Showing posts with label new-card smell. Show all posts
Showing posts with label new-card smell. Show all posts

Wednesday, June 29, 2011

Lunch Mastery: Riku of Two Reflections Deck Tech

For our third examination of the new Commander decks from WotC, we’re going to pick apart the BRG deck, commanded by Riku of Two Reflections. As the name of the deck, and it’s signature Commander’s title would suggest, the BRG wedge is all about copying, cloning, and doubling things. Do a quick Gatherer search for the word cards with the word “double” or “copy” in their rules text, and  quite a few of the results are in the BRG color wheel. Red, Blue and Green all have a variety of effects that double something or copy something, whether it be creatures, spells, mana or damage. 

Riku himself is a Xerox machine with legs and a bad J-RPG hairdo. Let’s get the cursory “official” decklist out of the way, and get to the Tech.

1  Æthersnipe
1  Animar, Soul of Elements
1  Artisan of Kozilek
1  Avatar of Fury
1  Baloth Woodcrasher
1  Chartooth Cougar
1  Conundrum Sphinx
1  Deadwood Treefolk
1  Edric, Spymaster of Trest
1  Elvish Aberration
1  Faultgrinder
1  Fierce Empath
1  Hydra Omnivore
1  Intet, the Dreamer
1  Krosan Tusker
1  Magmatic Force
1  Magus of the Vineyard
1  Nucklavee
1  Rapacious One
1  Simic Sky Swallower
1  Spitebellows
1  Trench Gorger
1  Valley Rannet
1  Veteran Explorer

1  Armillary Sphere
1  Brainstorm
1  Call the Skybreaker
1  Chain Reaction
1  Collective Voyage
1  Colossal Might
1  Cultivate
1  Death by Dragons
1  Disaster Radius
1  Electrolyze
1  Explosive Vegetation
1  Fire/Ice
1  Firespout
1  Gruul Signet
1  Hull Breach
1  Hunting Pack
1  Invigorate
1  Izzet Signet
1  Kodama's Reach
1  Lightning Greaves
1  Prophetic Bolt
1  Prophetic Prism
1  Ray of Command
1  Ruination
1  Savage Twister
1  Simic Signet
1  Sol Ring
1  Spell Crumple
1  Tribute to the Wild
1  Vengeful Rebirth
1  Vow of Flight
1  Vow of Lightning
1  Vow of Wildness
1  Garruk Wildspeaker

1  Command Tower
1  Evolving Wilds
13  Forest
1  Fungal Reaches
1  Gruul Turf
1  Homeward Path
7  Island
1  Izzet Boilerworks
1  Kazandu Refuge
8  Mountain
1  Rupture Spire
1  Simic Growth Chamber
1  Temple of the False God
1  Vivid Crag
1  Vivid Creek
1  Vivid Grove

So, there are some juicy big-mana spells and creatures that should prove fun to copy. Magmatic Force, Simic Sky Swallower, Call the Skybreaker, etc… yeah, those can win some games, especially when you have two of them.

One thing that strikes me as odd about this deck is that it contains no other ways to copy things – there is zero redundancy here, which kinda sucks, because as a 2/2 with no way to protect himself, Riku dies a lot – even more than Kaalia! One of the very first things I did to this deck was to move Champion’s Helm from the Zedruu deck into this one. Hexproof is relevant for obvious reasons, but the +2/+2 is significant because it helps Riku survive several of the “mass removal” spells included in these decks. Firespout, Evincar’s Justice, Sulfurous Blast, etc… all kill Riku unless he’s protected by the helm.

Another great option is Magebane Armor. Unlike Kaalia, swinging into the red zone is not a big thing for Riku, so protection from non-Combat damage keeps him safe from stuff like Savage Twister, Earthquake or Flametongue Kavu.

The by-now-obvious suggestion of Asceticism comes in at this point. Pretty much the go-to for green decks with fragile generals, Asceticism really shines here, where it protects Riku and the many, many creature tokens he will create.

We need to be very careful not to run too many enchantments or artifacts, as those are things Riku cannot copy. It’d be very tough and equally foolish to build a deck with nothing but Creatures, Instants and Sorceries, so a few non-copy-able spells is a necessary evil. Remember: Do not be a slave to your theme. Sticking too close to any theme can leave you with massive weaknesses and cost you games.

But, for the sake of making Riku worth casting repeatedly (because he will get killed, believe me) we’ll try to minimize the number of cards he can’t duplicate.

One of the first things I’d do is take out the Ravnica Signets. They’re great, and I’m a big fan usually, but I’d rather play a copy-able ramp spell instead. Starting off, we have Collective Voyage, Cultivate and Explosive Vegetation. Those are fine, but we can supplement those with the additions of Explore, Kodama’s Reach and Wood Elves. I’d also consider Farhaven Elf and Silverglade Elemental.

Harrow is awesome in this deck, if you aren’t worried about it being countered. Remember: If you copy Harrow with Riku or Mirari, you don’t have to sac land to the copy, just the original!

I also really like Collective Voyage here, as it’s one of only two Join Forces cards I really don’t mind playing. The other is, of course the Dragon. Collective Voyage helps everyone ramp up, but this deck is likely to be able to exploit all that extra mana moreso than your opponents – they likely mulliganed a hand that was a bit top-heavy, but with this deck you want at least one BIG thing early on, and Collective Voyage can help you hit your badass stuff faster than anyone else.

If you have the ABUR Duals or Ravnica Duals, then Skyshroud Claim is often just plain better than Explosive Veggies. Getting Breeding Pool and Stomping Ground untapped is usually better than getting Island and Mountain tapped.

This deck is mana-hungry, so the biggest pitfall trap to avoid is cutting your ramp back to make room for splashy spells. Don’t do this. Run the ramp, and I assure you, you’ll have plenty of room for splashy stuff too. You’ll be re-casting Riku often, and without sufficient ramp, you’ll but JUST re-casting him, and not getting to do anything relevant.

