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"I'll have my revenge if I have to call on every force from above and below." ---Kaalia of the Vast

Surviving the death of her family and destruction of her village by Nefarox, Overlord of Grixis, Kaalia of the Vast's soul was fractured, leaving her in an incessant and contemplative state of revenge.

Kaalia of the Vast debuted in the Commander 2011 product. She has been a joy to play and build around for years. Each passing set provides opportunities to add bigger and better angels, dragons and demons. This is my vision of a Kaalia of the Vast EDH/Commander deck.

Here is the deck that Kaalia of the Vast will pilot in order to exact her revenge:

Kaalia, Zenith Seeker: Of course she'll call on herself first! This new iteration of our beloved and vengeful General/Commander was gifted to us from Core 2020. Kaalia 2.0 is not as powerful as the original but she does provide value. When she enters the battlefield we can look at the top six cards of our library and choose an angel, demon and/or dragon to put into our hand. At her best she will give us three cards and a 3/3 flying, vigilant body for . That is a potentially great return on such a meager investment of mana. Due to her potential card draw, Kaalia, Zenith Seeker is also a great reanimation target and a valuable creature to exile with Mimic Vat.

Drakuseth, Maw of Flames: Another legendary creature from Core 2020, Drakuseth, Maw of Flames replaced Kiki-Jiki, Mirror Breaker from the initial construction of this deck. As the focus of this deck transitioned from enter the battlefield triggers to reanimation, Kiki-Jiki, Mirror Breaker became replaceable. Additionally, he's not an angel, dragon or demon! The Vorthos in me can no longer allow non-Kaalia of the Vast avengers to be in the deck! Anyway, getting Drakuseth, Maw of Flames into play early with Kaalia of the Vast can create havoc for our opponents and their smaller, dorkier creatures. WARNING: putting Drakuseth, Maw of Flames into play with Kaalia of the Vast's attack trigger WILL NOT trigger Drakuseth's attack triggers. This is unfortunate, but we're still attacking with a 7/7 flier.

Master of Cruelties: A game-ending combo for an unlucky opponent exists between Master of Cruelties and Kaalia of the Vast. Master of Cruelties can only attack alone, which means that when he is declared an attacker no other creature can legally be declared attacking with him. However, when Kaalia of the Vast attacks, her ability allows us to put Master of Cruelties onto the battlefield ALREADY tapped and attacking. Thus, Master of Cruelties hits the battlefield ALREADY ATTACKING and therefore his attack trigger is ignored because he was never declared an attacker. If both Kaalia of the Vast and Master of Cruelties are unblocked in this scenario then Master of Cruelties's ability will trigger, sending our opponent's life total to one. Then Kaalia of the Vast will deal two damage through the air and eliminate that opponent. Harsh!

Balefire Dragon: If it deals combat damage to an opponent, Balefire Dragon acts as an opponent-focused Inferno. Dealing six points of combat damage to our opponent is nice, but dealing six points of damage to every creature they control is the hot fudge, whipped cream, chopped nuts and extra cherries on top of the sundae that is Balefire Dragon. This Mythic Rare dragon from Innistrad really enjoys being equipped with Blade of Selves. If the air is clear over our opponents' battlefields then imagine the delight of dealing six points of combat damage to each opponent and six points of damage to all of their creatures! Everything gets Infernoed but us and our creatures!

Hellkite Tyrant: This 6/5 flying trampler allows us to gain control of all artifacts an opponent controls if it deals combat damage to that opponent. Aside from Master of Cruelties, Hellkite Tyrant is the creature I want in my opening hand. If we can cast a hasty Kaalia of the Vast on turn three or four and swing into an opponent with her and Hellkite Tyrant and take control of their freshly-ramped mana rocks then we may be unstoppable. Imagine the shenanigans of Hellkite Tyrant carrying a Blade of Selves!

Lord of the Void: If Lord of the Void had trample a la Hellkite Tyrant then he would be one of the most powerful demons in Magic's history. Well, a 7/7 flier still is impressive. When Lord of the Void deals combat damage to an opponent, we can exile the top seven cards of that player's library and put a creature from among them into play under our control. Lord of the Void also wears Blade of Selves extremely well.

Baneslayer Angel: Baneslayer Angel brings the stats! For just we get a 5/5 angel with flying, first strike, lifelink and protection from demons and dragons. For the purposes of this deck, I wish Baneslayer Angel did not have protection. Having an opponent steal her away from us is heart-breaking and concerning. Well, honestly, who wouldn't be heartbroken about losing an angel? This angel's lifelink is very valuable in a deck where there are a lot of ways to lose incidental life as we try to advance our board state.

