What if you aren't... tappedout, what if this guy gets to connect several times. You don't have to discard your hand. You might still get your land drop so that you can recast your general. I was also thinking Outpost Siege might be worth a look.
December 21, 2015 2:40 p.m.
Outpost Siege is already there.
True, but even then, my seven drops are rather tight right now. And I can't play lands because the card specifically says "nonland."
December 21, 2015 6:30 p.m.
a quick change I would suggest is to take out Orim's Thunder for Vandalblast. Otherwise, great deck!
December 28, 2015 9:05 p.m.
tendouji: As much as Vandalblast would be a good card here, I can't really add it in place of Orim's Thunder. Thunder can destroy either an artifact or enchantment whereas 'blast only destroys artifacts. Just the wording there matters. Though if I can find room for it, I'll consider it. Thanks though. :)
December 28, 2015 10:17 p.m.
@Phaetion: As a new Kalemne user, I would like to know your opinion and thoughts on some cards I am thinking of putting in.
Chained to the Rocks is a one cost exile that may possibly get a commander back to the commander zone.
Wing Shards gets opponents to sacrifice attackers. And Storm just makes it that much more powerful.
Argentum Armor is self-explanatory as it's easy to get out with Godo, Bandit Warlord, Stoneforge Mystic, and Stonehewer Giant.
Grand Abolisher basically keeps Kalemne safe on your turn.
Final Judgement deals with indestructible armies.
Captain of the Watch basically gives Kalemne +2/+2 if Kalemne is on the board at the time it is summoned.
Serra Ascendant gives a strong early game.
Platinum Angel makes you un-killable while giving Kalemne a +1/+1.
Enlightened Tutor for getting cards you need.
December 29, 2015 2:27 a.m.
There's better options than Chained to the Rocks. Run Swords or Path instead.
Wing Shards isn't bad, but ask yourself: How many spells are being casted each turn?
Argentum Armor is pretty cool...if you can skirt the Equip 6 somehow.
If people love casting stuff on your turn, then Grand Abolisher is a fine choice.
Final Judgment is ok, but you will RFG your own creatures. May I suggest Hallowed Burial or Terminus instead? If they don't work, then use Final, but at your own (potential) peril.
Don't bother with Captain of the Watch. There's better cards you could be casting.
Serra Ascendant is great early game, but what if you draw it later on? It won't be as good. I'd pass, unless you're gaining lots of life over the course of the game.
Don't run Platinum Angel. You'll be more worried about protecting it than Kalemne.
Run Enlightened Tutor if you have the room for it. :)
I hoped that helped. I wanted to give a more in-depth analysis, but my internet can be a harsh monster.
December 30, 2015 7:55 p.m.
spongemonkey says... #9
Hi! I really like your deck and I have a couple questions about it. With sunforger, what instant card do i tutor from sunforger? or do I not use that effect ever? Secondly, What is the point of every player discarding their hands and drawing seven cards? I feel that benefits me but can also benefit the other 3 players and sometimes even more so. Is that worth it? The extra question I have is the copy spells such as fork or reverberate, is that to just copy opponents cards or is there a combo i'm missing here. I get targeted really hard in casual commander with friends. Any tips?
April 9, 2016 11 p.m.
spongemonkey: Hi, I'm glad you like the deck. I would've responded a lot quicker if my internet decided to harass me for the last 24 hours. Here are my answers:
A. It depends on the situation (Oh, and you always use that effect when you need it). If someone sends a huge army at you, use Comeuppance or Dawn Charm. In case of a boardwipe, use Boros Charm, etc. A Sunforger suite is meant to act as a toolbox so you can react to different situations.
B. Red and White have historically been the colors for the worst card draw. The wheel effects like Reforge the Soul work to fix that issue. So, it's not a case of helping an opponent or disrupting their best-laid plans (which is a bonus), but a case to refuel your hand once you don't need the cards in your hand. So, yes, totally worth it, especially since (again) you are in the 2 worst colors for drawing cards.
C. The Fork effects are, well, what do you want them to be? A ramp spell like Kodama's Reach? Sounds good, especially since red and white don't ramp as hard as green. Perhaps your opponent is countering your massive creature, you can copy fork and turn that into a counterspell. The beauty of those effects is that you can be creative with them and are flexible enough for a lot of situations.
Bonus: Believe me, when I use this deck, I always get a target on my head at some point every game. You could use the political nature of the format to your advantage (ie. Divide and Conquer). I wouldn't try to power down the deck too much, because if a deck's good, you will get targeted eventually, and you need to be prepared to come up with a defense and/or a backup plan.
April 11, 2016 3:21 p.m.
spongemonkey says... #11
Hey thanks for the response. Yeah I get the hard target every game and early lol. Oh well what can ya do. Thanks for telling me the ins and outs of those specific cards! Great info that will be useful.