Which brings me back to the redundancy issue. Whatever your strategy, if you are counting on having your general out to facilitate that strategy, you better bring a back-up plan. There’s a chance Riku will become too expensive to reasonably expect to cast him and still have mana to do stuff. Fortunately we have plenty of options, and here are a few:

Phyrexian Metamorph (and every other Clone variant)

I’m probably missing a few more, but this is a good start. And we don’t want to overdo it here – winding up with a handful of copy spells, but nothing to copy would suck big time. Ideally, we want a couple that copy creatures and  a couple that copy spells.

Creatures tend to die often in EDH, so stuff like Echo Mage and Djinn Illuminatus are not appealing to me, as I would expect them to die before I’d gotten my mana’s worth out of them. In short, they’re bad investments. I love the potential they offer, but the fact is that they’ll rarely, if ever actually deliver on that potential.

On the flip side, I do like effects like Phyrexian Metamorph for sheer utility. They can copy a Legend to kill it, or something with an ETBF effect, or whatever. It’s easier to get a return on your investment, and they’re usually a lot cheaper than leveling up an Echo Mage.

Mirari and Minion Reflector are both highly recommended. They can do Riku’s job in his absence, survive most board-wipes and if Riku does show up, they can double his doubling power.

Spitting Image is also a strong contender, as it is both versatile and reusable. Once it’s in your graveyard, your opponents will have to think very hard about casting their generals. The reverse effect is Sakashima, the Imposter, who would be just another Clone if it weren’t for the fact that she can copy a Legend without killing it! This is handy if you want to do really degenerate things by copying Riku so you can copy everything twice instead of once, or if an opponent has a General you’d like to abuse. Having your own Damia or Karador could lead to broken things!

Kiki-Jiki is a strong inclusion as well, despite the slightly more narrow applications, simply making a hasted copy of a Primeval Titan can lead to tremendous board advantage.

I think we probably want one or two ways to copy other players’ spells. Twincast and Wild Ricochet get my votes. Wild Ricochet is just too fun and awesome, and since I chose it as the red spell, I wanted to pick Twincast to balance out the red/blue mana requirements. Reiterate is good, but I rarely have the mana open for Buyback, especially when playing a deck this mana-hungry.

Finally, Rite of Replication is probably the single best spell in the list above, as it can often end games on the spot when Kicked. It’s powerful and swingy, and can do really funny things too. A great card in any deck, it’s a perfect fit for this one.

Drawing cards is going to be important. I’ve seen the Riku deck as-is ramp up to obscene mana, and then just run out of gas after playing and copying one big creature or spell, then having nothing to do with all that mana the rest of the game.

Obviously, some creature-based draw will be great – Mulldrifter, Regal Force and Consecrated Sphinx are all fantastic inclusions. I especially like the way Mulldrifter interacts – you can evoke it for 2U, copy it for UG, draw four cards and still have a Mulldrifter token in play.

Similar to the Evoke mechanic, stuff like Sneak Attack will achieve similar results. You can Sneak Attack something in, copy it with Riku, and while the original will die EOT, the token copy will stick around!

Eternal Witness is a big fat “Duh!”, and should have been included in this deck over Devour For Power. Fortunately they did give us Vengeful Rebirth, a card I’ve long considered too expensive for its effect and have never really played. But in this deck, it really does make quite an impact. I’ve seen it do some sick things in the Riku precon, so I’m rather surprised to find that I’m leaving it in my modified build.

Also, Izzet Chronarch has been far, far better to me than Nucklavee. Nucklavee is just too restrictive and I NEVER once got to return more than a single card with it anyway, and there was usually a Harmonize or some other green spell that I really wanted to get, so I just swapped out the Nuck for the Chronarch and I’ve been much happier.

Restock or All Suns' Dawn might be worth considering as well.

On the spell side, we have almost boundless options, but I want to focus on the early game because this is a deck with a stupidly high curve, overall. Explore and Coiling Oracle are kinda draw/ramp in one package… in fact Coiling Oracle might be the single most egregious omission of all, in this deck. Treasure Hunt is actually pretty awesome here, too. Late game it has the potential to draw you a bunch of lands to fuel your Retrace spells, and it’ll ALWAYS give you one non-Land card, guaranteed.

At the four-mana slot, we have a variety of options. Harmonize is great, and I’m really excited to copy a Foresee. Scry 8, draw 4, for only six mana? Sounds like a great deal to me. Deep Analysis is always solid, but not necessarily the best choice in this deck.

My absolute favorite late-game topdeck has to be Fathom Trawl. Just when you run out of gas and your opponents think they finally have room to breath, this shows up and refills your hand… but it’s ALL gas! How many times have you cast a Wheel of Fortune hoping to refuel, only to draw 4 or 5 worthless lands out of that 7? How about only drawing three cards instead, but they’re ALL non-lands? Yeah, and if you copy it, it’s SIX non-land cards, every time. In this deck, Fathom Trawl is almost like casting Conflux in a five-color deck. It will break the backs of the weak and win games for the strong!

The next area to work on is early-to-midgame defense. Spitebellows is actually a fantastic card, and I’m glad they included it. We could use a Flametongue Kavu as well. I’ve already mentioned Mulldrifter as a card-drawer, but he can also be an early flier to block with. Aethersnipe is fun and we could easily use Man-O-War here too. I generally find a tempo/bounce effect like Man-O-War to be not really worth it in EDH. But with the ability to copy it, it’s value increases slightly.

Instead of the jellyfish, though, I want to suggest Temporal Spring. This card can do a pretty decent impression of a Vindicate for 1UG, but copying this putting a sizeable threat back on the library, with a comes-into-play-tapped land on top of that threat can really set an opponent back. It’s still little more than a stall tactic, but it can buy you the time you need to start dropping big threats yourself.

Plow Under is an attractive choice, but I feel like it might be a bit too mean and unfun for my opponents, so I’ll be pass, but feel free to try it out on your group.