Aurelia, the Warleader: Let's proceed with caution when bestowing the virtues of the great Aurelia. For we get a 3/4 flying, hasty and vigilant angel that can give us an additional attack phase whenever she attacks for the first time each turn. Our problem is that Aurelia's attack trigger will not trigger if she is put onto the battlefield with Kaalia of the Vast. The Warleader will ALREADY be tapped and attacking due to Kaalia's trigger so we will not get an additional attack phase in this scenario. Even so, Aurelia, the Warleader is powerful and must be included. Pairing a freshly summoned Aurelia, the Warleader and Kaalia of the Vast in a combat phase feels so good. Make sure you've got a fist full of creatures!

Gisela, Blade of Goldnight: One of the amazing angels from Avacyn Restored, Gisela, Blade of Goldnight is an ultimate force on the battlefield. Pay close attention to her text: "If a source would deal damage to an opponent or a permanent an opponent controls..." "A source" is not just us. This means that our opponents can deal double damage to each other! Meanwhile, half of all damage that is done to us or permanents we control is prevented by 50% or more. Suddenly, Battlefield Forge, Caves of Koilos and Sulfurous Springs aren't so painful anymore! Gisela is amazing and can end games quickly once she enters the battlefield. She is our finisher.

Avacyn, Angel of Hope: Speaking of amazing angels from Avacyn Restored, we have the set's namesake up next. Avacyn, Angel of Hope protects all of our permanents by giving them indestructible. Additionally, she's an indestructible 8/8 with flying and vigilance. She can attack and block with little fear of dying. She gives Kaalia of the Vast indestructible so she can attack and put a flying creature onto the battlefield with little fear of being sent to the Command Zone. Many nefarious things can be done with Avacyn, Angel of Hope. I can't say that Armageddon isn't included in this deck.

Razaketh, the Foulblooded: An 8/8 flying demon with trample checks all of the necessary boxes for inclusion into a Kaalia of the Vast EDH/Commander deck. Razaketh, the Foulblooded adds more. If we pay two life and sacrifice another creature we can search our library for a card and put it into our hand. We don't have the ability to create a lot of tokens in this deck, and sacrificing our powerful angels, demons and dragons seems counter-intuitive to the goals of this deck. Sometimes the loss of a powerful creature in exchange for an answer to a threat or threats is acceptable. Don't worry, as this deck list continues you will see that there are numerous ways to easily recur these sacrificed creatures when needed.

Vilis, Broker of Blood: This legendary demon from Core 2020 is an 8/8 flier with the ability to destroy creatures. Tapping for and paying two life will give target creature -1 -1 until end of turn. There is an added bonus with this interaction. Whenever we lose life, we draw that many cards. By tapping for and paying two life we draw two cards from the loss of life. CAUTION: Drawing cards is great and seeing our opponents' creatures going to the graveyard or Command Zone is great too, but losing two life each time to do so can add up quickly. Keep an eye on that life total!

Bogardan Hellkite: A 5/5 dragon with flash and flying for is terrible. A 5/5 dragon with flash and flying for that when it enters the battlefield it can spread five points of damage among any number of eligible targets is a lot better. Bogardan Hellkite is in this deck due to its enter the battlefield trigger. As a creature we are able to recur Bogardan Hellkite and use its enter the battlefield trigger repeatedly with Strionic Resonator, Mimic Vat and Blade of Selves.

Ryusei, the Falling Star: The most impressive feature of this dragon is its death trigger. When Ryusei, the Falling Star dies it deals five damage to each creature without flying. Except for Master of Cruelties, every single creature in our deck has flying. How many of our opponents' decks typically can say the same? This is a great target for Mimic Vat in order to keep the ground clear.

Thunder Dragon: Thunder Dragon has an enter the battlefield trigger that deals three damage to each creature without flying. This dragon's stats are not great, as a 5/5 flier for leaves much to be desired, but the miniaturized board sweep is valuable and repeatable. Thunder Dragon can eliminate swarms of tokens and is another great target for Mimic Vat, Strionic Resonator and Blade of Selves.

Overseer of the Damned: This 5/5 flying demon debuted in Commander 2014. When it enters the battlefield we may destroy target creature. Additionally, whenever a nontoken creature an opponent controls dies, we can create a tapped 2/2 black zombie creature token. These tokens are great chump-blockers and/or fodder for Razaketh, the Foulblooded. As a bonus, we don't need to always send our opponents' nontoken creatures to the graveyard in order to create a zombie token. ANYTIME an opponent's nontoken creature dies we create the token. If an opponent sacrifices nontoken creatures, we get zombies. If nontoken creatures die during opponent-on-opponent combat, we get zombies. If an opponent's General/Commander dies, we get a zombie. Zombies zombies everywhere!