April 11, 2016 4:02 p.m.
freakingShane says... #12
I recommend Increasing Vengeance over Fork. Same CMC, but Vengeance has more utility to it. Also, the foil is cheaper than almost any Fork.
When you use Fork, it's done. Vengeance can be flashbacked, and it offers even more to the game. Two copies when flashbacked? I'll take it!
Just food for thought! Hope you like it!
May 29, 2016 12:08 p.m.
The problem with Increasing Vengeance is that the target must be a spell you control. Fork doesn't care who controls it.
Believe me, if it weren't for that accursed "you control" in the text, Vengeance would have made it in before Fork.
May 29, 2016 12:37 p.m.
freakingShane says... #14
Good point! If I think of anything else that can be useful, I'll be sure to let you know!
May 29, 2016 7:57 p.m.
Groovelord says... #15
Nice list. I especially like the tech with the evoke creatures and Kalemne's experience ability. I'm concerned though that a lot of your big creatures are just too costly to be worth running over other spells that would help Kalemne get in there. The experience ability seems really secondary to her stats and keyword abilities especially since there are so many other ways to boost her P/T. I'd cut stuff like Knollspine Dragon, Gisela, Blade of Goldnight, Dragon Mage and Balefire Dragon for more sweepers that can spare Kalemne, like Armageddon, Cataclysm (one of the best voltron spells ever), Razia's Purification, Tragic Arrogance, Keldon Firebombers and Catastrophe. It's easy enough to get Kalemne to swing for upwards of 12 damage by turn 5, but staying in that position is very difficult if you can't deny your opponents mana.
June 17, 2016 6 p.m.
Groovelord: I'm not a fan of mass land destruction. If I were using them, I'd sooner have Zurgo Helmsmasher at the helm than Kalemne. The only cards that could make it are Catastrophe and Tragic Arrogance. The former may as well be a creature-wipe at 6 mana, and Rout is already in there.
Arrogance was a card I already considered but I felt like I had enough board wipes anyway (plus I was always confused by how the card worked-do you choose the saved ones or do the opponents?).
June 17, 2016 6:13 p.m.
Groovelord says... #17
With Tragic Arrogance, you get to choose all the permanents that aren't sacrificed for each player; your opponents get no choices at all. I'd definitely run it over Wrath of God. Mizzium Mortars might be a good replacement over Day of Judgment too depending how large the creatures in your meta tend to be.
I understand why people are hesitant to run land destruction (you don't want to be the bad guy and it's not conducive to fun times), but that can be mitigated if you save your Armageddon or whatever until you can win in the next couple turns. If the game ends shortly after you wipe all the lands, there's not really a reason to complain. A lot of MLD's bad reputation comes about from people using it stupidly as some kind of spite maneuver or thinking it's a "joke" to make sure that everyone has to play the whole game on like three lands, but if used sparingly and tactically it should be a big help. You don't need to focus on land destruction (no deck should IMO) but it's good to have two or three cards that can seal a win most of the time. (Besides, if we're already playing the "worst" colours, why not play a little dirty? We have an inherent disadvantage anyway.)
June 17, 2016 9:28 p.m.
Groovelord: Eh. Even if I used MLD the right way, I think I'd still pass. I like the deck as it is right now, though I will look into Tragic Arrogance. I'm just not sure what to remove for it.
June 21, 2016 7:55 p.m.
Nice deck +1. Could you review and upvote my Aurelia Boros Voltron?
July 13, 2016 9:31 a.m.
Casey4321: Sure. Aegis Angel is a good card for budget decks. Here, though, there are other ways to shield Kalemne from harm. Darksteel Plate and Boros Charm give her indestructible. Bastion Protector buffs her and grants her indestructible. Also, if she gets expensive, either go the stompy route or use Command Beacon to get her back to your hand.
In an optimal list, Aegis Angel does not fare so well. The reason being is because she herself can be destroyed, and she takes up a slot where more powerful options exist. Protector is cheaper by half (literally), and does the same thing but better. But, again, if budget were a concern, I'd definitely use the Angel.
September 23, 2016 11:25 a.m.
Commenting cause I saw your review and sad that we won't see Kal driving a dragster XD
September 24, 2016 10:27 p.m.
We won't, but we won't be seeing Elesh Norn driving a dragster either. Sounds like a Lady Gaga song in the making.
September 24, 2016 10:33 p.m.
Made a slight overhaul to the deck, almost wiping out the Maybeboard. See the latest update for details.
Phaetion says... #1
Weirdhat: The problem with Dream Pillager is that Boros is not so good with its ramp, and you would have to try and cast all ~4 cards at once. When you're tapped out, it's a bad situation to be in.
December 21, 2015 12:59 p.m.