Undo is another good bounce spell that packs just enough punch to make it possibly worth running. I still like Temporal Spring better, but if you have some fast aggro decks in your group, you should consider both.

Evacuation doesn’t really do anything extra if you copy it, but it’s probably worth including as a potential reset if someone manages to get out more creatures than you. Or you could just use Red’s arsenal of blow-up-the-world effect and massive damage spells like Starstorm and the already included Savage Twister.

All of these big spells makes me think of Jhoira of the Ghitu – which is sure to get a lot of groans and eye-rolls, as she’s degenerate and played-out as a general, but if you just throw her in here and you don’t do the whole Obliterate then un-Suspend a bunch of guys thing, she’s totally fair. You can suspend some stuff, then if you manage to keep Riku alive for it to un-Suspend, you’ll have all that mana open to copy the shit out of everything.

One of the spells included in the deck is Prophetic Bolt. I’m a big fan of this card already, but it is so much fun to copy! I love it. Fire // Ice and Electrolyze, however have not proven effective, at least for me. Even copying them has not really gotten the kind of mileage we want from them. I replaced them with Beast Within and Chaos Warp in my build. Chaos Warp is fun to copy - I never know weather to use it on my utility guy and hope for a big threat, or use it on my opponent's big threat and hope he hits a land!

I need more ways to deal with problematic Lands, Equipment and Enchantments in my metagame – Hull Breach is great, but it’s not quite enough. I suggest Acidic Slime and Indrik Stomphowler, both obvious staples, so I won’t spend any more time on them. They’re just good.

Primal Command is a great spell to copy. The copy has to have the same modes as the original, but it’s still usually worth it. 7 mana to Plow Under and gain 14 life? Or screw the guy playing out of everyone’s graveyards while you tutor up two creatures? Brilliant!

Doubling Season is a great card to add, but that was probably painfully obvious already, and I put it in the Ghave deck so we’ll give it a rest. It’s harder to find a deck Doubling Season is NOT good in at this point.

Same goes for Mana Reflection. While I’ve never been the biggest fan of this 6-mana enchantment, a deck this greedy should probably make good use of it. Taking the whole “doubling” theme to the extreme, we could do Thought and Rage Reflections as well, but I’m not advocating this – just throwing the idea out there if anyone wants it.

Magmatic Force has actually been pretty stellar, overall, but I’m not sure I wouldn’t rather have Bogardan Hellkite and Inferno Titan over the Force. Somehow, I managed to fit all three into my build, but it’s starting to become clear that triple R’s in the casting cost puts a serious strain on my mana base even with all the ramp and color-fixing! I may have to cut it, as I’m trying to avoid creatures that require more than two of any color to cast.

Speaking of Titans, Primeval and Frost versions are equally recommended, especially Prime Time (duh, again). All three are great when copied with Riku or Minion Reflector, and casting Rite of Replication, kicked, and then copied with Riku should pretty much end a game on the spot. Especially if you have ways to give them Haste…

On that note, obviously Fires of Yavimaya and Sarkhan Vol are going to be terrific inclusions, but In the Web of War and Urabrask the Hidden can participate if you prefer. Lightning Greaves is already in the deck, and should not be cut for anything ever! Akroma’s Memorial is just plain awesome, and grants Haste as well as a bunch of other relevant bonuses.

Other big, dumb guys that are fun to copy:
Darksteel Colossus (Or Blightsteel if you’re mean like that)

With all the huge guys we’re probably going to be running, Spearbreaker Behemoth looks promising as well. Eldrazi Monument also grants mass-Indestructibility but the upkeep is kinda tough in a deck like this – we don’t really pump out massive hordes of tokens, just a few really big ones! Probably best to just go with the Spearbreaker.

A quick note on the other Legends:

I’ve found Animar to be quite good as one of the 99 in a Riku deck. With only two counters on him, he makes many creatures cheap enough that you can cast and copy them for the original CMC of the creature. That alone is good enough, but when you’re dropping Inferno Titans for RR and Avenger of Zendikar for GG, well, you tend to win those games.

Edric is fun but he doesn’t really do much for this deck. I found him to be a largely useless card 90% of the time, and only drew me 1 or 2 cards before a Wrath came down the rest of the time. I like him much better as a general or just in some other deck than this one (I currently have him earmarked for Rafiq).

Intet is cool, and has a some synergy with Riku – she lets you play stuff for free, which frees your mana up to do other things, like copy the stuff she plays for free. But to make Intet reliable enough to be worth playing you need some additional support. Sensei’s Divining Top, Jace, the Mind Sculptor and Sphinx of Jwar Isle all come to mind, as well as Crystal Ball and Scroll Rack. If you have all these, and can find room for them, they make a fine Plan B of “getting free shit with Intet”, while interacting with your existing Plan A of “copy shit”. If not, I’d cut the Dragon for something less complicated.

Stuff like Future Sight and Oracle of Mul Daya can help too, but I don’t realy like my opponents to see what’s coming, so I’m avoiding those effects for that reason alone. Otherwise I’d say that Oracle of Mul Daya was a must-run.

Sphinx Ambassador really tickles me because you can obviously copy the Sphinx, but whenever one or both hit, you get two creatures which Riku can also copy! Bribery does the same thing, of course – copy the Bribery, get two guys, then copy those guys. It’s 11 mana to do all that, but trust me, it’s worth it.

Knowledge Exploitation is similar, but at seven mana it’s a tad more difficult to pull off. Probably worth it if you manage to do it, though. Also, it can be used in an emergency as a Wrath effect – just target the player most likely to have a few sweepers in his deck.

The money-shot for Blue (other than Rite of Replication), though, has to be Blatant Thievery. Permanent Insurrection FTW?

At this point I feel I should point out that I’m not forgetting or overlooking Time Stretch and Time Warp, etc. I’m ignoring them, because A) they’re friggin obvious, and b) LAME!

