Rings of brighthearth - Originally I held off questioning if it was better than an untap but...... I suppose its better than
Jandor's Saddlebags though so I guess I should make that swap.
Illusionist's Bracers - Yea it looks great. The only concern with a lot of this stuff to make Kamahl better is the question of how hard it is going to be to keep him in play.
Angrath's Marauders - OOooooooooo yea that sounds great. I kind of completely glazed over that that is a thing.
benjameenbear wrote: ↑4 years ago
Super Smash reference ftw! Awesome.
I imagine that Kamahl will die a lot as people get terrified of him punching them out of the arena, so maybe the addition of some more mana rocks could be welcome?
Fire Diamond,
Coldsteel Heart, etc. would all ensure that Kamahl can keep coming out and smashing things.
I agree there is a big question of if I can keep Kamahl in play. Two mana ramp is ok but I think I want to focus a bit more on 2+ mana ramp. That said I probably should take a look and see if I can include
Everflowing Chalice due to its scaling nature.
DECK CHANGES:
- Fanning the Flames → Angrath's Marauders I have a lot of things to dump mana to so I think ultimately Fanning the Flames probably is lower priority than several others. Double damage is a really nice pickup as it works with a lot of the effects and plays well towards the fact that Kamahl has haste.
- Commune with Lava → Knollspine Dragon I want to try out Knollspine and Commune was ultimately what I considered the low hanging fruit to cut to try to bring in for it. I like that Knollspine gives me a blocker as well on a turn that I spend a bunch of mana on draw.
- Jandor's Saddlebags → Rings of Brighthearth Rings seems stronger in retrospect. I think it also has more potential in the deck and combines with other untap effects a little better. The hard part is it brings into question if I run fetchlands now lol.
- Street Spasm → Endbringer Spasm helps against tokens but I think endbringer can help on that front as well as serve as card draw. I like that a lot of the abilities of it look sort of appealing to copy.
- Thespian's Stage → Winding Canyons Flash and or haste seem relevant for a few of the creatures. Its not enough that I would want to commit to Vedalken Orrery though.
- 1 Mountain → Hanweir Battlements I want a little access to haste. I considered Flamekin Village but I think I value the land entering untapped more than I do it producing red for this deck given its mono colored and the commander is more expensive to cast.
I will try to find some room for
Everflowing Chalice. I was having some difficulty making all the room I had so far though so I guess its on my short list of things to add. Its a bit concerning to bring in so many 6+ cost cards but replacing X mana spells for them is probably fine as many would take up at least as much mana when cast ideally.