Angel of Serenity: Angel of Serenity's versatility is its most valuable attribute for our deck, because a 5/6 flier for will win few popularity contests. Upon entering the battlefield, we may exile up to three other creatures from the battlefield and/or graveyard. When Angel of Serenity leaves the battlefield the previously exiled creatures are returned to their owners' hands. We can remove threats from the battlefield. We bring back some creatures from our graveyard. We can use Angel of Serenity as a political ploy. She provides us with a lot of options.

Sower of Discord: Let the politicking begin! When Sower of Discord enters the battlefield we choose two players. Whenever damage is dealt to one of the chosen players, the other chosen player loses that much life. DISCLOSURE: When down to one opponent and ahead on life I have cast Sower of Discord and chosen myself and my opponent. If not removed from play, what does the opponent do? What's not to love about this card!?

Kokusho, the Evening Star: This is all about Kokusho, the Evening Star's death trigger. When Kokusho dies each opponent loses five life and we gain life equal to the life lost this way. This is another great target for Mimic Vat. This is also a great fit for Blade of Selves. If we have three opponents and attack with Kokusho, the Evening Star while it's equipped with Blade of Selves then we put a token that's a copy of Kokusho onto the battlefield tapped and attacking each other opponent. When these tokens enter the battlefield, the Legend Rule applies and we must choose one Kokusho, the Evening Star to keep (the equipped one). The tokens die and their death triggers trigger and our opponents lose ten life each and we gain 30. Life gain is an important feature for us as we can really do some self-inflicted damage.

Angel of Despair: This wannabe Asajj Ventress is a 5/5 flier for . These stats are not overwhelming. However, her enter the battlefield trigger is: When Angel of Despair enters the battlefield destroy target permanent. ANY permanent. Mimic Vat loves Angel of Despair. Who wouldn't love an angel?!

Demonlord Belzenlok: This Mythic Rare from Dominaria is a 6/6 flying trampler for . On these merits alone Demonlord Belzenlok is a solid addition to this deck. His enter the battlefield trigger is where he really shines: When Demonlord Belzenlok enters the battlefield, we exile cards from the top of our library until we exile a nonland card, then we put that card into our hand. If the card's converted mana cost is four or greater, repeat this process. Demonlord Belzenlok deals one damage to us for each card put into our hand this way. WHOA! Wait, can this kill us? Possibly. Out of the 58 nonland cards in our deck, 37 cards have a converted mana cost (CMC) of four or more. That's 63.8%. Is it possible? Yes. Is it likely? No. Minimally we'll get at least one card. The odds are in our favor to get more than one, however, and that's a valuable commodity for a deck that wants big creatures in our hand in order for Kaalia of the Vast to exact her revenge. CAUTION: I would not cast Demonlord of Belzenlok if I had less than five life.

Rune-Scarred Demon: This is a flying Demonic Tutor. It costs much more than a Demonic Tutor, but attaching a 6/6 flying body to it enables it as a prime target for recursion. Our usual suspects of Mimic Vat, Blade of Selves and Strionic Resonator love Rune-Scarred Demon, and so should you!

Karmic Guide: Throughout the early portion of this deck's description we've eluded to recursive effects. Angel of Serenity offers some recursive effects, but not as instantly as Karmic Guide. When Karmic Guide enters the battlefield, we return target creature card from our graveyard to the battlefield. Karmic Guide's echo cost of makes it unlikely that she'll see consecutive turns outside of being recurred herself. However, if in dire straights we could pay to keep her around. Karmic Guide's enter the battlefield creature recursion is so valuable. Additionally, we can recur the recursion...yes, that's what I meant to say. Owning it!

Bladewing the Risen: This 4/4 flying dragon costs and gives dragons we control +1 +1 until end of turn for . These states alone are not strong enough to justify this dragon's presence in the deck. However, when Bladewing the Risen enters the battlefield we may return a dragon permanent card from our graveyard into play. Returning only a dragon creature card from our graveyard to play is restrictive, considering that the deck is filled with demons and angels also. We have eight other dragons in our deck aside from Bladewing the Risen and any one of them is valuable enough to recur. Additionally, he is a piece to a game-ending infinite combo involving Dragon Tempest. We equip Blade of Selves to Bladewing the Risen prior to attacking. When equipped and Bladewing the Risen attacks Blade of Selves will create tokens that are copies of Bladewing the Risen (one for each opponent Bladewing the Risen is not attacking). Due to the Legend Rule, only one Legendary Bladewing the Risen can remain under our control. We keep a token, sending the other token(s) and the original Bladewing the Risen to the graveyard. The enter the battlefield abilities of the Bladewing the Risen tokens trigger, and then we return the original Bladewing the Risen to the battlefield, it dies due to the Legend Rule, recur it again with its enter the battlefield trigger and continue to repeat this process. With Dragon Tempest under our control, this cycle will produce infinite damage and win us the game.

