jeweled Amulet in my build.

    Havoc Festival: This is a card that few players expect, but it fits in a Kaalia deck. Since dealing 40 regular damage or 21 Commmander damage to any opponent is a big task in multiplayer for a Kaalia deck, Havoc Festival makes that task easier. Cast it at an opportune moment as it does make you a big target.

    Cards I'm Definitely Not Using

    Sensei's Diving Top is a nice card, but I have decided I would rather replace this with cards that draw more cards. If you had all the fetchlands that retrieve one of the three land types of this deck, you might be justified in adding Sensei's Divining Top.

    Dragon Mage gives all players cards, so it is not an appealing creature for this particular Kaalia deck. In multiplayer, you are giving cards to multiple opponents (i.e. you draw 7 cards, but your three opponents draw a total of 21 cards), which increases the probability your opponents will draw answers or threats.

    Reya Dawnbringer is an old card, and I consider it too weak in the current card pool. While it has a reanimation upkeep triggered ability, it has no immediate impact to the board state, and its power and toughness is very low compared to its hefty 9-mana cost.

    Diabolic Tutor is a bit too slow at 4 mana.

    Akroma, Angel of Wrath and Akroma, Angel of Fury have relevant protection and combat abilities, but I'm looking for creatures that affect the board state immediately. In some metas, these cards may be useful.

    Rogue's Passage: I dropped this card, because it was too mana intensive to make a creature unblockable.

    Whispersilk Cloak: I took this out, because it requires 5 mana to cast and equip it on Kaalia on my turn. If I cast it and then wait to equip on my next turn, that gives my opponents time to answer it. In addition, since equip is performed at sorcery speed, an opponent can use instant-based effects to interfere with the equip process.

    Avoiding Flameblast Syndrome Cards

    I'm not using any creature with "Flameblast Syndrome" except for Rakdos the Defiler. Coined by 3drinks, Flameblast Syndrome is any creature who has an ability that triggers upon being declared as an attacker. Here are some cards with Flameblast Syndrome.



    Because Kaalia's ability is triggered after the Declare Attackers step, any creature with Flameblast Syndrome will not have its ability triggered. In a 4-player game, you would have to wait 3 turns after cheating them in to get to use their attack trigger. This provides ample time for your opponents to act. The same goes for hardcasting them, except for Aurelia, which has haste. If you are going to use any Flameblast creature, you should focus on ones that have haste, so you can hardcast them and attack with them the same turn.

    Rakdos the Defiler is a creature with Flameblast Syndrome. However, putting Rakdos the Defiler onto the battlefield via Kaalia's ability actually avoids Rakdos the Defiler's "whenever this creature attacks" triggered ability, which has a negative outcome on you.

    Potential Weaknesses of the Deck

    1) In a more competitive meta, mass land destruction will ruin you unless Kaalia is on the battlefield to bring out your other creatures. If you think you will encounter mass land destruction, you should use cards like Crucible of Worlds or even Terra Eternal. Otherwise, you should pack your own land destruction cards into the deck and inflict land destruction on your own terms. Get Kaalia out, and then destroy all lands. Armageddon and Impending Disaster are your primary land destruction cards.

    2) Because of the reanimation theme of this deck, this deck is vulnerable to graveyard exiling cards or effects. Cards like Night Soil, Rest in Peace, Leyline of the Void, and Scavenging Ooze can mess up the reanimation package, so it is best to get rid of those cards as soon as possible. Of course, Bojuka Bog and Tormod's Crypt will also ruin your day. Thus, I find it important to choose reanimation cards that grab from any graveyard, not just your own.

    3) The effectiveness of this deck without Kaalia also depends how fast your meta is. If your opponents are faster than you or are trying to combo out, you probably won't survive. If opponents are teaming up on you, you can consider defensive (known in game lingo as "pillowfort") cards, such as Ghostly Prison, No Mercy, or Karmic Justice. If you can afford Moat, that is your best defensive card.

    4) There are quite a few non-basic lands in my deck. Blood Moon and Ruination can mess up your strategy. However, there are some basic lands in this deck, so you won't be completely be stopped by non-basic land hate.

    5) Although discard effects are rarer in multiplayer, you may be targeted in a game. You will need your reanimation cards to get any discarded creatures back.

