Kalemne, Disciple of Iroas deck
Core idea: Equipment synergies mixed with 5-7 cmc monsters that trigger Kalemne while providing beefy attackers and also means of either card advantage or ways to frustrate opponents. I was also aiming for a mana curve of 2 4 5 6, which is to say consistently hitting that mana rock into Kalemne. So there's no etb tapped lands that can't be played turn 1.
Auriok Steelshaper
Stone Haven Outfitter
Stonefore Mystic
Bastion Protector
Odric, Lunarch Marshal
Thalia's Lancers
Archon of Justice
Kalemne's Captain
Baneslayer Angel
Wingmate Roc
Avacyn, Guardian Angel
Hoarding Dragon
Glorybringer
Heartless Hidetsugu
Goblin Dark-Dwellers
Thundermaw Hellkite
Anya, Merciless Angel
Adarkar Valkyrie
Soul of Theros
Sun Titan
Twilight Shepherd
Dawnbreak Reclaimer
Hellkite Charger
Inferno Titan
Emeria Shepherd
Angel of Serenity
Skyline Despot
Molten Primordial
Gisela, Blade of Goldnight
Path to Exile
Quest for the Holy Relic
Swords to Plowshares
O-Naginata
Steelshaper's Gift
Skullclamp
Tithe
Sol Ring
Marble Diamond
Fire Diamond
Boros Signet
Coldsteel Heart
Mind Stone
Lightning Greaves
Grim Monolith
Boros Charm
Valorous Stance
Council's Judgment
Topple
Sunforger
Sword of Light and Shadow
Sword of War and Peace
Sword of Feast and Famine
Worn Powerstone
Wear // Tear
Marshal's Anthem
Chandra, Pyromaster
Chandra, Torch of Defiance
Elspeth, Knight-Errant
Fiery Confluence
Righteous Confluence
Nahiri, the Lithomancer
Argentum Armor
Battlefield Forge
Temple of Triumph
Clifftop Retreat
Wind-Scarred Crag
Sacred Foundry
Ancient Amphitheater
Wooded Foothills
Windswept Heath
Reflecting Pool
Opal Palace
Command Tower
Spire of Industry
City of Brass
Crucible of the Spirit Dragon
Haven of the Spirit Dragon
Eiganjo Castle
Spinerock Knoll
Windbrisk Heights
Command Beacon
Ash Barrens
Temple of the False God
13 Plains
13 Mountain
I liked this, but it's a bit too simple and a couple of the equipment cards aren't as interesting as I'd like. I'm going to switch it up to have a little more means of gaining an advantage, though I guess there's not much to do other than search for extra lands and then couple that with the red discard into draw spells.
I just realized I forgot to buy a magmatic insight. Damn it.
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