Yosei, the Morning Star: Similar to Kokusho, the Evening Star, Yosei, the Morning Star's greatest value is its death trigger. If Yosei, the Morning Star dies, target player skips their next untap phase and we can tap five of their permanents. Paired with Mimic Vat this can become oppressive for an opponent. Paired with Blade of Selves this can lock-out an opponent for many turns. For each Yosei, the Morning Star that dies due to the Legend Rule after attacking and wearing Blade of Selves, an opponent skips their untap phase and we tap five of their permanents. If three Yosei, the Morning Stars die then we could choose the same opponent with each death trigger, forcing them to skip three consecutive untap steps and tapping up to 15 of their permanents!

Doom Whisperer: This Mythic Rare demon from Guilds of Ravnica is included in this deck due to its surveil ability. Doom Whisperer's surveil ability allows us to set-up future draws and/or load up the graveyard. Additionally, it's a 6/6 flying trampler for only . Doom Whisperer replaced Darksteel Plate from the initial construction of this deck. I think I undervalue Darksteel Plate and don't appreciate it enough. I seemed to either find a different use for the mana needed to equip it or didn't bother casting it from my hand. I suppose self-awareness is a positive in this regard and thus Darksteel Plate is replaced by a card I KNOW I'll get into play every possible chance.

Ob Nixilis, Unshackled: A 4/4 flying trampler for is not optimal. Ob Nixilis, Unshackled's text is what matters more: Whenever an opponent searches their library, they sacrifice a creature and loses ten life. Remind me, do players search their libraries in EDH/Commander? Whenever another creature dies, put a +1 +1 counter on Ob Nixilis, Unshackled. Remind me, how often do creatures die in EDH/Commander? ALL CREATURES. Not just nontoken creatures. ALL CREATURES! Tokens. Generals/Commanders. ALL OF THEM!!!! Ob Nixilis, Unshackled replaced Necropotence from this deck's initial build. Admittedly, this exchange was more about needing Necropotence in a different deck than wanting Necropotence out of this deck. With the addition of Doom Whisperer and the emergence of Vilis, Broker of Blood, removing Necropotence seemed easier. FOR THE PURPOSES OF THIS DECK, waiting a full turn for cards from Necropotence while Kaalia of the Vast is on the battlefield is limiting. Our General/Commander is a target, and each turn she survives is a turn closer to victory. We must take full advantage of her summoning ability while she's under our control and we need creatures in our hand to do it. Necropotence is better served in an Edgar Markov deck where emptying our hand can happen every turn and re-stocking it is vital to its success. DISCLOSURE: That's where Necropotence currently resides. DISCLOSURE II: Ob Nixilis, Unshackled loves Field of Ruin.

Strionic Resonator: I can't think of anything more gratifying or satisfying than declaring combat, tapping Kaalia of the Vast and choosing a winged behemoth to come crashing down onto the battlefield tapped and attacking. Oh, wait, actually, yes I can. How about doing it twice by using Strionic Resonator!?? If that's not fancy-tickling enough then how about using Strionic Resonator on any of the other creatures in our deck that have triggered abilities. Of the 27 creatures in our deck, 22 have triggered abilities. Only two of these 22 creatures have triggered abilities that would be useless to target with Strionic Resonator (Master of Cruelties and Hellkite Tyrant). Measuring a ten on the hilarity scale, use Strionic Resonator on Sower of Discord's enter the battlefield ability and pick the same two opponents for each trigger!

Blade of Selves: Blade of Selves has been mentioned a lot throughout this deck's description. This myriad-enabling equipment is immensely powerful when carried by the right creature. CAUTION: Blade of Selves will not trigger Kaalia of the Vast, Drakuseth, Maw of Flames or Aurelia, the Warleader as the tokens are ALREADY attacking when they enter the battlefield. REMEMBER: The Legend Rule can be our friend. When Ryusei, the Falling Star, Kokusho, the Evening Star or Yosei, the Morning Star wears Blade of Selves the tokens created via myriad are legendary. We choose one version of the legendary creature to stay on the battlefield and the others die. However, we get their death triggers. Additionally, Kaalia, Zenith Seeker, Demonlord Belzenlok and Bladewing the Risen and their myriad-created tokens are legendary and are subjected to the Legend Rule upon entering the battlefield. We get their enter the battlefield triggers as well. Equip Blade of Selves on Master of Cruelties. Oh yeah, that works. Clear the battlefield by equipping Blade of Selves on Thunder Dragon. Tutor for multiple cards with a Blade of Selves-equipped Rune-Scarred Demon. Gain control of every artifact in play by equipping Blade of Selves to Hellkite Tyrant. This is one of our format's most powerful equipments.