    6) Tucking a commander is no longer possible in normal Commander games. Therefore, Kaalia is more dangerous than before. Despite that, my deck tries to keep mana costs of its creatures distributed to prevent holding too many high-casting cost creatures in my hand. There are enough mana artifacts to get you to 6 mana, where there is a large number of creatures available to be cast. The reanimation package can keep your creatures around longer.

    ------------
    Other Multiplayer Kaalia Strategies in Multiplayer

    These are other multiplayer strategies that I have seen in multiplayer.

    High-Damage Output/All-In Aggro
    This strategy tries to deal as much (combat) damage as possible to opponents to win. Generally, you see a lot of cards like Akroma, Angel of Wrath (also its red counterpart Akroma, Angel of Fury) and other high-power/high toughness cards. Other cards you may see in this strategy are Fervor and Mass Hysteria to give everything you hard cast haste and Aggravated Assault to obtain multiple combat phases.

    This strategy will work in casual and underdeveloped metas, since opponents don't pack enough spot and mass removal and often can't race the Kaalia player's big creatures.

    However, this strategy does poorly against competitive multiplayer metas, since decks in that meta often have mass creature removal, counterspells, and control/lockdown cards. In addition, this strategy doesn't scale very well in competitive metas. You may be able to take down one opponent, but you will often find that your deck does not have enough cards left against the remaining opponents.

    Reanimation
    In this strategy, the Kaalia player devotes a number of cards to resurrecting our own creatures or taking someone else's creatures, because he or she is expecting creatures to be destroyed often, whether by spot removal or mass removal. The Kaalia player tries to extend the longevity of the deck through recursion, because beating up 3 opponents is going to take some time. In addition, when using this strategy, the Kaalia player is not just using the A/D/D with the highest power and toughness. A lot of A/D/D creatures in this strategy have enters-the-battlefield (ETB) or leaves-the battlefield (LTB) abilities. If an opponent manages to destroy one of your creature, you can just resurrect it and reuse the ability.

    A weakness of this strategy is if an opponent manages to wipe out graveyards (Rest in Peace, Bojuka Bog), making it more difficult to resurrect anything.

    Pillowfort
    This is the complete opposite of the aggro strategy. The Kaalia player dedicates cards to protect from being attacked as much as possible while trying to build up enough mana to launch a Kaalia attack. Cards seen in this strategy include No Mercy, Ghostly Prison, and the expensive Moat. This strategy generally works in casual metas, but in competitive ones, it's probably not strong enough to hold its own. Opponents will probably try to take you out first if you play too many pillowfort cards.


    Lockdown/Stax
    This strategy uses a lot of lockdown cards that mess with the board state, such as Winter Orb. Because you're dedicating a lot of your deck to lockdown cards, the deck consequently doesn't use a lot of A/D/D creatures. The reasoning here is that you only really cast Kaalia after you lock the board down. As such, the lockdown/stax strategy requires a lot of skill to make sure you are not as adversely affected by your lockdown cards as your opponents. Also, I think you would end up spending a lot of money to buy the lockdown cards needed for this strategy. Using this strategy means that your Kaalia deck doesn't look like an aggro deck or A/D/D deck anymore. It is more like a control/lockdown deck with a small Kaalia package.

    I've seen a few Kaalia decklists that mix and match aggro and pillowfort strategies. Kaalia decks using the lockdown/stax strategy might have a few pillowfort cards, but on the whole don't mix with the other strategies.

    Sunforger Package

    I have seen and I used to have a build that used Sunforger and a whole bunch of relevant instants. You may want to play this if you want some additional versatility.
    Posted in: Multiplayer Commander Decklists
  • 1

    posted a message on Tuvasa the Sunlit, commanderin' preview
    Quote from Volrath »
    Quote from AnImAr_ »
    No Serra for us. Oh well. This deck is drawing a shaiza ton of cards. Here comes Daybreak Coronet soon.


    She could still be in the 99.
    They wouldn't drop the ball so hard as not to print Serra in the enchantment deck with an angel subtheme...


    Wizards have been known to drop the ball before. They might save Serra for future Commander deck.
    Posted in: The Rumor Mill
  • 1

    posted a message on Treasure Nabber
    I like how the Goblin is holding a Sol Ring.
    Posted in: The Rumor Mill
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