Green has the ubiquitous Tooth and Nail, and probably Genesis Wave, but I’m still trying to find something a little less overused. Praetor's Counsel is the new hotness for big-mana Green, but it doesn’t actually do anything more if you copy it, so that’s pointless. I’m actually looking at something a little less expensive for Green’s big win-the-game spell: Overwhelming Stampede. Dubbed “Super Overrun” by me, just this very minute, it seems like casting this once and copying it once should generally result in your guys getting, oh, somewhere around +18/+18 and Trample, assuming you have a Titan out, that’s +6/+6 when the copy resolves, then the original comes in and grants +12/+12. Swingy enough for you?

Red is tricky, though. Many of its game-enders and big-mana effects are damage spells, usually X-mana stuff. Then there’s Warp World and the like, which again, don’t do a whole lot copied – yeah, you get some ETBF triggers after each one, but that’s just not really what we’re looking for here. Disaster Radius is pretty keen, and I have dreams of killing the whole table buy dropping a Repercussion and then playing Disaster Radius on a board full of guys. But no, that’s not likely to happen, and Repurcussion can be a serious liability in a creature-oriented deck like this.

If you want to push the sorcery/instant theme more, and cut back on creatures it could work, though.

So neither Insurrection nor Warp World appeal to me, but that doesn’t mean they aren’t playable. Just not really contributing to the THEME per se. But as I said, don’t be a slave to the theme – if copying Warp World is what floats your boat, go for it.

One other option is to double your attack phases. Red has plenty of spells that do this, but I’m thinking of Savage Beating in particular. It’s the biggest and splashiest of them all, with the potential to give you two attack phases AND give all your guys Doublstrike!  Talk about game-ending, you probably won’t even NEED to copy this one to win, but if you do, holy shit!

I feel I’m beating a dead horse with these next few cards, but Mimic Vat and Birthing Pod go hand-in-hand with any deck that care about creatures. Mimic Vat doesn’t really interact with Riku, of course, but believe me when I say your creatures will die a lot, so chucking any Titan or even Mulldrifter onto the Vat will be perfectly fine. Birthing Pod has a more desirable interaction – you can sac TOKEN copies of creatures to get ACTUAL creatures, then copy THOSE too!

If your build is really creature-heavy, Wild Pair will probably be over-the-top busted. Uh, for 10 mana, I’ll cast Inferno Titan, copy it, Wild Pair for Frost Titan, copy it too. Shenanigans abound! Free creatures! Card Advantage! WHAT HAS SCIENCE DONE?!

There is a lot of room for variety and customization with this deck – the key is to just minimize the number of things that aren’t copy-able, ramp like mad, and then just start doing everything twice!

As for the land base, I can only really give you one very important piece of advice – minimize the colorless producing lands as much as possible. Temple of the False God is great in this deck, and I’d probably run High Market as an out for opposing theft effects, but beyond that you need all of your lands to make colored mana.

I cut the Vivid lands for the Ravnica duals, and cut some sub-par stuff like Rupture Spire for the Shadowmoor/Eventide filter lands. Homeward Path wound up in the Zedruu deck where it made more sense, thus creating the need for High Market as a theft deterrent.  I suppose I could make a case for Yavimaya Hollow, too, to regenerate Riku where applicable. But yeah, most important rule is: COLORED MANA!

One final idea I had, briefly, was to go with an Ally tribal theme, as Riku’s copying ability would be pretty busted with that particular tribe! However, RGU isn’t really the optimal color combination. For every all-star we’d get like Harabaz Druid and Sea Gate Loremaster, we’d also be reduced to playing turds like Seascape Aerialist and Tuktuk Grunts. Still, with some judicious use of Changelings and Xenograft, it could be done!

Wednesday, June 22, 2011

Heavenly Lunch: Kaalia of the Vast Deck Tech

The next deck I want to take a look at is the WRB deck, Heavenly Inferno. Led by Kaalia of the Vast, the deck revolves around large creatures of the Angel, Dragon and Demon types. Kaalia has the ability to drop a creature of one of those types into play, for free, just by attacking an opponent.

The downside is that Kaalia herself is a puny 2/2 Flyer with no other evasion or protection. She is quite fragile, and often you won’t be able to successfully attack into any opponents without losing her to a larger blocker. The good news is that she’s only 4 mana, so she can usually come out early enough to hit at least once before anyone else can effectively block her. With a good draw, you can cast her turn 3 off a signet, or with a REALLY good draw, you can cast her turn 2, by going: Land, Sol Ring, Singet, then Land, Kaalia… with a good draw.

Kaalia is very much a “build around” Legend. She needs ample support to be worth casting or attacking with. If you’re ever in a position where you’re just attacking with her to get in two damage, but you don’t have anything in hand to sneak into play, you’re probably losing hard. So, we need to build around her along two axes. First we need a strong Tribal theme with plenty of Angels, Dragons and Demons for her to summon. And second, we need ways to protect Kaalia, so we don’t have to re-cast her after every attack we make.

The appeal of a deck like this is, of course, getting to play with big giant creatures, and sneaking them into play early makes this Timmy-est of strategies actually viable. 

Before we get started, I will toss up the original Heavenly Inferno decklist, unmodified, as I want to use the original deck as a starting point, rather than build from scratch.