Mimic Vat: Whenever a nontoken creature dies Mimic Vat can exile it. Then, for the meager cost of we can tap Mimic Vat and create a hasty token of the exiled creature that must be sacrificed at the beginning of the next end step. This card can have its own page here! With the various enter the battlefield and death triggers featured by the creatures in this deck we can do anything...ALL AT INSTANT SPEED AND FOR JUST ! Tutor? YES. Destroy a permanent? YES. Life drain? Yes. Affect damage and/or combat? YES. Draw cards? YES. Recur a creature? YES. Tap down permanents? YES. These are just some of the things we can do with OUR creatures! Imagine using Mimic Vat on our opponents' creatures! NOTE: Mimic Vat only exiles one creature at a time. If a creature was exiled by Mimic Vat and we choose to exile another creature, the first creature goes to its owner's graveyard.

Dragon Tempest: This enchantment is a component of a potential infinite damage combo with Bladewing the Risen and Bladewing tokens. Though effective, Dragon Tempest's inclusion in this deck is based on its haste-granting ability to creatures with flying. EVERY CREATURE IN OUR DECK HAS FLYING (excluding Master of Cruelties). That's 26 creatures and our General/Commander. We do have nine dragons in the deck, so Dragon Tempest's ping ability can also be useful.

Reconnaissance: This little-known enchantment from Exodus can be one of the most powerful cards in this deck. For nothing, we can remove target attacking creature we control from combat and untap it. This is similar to Maze of Ith and suits Kaalia of the Vast extremely well. We want to attack with our General/Commander in order to put an angel, demon or dragon into play. Although she flies, Kaalia of the Vast is only 2/2 and losing her in combat can happen often. We must protect her. We can declare Kaalia of the Vast as an attacker and she will trigger into a play an angel, demon or dragon creature card from our hand. Then, at any time during the attack step, declare blockers step, combat damage step or end of combat step we can remove Kaalia of the Vast from combat and untap her FOR NOTHING AND WITHOUT DAMAGE! She can dance around many forms of removal and even combat damage by utilizing Reconnaissance. We could purposely send Kaalia of the Vast at an opponent with a potential lethal blocker JUST to activate her attack trigger and then remove her from combat prior to the combat damage step. Reconnaissance is the best kept secret from the Exodus.

Lightning Greaves: Other than hexproof, the two keyword abilities Kaalia of the Vast loves most are shroud and haste. Casting Lightning Greaves the turn before casting Kaalia of the Vast in the early portion of the game can put us so far ahead of our opponents that they may never catch-up. CAUTION: If Kaalia of the Vast is shrouded by Lightning Greaves then she cannot be targeted by Reconnaissance.

Quicksilver Amulet: Quicksilver Amulet has the same CMC as Kaalia of the Vast and does the same thing: We tap it to put a creature card from our hand onto the battlefield. We'll need to tap in order to use Quicksilver Amulet but it can be used at instant-speed. This artifact is a useful alternative to our General/Commander and is a must-have in a deck with high casting cost creatures.

Sneak Attack: There are 14 creatures in our deck that have either enter the battlefield or death triggers. Sneak Attack allows us to abuse these triggers for the one-time cost of . We must sacrifice the creature at the beginning of the next end step but the benefits of Sneak Attacking a creature for are worth it. REMEMBER: We can activate Sneak Attack at instant-speed. Instant-speed Demonic Tutor? Sneak Attack with Rune-Scarred Demon. Destroy target creature for ? Sneak Attack with Overseer of the Damned. Is an opponent about to overrun another opponent in combat? Sneak Attack with Sower of Discord and choose those two opponents. Need to gain life? Sneak Attack with Kokusho, the Evening Star. Destroy any permanent for ? Sneak Attack with Angel of Despair. Imagine the possibilities of pairing Phyrexian Reclamation and Sneak Attack!

Reanimate: For and life equaling the targeted creature card's converted mana cost, we can recur any creature from any graveyard and put it into play under our control. This spell is so versatile. It's mind-boggling to me, according to EDHREC.com at the time of this deck list's completion, that only 18,129 out of 194,622 possible decks play Reanimate. That's just 9.3%! What the...!??!

Phyrexian Reclamation: This enchantment costs to cast and plus two life to activate. When activated, we choose a creature card from our graveyard and return it to our hand. What!? A repeatable and affordable source of creature recursion in a deck that wants massive flying creatures to win the game?! This uncommon from Urza's Legacy is the best kept secret of that set. For additional overpowered shenanigans couple Phyrexian Reclamation with Sneak Attack.

