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Kalamax - spells so nice I played them twice

Posted: Tue Jun 23, 2020 2:10 am
by DirkGently
Kalamax build I threw together and gave a few runs, after I was impressed with the precon version. I went for a virtually all-instants build, plus a few pieces of ramp. It's not bad, but it's very commander dependent, so I haven't been blown away by it. I think the deck wants more protection for kally, greaves and the like would go a long way. It's a little tricky to be happy with most protection instants (i.e. counterspells) since they usually don't do anything when copied (except give kally a counter, and be more difficult to...counter...). But I ran the ones with alternate modes since they can potentially get value.

Anywhere, here's the list:
Kalamax

Commander (1)

Kalamax, the Stormsire

Approximate Total Cost:


Re: Kalamax - spells so nice I played them twice

Posted: Tue Jun 23, 2020 3:42 pm
by Liberi
Hi, nice deck! You should consider cards like Sprout Swarm (convoke and buyback, after a few cast is basically free) and Reach of Branches, fundamental against sacrifice effects.

Isn't Pulse of the Grid another good draw engine ?

Re: Kalamax - spells so nice I played them twice

Posted: Wed Jun 24, 2020 1:25 am
by DirkGently
In this build I usually found cards in hand was less a shortage than the opportunities to copy something. You only get so many turns to copy stuff, and I've got a ton of 1-mana cantrips that are way more impactful than making some tokens in a voltron deck. I could make see sprout swarm as a way to tap kalamax, although I'd probably rather run a land tutor for one of the tapped lands tbh. Casting kalamax and still having mana up to cast sprout swarm - and then ideally something that matters more - seems unlikely.

Pulse stacks unfavorably with its copy, so most of the time it will have difficulty returning to hand.

This deck is great at drawing cards, really the last thing I care about is paying a bunch extra for buyback spells to keep my hand full.