1 Kaalia of the Vast

1  Akroma, Angel of Fury
1  Angel of Despair
1  Angelic Arbiter
1  Anger
1  Archangel of Strife
1  Avatar of Slaughter
1  Basandra, Battle Seraph
1  Bladewing the Risen
1  Boros Guildmage
1  Dragon Whelp
1  Dread Cacodemon
1  Duergar Hedge-Mage
1  Fallen Angel
1  Furnace Whelp
1  Gwyllion Hedge-Mage
1  Lightkeeper of Emeria
1  Malfegor
1  Mana-Charged Dragon
1  Mother of Runes
1  Oni of Wild Places
1  Oros, the Avenger
1  Orzhov Guildmage
1  Razorjaw Oni
1  Reiver Demon
1  Serra Angel
1  Shattered Angel
1  Tariel, Reckoner of Souls
1  Voice of All

1  Akroma's Vengeance
1  Armillary Sphere
1  Bathe in Light
1  Boros Signet
1  Cleansing Beam
1  Comet Storm
1  Congregate
1  Darksteel Ingot
1  Death by Dragons
1  Diabolic Tutor
1  Earthquake
1  Evincar's Justice
1  Lightning Greaves
1  Master Warcraft
1  Mortify
1  Orim's Thunder
1  Orzhov Signet
1  Path to Exile
1  Pyrohemia
1  Rakdos Signet
1  Return to Dust
1  Righteous Cause
1  Sol Ring
1  Soul Snare
1  Stranglehold
1  Sulfurous Blast
1  Syphon Flesh
1  Syphon Mind
1  Terminate
1  Vow of Duty
1  Vow of Lightning
1  Vow of Malice
1  Wrecking Ball

1  Akoum Refuge
1  Barren Moor
1  Bojuka Bog
1  Boros Garrison
1  Command Tower
1  Evolving Wilds
1  Forgotten Cave
1  Molten Slagheap
8  Mountain
1  Orzhov Basilica
8  Plains
1  Rakdos Carnarium
1  Rupture Spire
1  Secluded Steppe
8  Swamp
1  Vivid Meadow
1  Zoetic Cavern

As you can see, the list is already pretty well stocked for Angels, Demons and Dragons, though perhaps the non-Angel tribes are a bit under-represented. Furthermore, we have some anti-synergy between some cards. Many of our board-sweepers kill our own General – Pyrohemia, Sulfurous Blast, Evincar’s Justice? These are great against token decks, like Ghave, but usually they’ll kill Kaalia before they kill anything else of real value.

And what’s up with Dread Cacodemon? Yeah, he’s a Plague Wind with an 8/8 body attached, but the only reason people are willing to cast a Plague Wind is because they’ll usually win the turn they do. Cacodemon makes that difficult, if not impossible because he taps all of your other creatures too. Meaning you don’t get to attack at all, unless the Cacodemon has Haste, but even then, you’re only getting in for eight damage. But the real kicker is that you can’t even cheat him in with Kaalia. Well, you CAN, but if you do, you won’t get his ETBF trigger, and he’s just a big dumb 8/8.

Yeah, Reiver Demon is much the same, but he’s a bit easier to hard-cast and there are times when you won’t want his ETBF ability to trigger.

 The first thing I want to do is explore some ways to protect Kaalia, so that we can attack early and often, gaining as much value from her as we possibly can. In playtesting the deck, I took note of the fact that usually, if I cast her by or before turn 4, I was all but guaranteed one safe attack to drop something big in, but after that, even something as innocuous as a Mulldrifter made it difficult to attack further. People will drop their flyers ASAP once Kaalia is active.

The simplest and most direct route is spot removal. Early game, most opponents are likely to only have 1 Flyer out to block, so a Terminate or a Path to Exile will do just fine. Luckily both of those cards were included in the deck up front, along with Wrecking Ball and even Mortify. Later in the game, though, pinpoint removal is not going to cut it. Many opponents will be capable of having multiple flyers on the board, and plenty of mana open for their own spot removal.

So we need to take into account those situations in which a single Mortify isn’t going to clear the skies for Kaalia. The phrases “prevent all damage” or “prevent all combat damage” are probably a good place to start. Also, making her unblockable seems like a solid plan. Shroud helps us dodge removal, but not blockers.

Most of us know well by now that Auras have built-in card disadvantage. Equipment, on the other hand is much hard to get rid of – you can’t just kill the creature to get rid of the Equipment. Lightning Greaves is a great start, but we need more. One piece of Equipment I’m excited to try out is General’s Kabuto (oh, and hey, we’re actually Equipping our general with it! Flavor!). Four to cast, but only two to equip, the Kabuto is a fine piece of gear to help us keep Kaalia alive and attacking – it give her Shroud to protect her from spot removal, and it prevents all combat damage to her, making blockers irrelevant. Whispersilk Cloak does much the same thing, offering Shroud and making her completely unblockable.

Rune-Tail, Kitsune Ascendant, flipped into Rune-Tail’s Essence, can protect her from all sources of damage, and makes your whole army harder to kill. Angelic Benediction is another great addition. Whenever Kaalia attacks alone, she gets +1/+1 and you get to tap one potential blocker. Finally, Dolmen Gate, while narrow, is a very cheap investment to help protect Kaalia and the rest of your host, Heavenly or otherwise.

Now, remember how we also need a bunch of Angels, Dragons and Demons too? Well, there are a few options within those tribes (okay, mostly Angels) that can perform double-duty of being a fatty to drop with Kaalia and offering protection to her in the process. Folks, I give you: Deathless Angel. This underplayed rare from Rise of the Eldrazi is perfect for a Kaalia deck; likely the first legitimately good use for this card ever! It’s perfectly simple- attack with Kaalia with at least WW open and cheat this Angel into play, making Kaalia indestructible if she gets blocked or targeted by a removal spell.

Razia, Boros Archangel can help out, too, but remember that Kaalia puts her into play tapped, so you won’t be able to use her redirection ability immediately. Angel of Salvation prevents damage, so she can help protect Kaalia. Red’s answer to Angel of Salvation is Bogardan Hellkite, which is on-theme as a Dragon, is one of the best Dragons ever printed already, and can protect Kaalia by outright killing a potential blocker, if that blocker has 5 or less toughness.

Twilight Shepherd can be of use, but only if you actually cast her AFTER Kaalia dies, so that’s probably not the best option at this point.

Among the Demons, only one comes to mind: Malfegor. The plus is that he’s likely to completely empty the board of opposing creatures, but the drawback of discarding your whole hand is very steep.

Finally, there’s the simple fact that, if your opponent only has ONE flying creature to block with, there’s a fair chance that whatever huge threat you cheat out with Kaalia is going to be the priority to be blocked.