Beacon of Unrest: This sorcery is much more mana-intensive than Reanimate. We can choose any creature or artifact in any graveyard and put it onto the battlefield under our control. The ability to recur an artifact is a beneficial addition. After casting Beacon of Unrest we shuffle it into our library, thereby allowing us to cast it again. I seem to always be on the fence about this card. I've never been in love with it but I don't hate it, either. Maybe it's a place-setter for a future spell. We shall see.

Living Death: Living Death is a mass-board wipe and mass-recursion spell on one card. It can remove indestructible creatures from the battlefield as well as shrouded and/or hexproofed ones. CAUTION: Be mindful of your opponents' graveyards. Unknowingly returning to the battlefield a slew of allies, slivers or goblins can have dire consequences on our path to victory.

Swords to Plowshares: The most efficient removal spell in Magic: The Gathering history. For we exile any creature and its controller gains life equal to that creature's toughness. We will make that trade every day of the week and twice during Friday Night Magic!

Path to Exile: The second-most efficient removal spell in Magic: The Gathering history. For we exile any creature and its controller gets a basic land. An additional land is not optimal, but the reward of exiling a creature for such a meager mana investment is worth it. POTENTIAL HILARIOUS BONUS: Some EDH/Commander players do not even use basic lands!

Rakdos Charm: Rakdos Charm is one of the best Charms in the format. All three modes of this Charm are relevant, and not many Charms can say that in any format. Opponents are always abusing graveyards, creating token armies and playing with powerful and valuable artifacts (we're doing two out of these three things in this deck!). Rakdos Charm has a way to deal with or punish these shenanigans.

Generous Gift: Generous Gift replaced Vindicate from the initial construction of this deck. In a three-color deck, is less restrictive than . In nearly every deck, instant-speed destruction of a permanent is more powerful than sorcery-speed destruction. The controller of the destroyed permanent receives a 3/3 green elephant token. I'll take that swap. Generous Gift in. Vindicate out.

Anguished Unmaking: For and the loss of three life we can exile any nonland permanent. Exiling is so much better than destroying. Best flavor text ever.

Return to Dust: Exiling is so much better than destroying. Didn't we just talk about that? Anyway, Return to Dust is great at ridding the board of any pesky and/or overpowered artifacts and/or enchantments. If we cast Return to Dust during our main phase we can choose two artifacts, two enchantments or one of each. In a pinch we can cast it outside of our main phase, but the return on our investment would not be as beneficial.

Crackling Doom: This is not a fantastic removal spell. It's situational and not targeted removal. However, its value and inclusion in this deck is explained by one word: Voltron. This instant is included in the deck in order to deal with Voltron strategies that have hexproof, shroud, protection and/or indestructible layered onto opponents' Generals/Commanders. This is not always the most effective form of removal and completely whiffs against Sigarda, Host of Herons. However, a Voltron General/Commander generally is an opponent's biggest creature, and Crackling Doom can dance around protection in order to remove it. Consistently trying to deal with Voltron strategies such as Skullbriar, the Walking Grave, Godo, Bandit Warlord, Akroma, Angel of Wrath, Uril, the Miststalker, Avacyn, Angel of Hope and Ghalta, Primal Hunger is not easy. Crackling Doom helps make it easier.

Damnation: This epic board wipe destroys all creatures and denies regeneration. This is basically a black Wrath of God. It just hasn't been reprinted nearly as much.

Ruinous Ultimatum: Fresh from the new Ultimatum cycle from Ikoria: Lair of Behemoths, Ruinous Ultimatum is a powerful Mardu removal spell. For we destroy all nonland permanents our opponents control. I suppose we can equate this to Mardu's version of Cyclonic Rift, just not as powerful. However, without regeneration or indestructible, this spell will send all of our opponents' nonland permanents to their graveyards, not their hands. Ruinous Ultimatum replaced Minion Reflector from this deck's initial construction. To me, Minion Reflector seemed like a placeholder for a more powerful card, and I think we found that in Ruinous Ultimatum.

Merciless Eviction: Did I mention that exiling is better than destroying? This removal spell has four modes from which to choose. The mode we choose will result in every card on the battlefield of that type getting exiled. There are very few ways to bring cards back from exile and too many ways to get them back from the graveyard.

Blasphemous Act: How many times can you cast Blasphemous Act for ? It seems to happen all of the time in EDH/Commander. This spell should wipe out all of the creatures on the battlefield. Seriously though, for 13 points of damage to each creature?!