Now that we’ve looked at a few ways to keep Kaalia alive, let’s just explore some creatures that will be fun to drop into play.

The big one that everyone is buzzing about, Rakdos the Defiler, is a good place to start. You drop him into play already tapped and attacking so his “when you attack” trigger doesn’t happen, which is good. But his combat-damage trigger does still happen if he hits, which is very good. For you, at least. The only problem is that you don’t really want to attack with him again after that. Fortunately the deck does have Oni of Wild Places to help you return Rakdos to your hand each turn, so that you can just keep sneaking him out turn after turn, never having to suffer the indignity of sacrificing half your non-Demon permanents.

One thing this deck lacks is card-drawing, so I’m turning to Seizan, Perverter of Truth to help us with that issue. He’s a Demon, so he can be Kaalia-ed into play, but at 5 mana, you can hard-cast him easily too. The Dragon tribe lends a hand with Dragon Mage, offering a Wheel of Fortune effect every time he connects.

Heavenly Inferno includes a multitude of sub-par Angels that can easily be upgraded. Serra Angel should likely be Baneslayer Angel instead, and while I appreciate what they were going for with Shattered Angel, I’d prefer either Exalted Angel or Battlegrace Angel for life-gain effects. I’ve seen Shattered Angel gain a metric ton of life, but I’ve never seen it attack even once!

Fallen Angel seems out of place here, with no token production or hordes of cheap, dispensable creatures to sac to her, but she’s better used as method of theft-prevention. Sacrificing the intended target of a Treachery or Rite of Replication is good. Sac-ing everything in response to a Living Death or Insurrection (both included in the other pre-cons) can literally mean the difference between winning a game and losing it.

This deck is very light on reanimation effects straight out of the box, which makes it’s weakness to Wrath effects even more pronounced. Further, the lack of good card draw options means the deck can run out of gas easily. Bladewing the Risen is a cute trick, and fine to leave in, but we need more than that, especially since Bladewing can only reanimate dragons and he might be the only dragon you see in a given game.

It so happens there are two Angels that like to reanimate things: Karmic Guide and Reya Dawnbringer. Both are great options, and easily recommendable for this deck. I’m less of a fan of Reya than I once was, but it’s hard to deny that a free Reya is a bad thing!

The classic staple Beacon of Unrest is always a good choice, but I like Torrent of Souls here, too. This is an aggressive deck, and the combination of a Zombify, +2/+0 and Haste is a bargain at 5 mana.

I’m going to get ahead of myself a bit, but I’m also going to strongly recommend Phyrexian Reclamation. This card is nuts with Sneak Attack, which is something we’ll be exploring a bit more later.

Other demons worth including:

Abyssal Persecutor – A 6/6 Flying, Trample Demon for 4 mana? Sounds good. Nevermind that drawback – it’s likely to die before it matters.
Carnifex Demon – Good against tokens and swarms of weenies
Demon of Death’s Gate – You’re not likely to take advantage of it’s built-in alternate casting cost, but hey, that’s what Kaalia is for!
Havoc Demon – Wipes the board when it dies (usually).
Kuro, Pitlord – The -1/-1 ability is what we’re looking at here.
Pestilence Demon – Yeah, I poo-pooed Pyrohemia earlier, but this is a 7/6 demonic version, which is better!
Spirit of the Night – Almost an Akroma in Black, Demon form.
Stronghold Overseer – Shadow is basically Unblockable in this format, expecially when combined with Flying
Xathrid Demon – Can help you win through a stalled board. If you have some fatties out, but still can’t seem to safely attack, this guy lets you just bleed everyone to death.

There are plenty of demons I’d avoid. Some are obvious, but others might not be.

Ob-Nixilis, the Fallen – This guy is fine in any deck with Green, but without access to some good ramp, he tends to underperform.
Lord of the Pit (and Liege of the Pit) – 7/7 Flying and Trample are great stats, but the drawback here will likely shoot you in the foot. Xathrid is basically the same, but at least he gives you value out of the sacrificed creatures.
Kagemaro, First to Suffer – I am a huge fan of Kagemaro, but he’s wrong for this deck. He belongs in a Control deck with lots of draw. This is not that deck.
Hellcarver Demon – Cute, but he’ll lose you the game nearly every time.
Halo Hunter – Not a “may” ability! You’ll be offing your own angels most of the time.
Grinning Demon – No evasion and a drawback? No thanks!

Next, let’s look at some Dragons we might want to include:

Dragon Tyrant – Double strike! YAY!
Eternal Dragon – Comes back to your hand. Fetches land. Seems okay.
Hunted Dragon – One thing about this deck is that it’s not very political. If it’s working the way it’s meant to, everyone will be gunning for you. Giving someone a few tokens is probably not going to backfire on you too badly, and it might win you an ally for a turn or two.
Hoarding Dragon – Sneak Attack him into play for great justice.
Mordant Dragon – Hit an opponent and one of his creatures? I like it!
Scourge of Kher Ridges – Blow up stuff for fun and profit.
Skithiryx, the Blight Dragon – If this seems overly mean, you obviously haven’t seen what Rakdos can do in this deck!
Steel Hellkite – You shouldn’t have trouble dealing with enchantments or artifacts in these colors, but hey, it’s a dragon!
Yosei, the Morning Star – Darn good already, but if you are in a situation where you have to attack with Rakdos, this is one non-Demon permanent you won’t mind sending to the bin.

Dragons to avoid:

Ebon Dragon – If you’re playing this just for the awesome art, that’s fine. But he’s pretty weak other than that.
Flameblast Dragon – I normally like this guy, but his triggered ability doesn’t play well with Kaalia.
Furnace Dragon – Again, his triggered ability doesn’t work with Kaalia.
Hellkite Charger – For the third time, doesn’t trigger off Kaalia putting him into play, and the whole infinite attacks thing is played out.
Knollspine Dragon – This one actually could work out great, if you know what you’re doing. Usually, though, he won’t.