Armageddon: DISCLOSURE: Armageddon is not included in this deck in order to combo with Avacyn, Angel of Hope's indestructibility. Its primary inclusion is to cast it in the early game when Kaalia of the Vast is under our control and we have a fistful of winged avengers. Eliminating our opponents' lands when already ahead with Kaalia of the Vast can be game-ending. Purposely waiting to cast Armageddon until Avacyn, Angel of Hope is in play can be meta game-ending.

Boros Charm: Boros Charm is rock solid defense and offense. It gives all of our permanents indestructible for a turn or target creature gains double-strike until the end of the turn. At the time of this deck list's completion, Boros Charm has been printed five times and still costs between $4-$5 for an uncommon. This is a testament to the power of this instant. Dealing four damage directly to an opponent is a nice bonus, but the other two modes are much more prominent in my EDH/Commander experiences. NOTICE: Boros Charm gives double-strike to "target creature" and not "target creature we control." So we can target an opponent's creature and perhaps send lethal damage to another opponent.

Demonic Tutor: Best tutor in the format. Tapping and casting Demonic Tutor allows us to search our library for any card and put it into our hand. No restrictions. No limitations. No penalties. It's an auto-include (as long as we have a copy of it).

Sol Ring: I whiffed on this one! One game I'm Demonic Tutoring for Sol Ring and arrive at the horrifying conclusion that I didn't have one in the deck! Oversight central! The intern department received scathing editorials after this breech of trust. Anyway, Sol Ring went in and Temple of Triumph came out. Sol Ring provides additional mana ramp while the subtraction of Temple of Triumph reduces the number of enter-the-battlefield-tapped lands in the deck.

Talisman of Hierarchy: This replaced Orzhov Signet from this deck's initial construction. The ability to tap for provides flexibility that Orzhov Signet does not.

Talisman of Conviction: This replaced Boros Signet from this deck's initial construction. The ability to tap for provides flexibility that Boros Signet does not.

Arcane Signet: This replaced Rakdos Signet from this deck's initial build. I do not own a copy of Talisman of Indulgence, for which Rakdos Signet acted as a placeholder. Well, there are fewer more valuable consolation prizes than Arcane Signet!

Chromatic Lantern: Chromatic Lantern replaced Solemn Simulacrum from the original blueprint of this deck. This change was one part mana-fixing and one part flavor. The Lantern is great in allowing us to tap any of our lands for any color. Additionally, the artifact itself also taps for a mana of any color. For the flavor aspect, in a deck dedicated to creatures from above (angels and dragons) and below (demons) being summoned to exact revenge for Kaalia of the Vast, it always irked me to cast a robot. This is the Vorthos in me!

Plains: Three in the deck.

Mountain: Four in the deck.

Swamp: Four in the deck.

Caves of Koilos and Battlefield Forge: Our pain lands. Each lands gives us or we take one point of damage for , or .

Isolated Chapel, Dragonskull Summit and Clifftop Retreat: Our check lands. Each of these lands can enter the battlefield untapped if there are specified basic land types under our control.

Godless Shrine, Blood Crypt and Sacred Foundry: Our shock lands. With basic land types in their land type, these lands will allow our check lands to enter the battlefield untapped if they match. Of course, shock lands enter the battlefield tapped unless we pay two life.

Blightstep Pathway  , Needleverge Pathway   and Brightclimb Pathway  : Our Pathways. Newer inclusions into the 99 and an upgrade from basic lands, particularly in decks sporting more than two colors.

Spectator Seating and Vault of Champions: Our Fan Lands. Dual lands with the potential to enter the battlefield untapped without any other limitations or restrictions? That's aces in our book. Once a copy of Luxury Suite becomes available, it will find its want into the 99.

Command Tower: Best land in the format. Taps for one mana of any color in our General/Commander's color identity. No restriction. No limitation. No drawback.

Reflecting Pool: Under the best and most likely circumstances, Reflecting Pool will act as Command Tower #2.

Exotic Orchard: Under the best and most hopeful circumstances, Exotic Orchard will act as Command Tower #3. It is more likely that it will provide us access to one-to-two different colors for our spells.

Savai Triome: This land enters the battlefield tapped but can tap for , or . Additionally, we can cycle this card for if needed. Savai Triome replaced Nomad Outpost from the initial construction of this deck. Both lands enter the battlefield tapped, but Savai Triome can be fetched AND has cycling. It's superior to Nomad Outpost and is a clear upgrade.