The big question is Worldgorger Dragon. Newly realesed from imprisonment on the Banned list, WGD is almost always used as a degenerate combo piece. But can he play a role in a Kaalia deck? I don’t really see him being strong, but who knows? He may have found a fair-use application outside of Zirilan of the Claw decks.

Now the fun part: Angels.

Akroma, Angel of Wrath – the one Angel that absolutely should be in every Kaalia deck.
Blinding Angel – I’m not sold on this one, but it could be very playable in some metagames.
Chancellor of the Annex – More of a minor annoyance than anything, maybe not worth it.
Emeria Angel – Cheap enough to hard-cast, and likely to hit while you still have land drops. Great early defense, makes Fallen Angel worthwhile.
Firemane Angel – I’m probably not going to fit this in my build, but it’s not unplayable at all.
Iona, Sheild of Emeria – This one is pretty mean. I’m not a fan, but that doesn’t mean she’s not good here.
Linvala, Keeper of Silence – Very annoying to your opponents. Be prepared not to make friends.
Platinum Angel – Funny, but probably not reliable.
Radiant, Archangel – A nice, on-theme Legend, more for flavor/cool points than power.

Skip these Angels:

Admonition Angel – She’s fine, but she always dies. Always. And then everyone gets their stuff back. Woot.
Desolation Angel – This one is actually very good as just a card in your deck, but don’t cheat her in with Kaalia, unless you’re winning that turn.
Sunblast Angel – Killing your own attacking General (and other attackers) seems bad.
Victory’s Herald – Overcosted/underpowered already, but doesn’t work with Kaalia either.
Wayward Angel – Turns into Lord of the Pit with Threshold, which is already bad, but the terrible artwork doesn’t help it’s case either.

Okay, with all that outta the way, let’s talk about Sneak Attack. Sneak Attack is very fitting for a deck like this, as we’re already playing around a strategy of cheating out big, expensive creatures. Combining Sneak Attack with Phyrexian Reclamation is just plain awesome. Note that this does lead to perpetual Yosei lock, should you choose to run him as well. Some groups will frown on this – mine does, but it happens anyway, because I’m not about to stop running Yosei when and where I can. Just be aware of the potential.

Anway, Sneak Attack is great, as you can combine it with Kaalia to power out a massive horde of gigantic threats quickly. Phyrexian reclamation brings them right back to your hand for only two mana and two life, so you can just Sneak them out again and again. Add Brion Stoutarm to the mix, and you can toss the things that were going to die at EOT anyway for even more damage!

Playing with Sneak Attack showed me the value of Haste in this particular deck. Haste is already well-positioned as one of the best keyword abilities in the format, but this deck really likes it a lot. Anger is already included as a proven Haste enabler, but I’d like to supplement that strategy a bit. In The Web of War and Urabrask the Hidden are probably the two single best inclusions for adding Haste. Lightning Greaves is five-star, of course, but is included in the deck already. When M12 hits, Swiftfoot Boots (aka, Greaves 2.0) will also be a must for Kaalia. Dragon Breath is hilariously tech-y, too, being appropriate flavor-wise and fairly reliable if you wind up with enough six-power creatures. Hall of the Bandit Lord kind hurts to use more than once or twice, but if you’re using it to cast Kaalia on turn 4 with Haste, you’re probably coming out ahead anyway.

It sucks that we don’t have access to Fires of Yavimaya or Sarkhan Vol. We do have Sarkhan the Mad, but he’s much less appealing here.

Mind’s Eye is a good card-draw enabler, and it’s possible you might want to include Geth’s Grimoire + Rix Maadi, Dungeon Palace. With those two cards on the table, you shouldn’t have trouble keeping your hand full, but neither really does much for the deck by itself, so they might be dead cards a lot of the time.

Promise of Power is neither great nor terrible, but it does count as draw, and it can make a demon, so points for being thematically relevant.

Wheel of Fortune is a must, and both Phyrexian Arena and Graveborn Muse are acceptable sources of card draw in our colors. Beyond those few cards, you really have to start getting creative to find draw effects.

Ramp is also tough in these colors. Certainly White has some good picks. Land Tax isn’t ramp but it’ll guarantee land drops. Same goes for Weathered Wayfarer, which you can also use to find key utility lands, like Volrath’s Stronghold or Emeria. Knight of the White Orchid is like a white Wood Elves for WW, but doesn’t do much else. Kor Cartographer does a poor impression of a Solemn Simulacrum. Simulacrum is pretty much an auto-included providing us with ramp and a tiny bit of draw, too. Expedition Map and Wayfarer’s Bauble are both solid contenders as well.

One thing I’d like to do is beef up the removal package. We already have:

Terminate
Wrecking Ball
Path to Exile
Mortify
Syphon Flesh
Soul Snare
And some damage-based removal like Earthquake and Evincar’s Justice.

Soul Snare is a fine new card, but it’s a defensive card and can’t remove pesky blockers. I’d rather replace it with Swords to Plowshares. Syphon Flesh is also a really cool card, but fits less aggressive decks better. I’d swap it out for Vindicate. Terminate is fine, and Wrecking Ball is also good for removing problematic utility lands like Kor Haven or something.

The damage-based removal is also lackluster, save Earthquake. So many of your creatures have Flying that Earthquake seems really good. I’d rather have something like Decree of Pain which is just a hard Wrath effect with built-in card-draw (something we definitely need more of!). Austere Command is also a good way to clear the board of weenies while leaving your high-end dudes intact, and doubles as Enchantment/Artifact removal in a pinch.

True Conviction could be really fun in this deck, with all the large attackers at your disposal. Giving them all Doublestrike and Lifelink seems really neat. As much as I like Avatar of Slaughter, his creature type doesn’t fit the deck well, and he is symmetrical. I’d suggest swapping him for the Enchantment.

By now, you might have notice we have some great Enchantments: True Conviction, In the Web of War, Sneak Attack and Phyrexian Reclamation for starters. This means Academy Rector is a shoe-in for the deck. Idyllic Tutor might be worth a slot, except that we’re in Black so Vampiric, Demonic and Diabolic are all better options. I’d only consider Idyllic if you have neither Demonic or Vampiric.

As for Planeswalkers, there really aren’t any that stand out as exceptional additions to the deck. If I had to choose, I’d give the nod to Sorin Markov, as an all-out aggro deck certainly can use the help getting there.  Setting an opponent’s life total to 10 can quickly bring them from out-of-reach to very killable in a flash. Liliana is okay, as the deck is happy getting another tutor, but really she just doesn’t do much more than that. Gideon might very well be worth adding, though, as a way to clear out blockers for your next assault.

Given the high potential for a deck like this to almost get there only to run out of gas at the finish line, Exsanguinate might be a good finisher along side Comet Storm. I’m not a fan of using X-spells to end a game, but sometimes it’s the best option you have. Death Grasp is good too, but is more of a 1v1 card, while Exsanguinate is tailor-made for multiplayer games. Profane Command is often better-used as a utility spell: my favorite mode is killing a creature with the -X/-X  mode, while reanimating one of my own guys, but it can also just life-drain an opponent on the verge.

Cauldron Dance is a really impressive trick that I’ve yet to make good use of. With the high number of huge guys in a deck like this, it’s probably time to dust off the Dance. You can get two extra guys out of nowhere PLUS whatever Kaalia puts into play. You can go from an empty board of just Kaalia by her lonesome to having three big monsters attacking alongside her, for just 6 mana.

Kiki-Jiki, Mirror Breaker seems like a ridiculously efficient way to abuse comes-into-play abilities like Bogardan Hellkite, or just double your offensive power if one of your huge attackers actually survives until your next turn.

Amulet of Vigor might even be worth a slot – Kaalia likes to put things into play tapped, but stuff like Razia prefer to remain untapped… plus you won’t leave yourself open to counterattacks.

Another option is Conspiracy, which, set to Angel, Demon or Dragon, will let you cheat any creature into play. Personally, I don’t think this is worth it, from a consistency/reliability stand point. For one thing, if you have enough cards that are naturally the right creature type, you might not get much out of Conspiracy, but if you try to get greedy and run a bunch of off-type creatures hoping to use Conspiracy + Kaalia to drop things like Blightsteel Colossus or Avatar of Slaughter, not drawing Conspiracy or any Disenchant effect could make your General useless.

Changelings can allow you to cheat, but there aren’t many you’d really want. Maybe Changeling Hero and Changeling Berserker, but even those are pretty mediocre. The one advantage is they can Champion Kaalia away if you have reason to expect a Wrath effect is coming up.

One trick you could take is to focus on one particular tribe, favoring Angels over Demons or Dragons, or whichever you prefer. If you load up on dragons, then cards like Crucible of Fire and even Sarkhan the Mad become more and more appealing. There aren’t as many cards that really favor Angels or Demons so much, but any of the three tribes should be possible to emphasize over the others.  Blood Speaker is solid gold in any build with 5 or more Demons.

Some cards that are not really on-theme, but aid in an aggressive attack strategy are Crescendo of War, Glory of Warfare, or Fervent Charge. Also, any good Equipment like the Swords from Mirrodin/Scars blocks, Loxodon Warhammer, Sword of Vengeance, etc. Also, additional attack step cards like World at War or Seize the Day are good offensive cards and have the added bonus of letting you attack with Kaalia twice, should you be lucky enough to have two relevant creatures in hand to drop. I like Waves of Aggression the best, as it can be cast once early on to get a fast start, then it sits in your graveyard waiting to be Retraced, probably long after your opponents have forgotten it’s there.

Revisting Conspiracy for a moment, one hilariously bad use of that card could be to pair it with Godo, Bandit Warlord. Set Conspiracy to “Samurai” and just watch what happens! I just wish Finest Hour was in our colors.

Stoneforge Mystic and Stonehewer Giant are both excellent Equipment tutors, depending on how many pieces of Equipment you decide to run, but I’d have at least one of the three – Godo, Stoneforge or the Giant – just to reliably find Kabuto or Greaves, to protect Kaalia. Throw in a couple of Swords of Stuff and Junk, and I might try to include all three.

One thing I think a lot of people will try to shoe-horn into this deck, because of its colors, is a Sunforger package. I don’t see this being worth it, as you’d need to include the Sunforger, some equipment tutors and as many targets for the Sunforger as possible. I’m a fan of this strategy in my Oros deck, but I think it would dilute the other themes and take up too many important card slots. I’m saving the Sunforger idea for when I retool Oros into a Jor Kadeen deck, where it will add to the themes of that deck, rather than dilute them.

Moving on to the mana base, there is much room for improvement, of course. The requisite duals are a gimme, of course, but if you have Land Tax in the deck, watch out that you don’t skimp on Basic Lands for it to find!  Utility Lands also come with some obvious choices. Everything from High Market to Volrath’s Stronghold are great. Maze of Ith is already a staple of the format, but really fits into a Kaalia deck nicely as a cheap way to keep her from dying to combat damage. Kaalia is a rare breed of general: your plan hinges on attack with her, but not necessarily dealing damage with her.

My favorite piece of Secret Tech is Winding Canyons. Okay, so that one is somewhat popular already, but this is the first deck I’ve ever played where I feel it’s worth running. Yeah, you have to pay full price for the creature, plus two more mana, but it’ll be great in the late-game when attacking with Kaalia (or even re-casting her) becomes too difficult to maintain.

Sunhome is a fun one, a bit expensive, but when you’re dropping 8-mana guys for free, surely tapping 5 to grant them Double strike must seem like a bargain!

Well, this has been pretty extensive already. I’m sure I’m overlooking some other great ideas, but this should get you off to a good start, nonetheless.

Enjoy!