Field of Ruin: Field of Ruin destroys an opponent's nonbasic land. However, before we begin sharpening pitch forks and igniting torches as dozens upon dozens of Magic players stream into the streets filled with land destruction vengeance, the opponent can replace the destroyed land with a basic land. Very reasonable. Is it our fault if the opponent doesn't have basic lands in their deck? Nope. We also get a basic land to replace the departed Field of Ruin. Again, very reasonable. Unfortunately, each other opponent gets a free basic land as well. This is unreasonable. However, with Ob Nixilis, Unshackled under our control, suddenly fetching-out a free basic land becomes an investment of ten life and a creature for each opponent. I love that exchange! Field of Ruin replaced Temple of Malice from the initial build of this deck. Ever since Ob Nixilis, Unshackled was included, I wanted to add Field of Ruin. We subtract a land that enters the battlefield tapped with a scry 1 ability and add a land that enters the battlefield untapped and can be used for targeted nonbasic land removal, color-fixing by way of a basic land and the potential combo with Ob Nixilis, Unshackled.

Reliquary Tower: No maximum hand size matters. Adding to our mana pool is okay. We are running three colors in this deck and we must be careful about the number of colorless mana-producing lands we include.

Miren, the Moaning Well: With this land we can sacrifice a creature and gain life equal to its toughness. This is beneficial if we're going to lose the creature anyway to removal or combat. NOTICE: There are many sources of incidental life loss in this deck. Miren, the Moaning Well helps us get some of it back.

Ancient Tomb: for two life says it all. This can help us power out some big spells but we must be wary of our life total.

Vault of the Archangel: Vault of the Archangel replaced Myriad Landscape from the original construction of this deck. This swap was motivated by a need to gain life. Providing deathtouch for our creatures is a nice bonus.

Command Beacon: We must accept the inevitably that we will be a target at the table. Kaalia of the Vast is one of those Generals/Commanders that attracts attention and becomes the focal point of our opponents' resources. She will die. A lot. Command Beacon allows us to dodge Commander Tax for a turn by tapping and sacrificing it to bring Kaalia of the Vast from The Command Zone to our hand, hopefully for one last summoning and attack phase.

Hall of the Bandit Lord: Hall of the Bandit Lord enters the battlefield tapped and requires three life in order to produce . With just this text, Hall of the Bandit Lord would be the worst land in the history of Magic: The Gathering. However, let's talk about what this can do. If we use this in order to cast a creature spell then that creature enters the battlefield with haste. This land is awesome for Kaalia of the Vast if we are lacking haste-enablers. She'll hit the battlefield with flying and haste and primed to summon a winged avenger of fury! CAUTION: We've got to be careful with this land. Three life can add-up quickly, particularly when there are nine other lands in our deck that can potentially reduce our life total. Sadly, I've used this mana on noncreature spells in the past. It hurts. It hurts a lot.

Volrath's Stronghold: This is the best card in our deck. Due to the nastiness of our creatures, they will be targeted by removal. We will see many of our aviary doom-bringers hit the 'yard. Prior to the recent EDH/Commander rules change regarding Generals/Commanders dying, we were able to use Volrath's Stronghold to forever recur Kaalia of the Vast from our graveyard to the top of our library. There was no Commander Tax for us!! Alas, that is no more, as she now hits the graveyard briefly prior to going to the Command Zone via state-based actions. However, there are 27 other creatures just waiting to keep coming back and back and back and back...and back again! I remember a game in which I had Sneak Attack and Volrath's Stronghold under my control. I activated Sneak Attack for a hasty Bogardan Hellkite, spread five points of damage upon its enter the battlefield trigger, attacked, sacrificed it at the beginning of the end step and then put it right back on top of my library with Volrath's Stronghold, enabling me to repeat this process for as long as I could. Volrath's Stronghold is often my first tutor target.

Slayers' Stronghold: By tapping and Slayers' Stronghold target creature gets +2 +0, haste and vigilance until end of turn. This land can help Kaalia of the Vast become hasty upon entering the battlefield, enabling her to attack with vigilance and summon one of her vengeance-bringers into play. NOTICE: Slayers' Stronghold's text says "target creature" and not "target creature you control." We can use some politicking at the EDH/Commander table with this land.

Prismatic Vista: Prismatic Vista replaced Arid Mesa from this deck's initial build. Prismatic Vista can seek out any basic land in our deck while Arid Mesa searches for a Plains or Mountain card. DISCLOSURE: This swap was more motivated by a Feather, the Redeemed EDH/Commander build that needed an additional fetch land. Prismatic Vista is a very capable replacement for Arid Mesa.

Fabled Passage: Fabled Passage replaced Temple of Silence from the initial construction of this deck. Here we have a land that can fetch basic lands, and as long as we have at least three other lands in play, the basic land will become untapped upon arrival. In an attempt to minimize the number of enter-the-battlefield-tapped lands in the deck, this swap is motivated by color-fixing and immediate use. REPLACED BY Arid Mesa DUE TO ITS MORE VERSATILE FETCHING ABILITY.

Marsh Flats: We know the story here. Tap, pay 1 life, sacrifice and search for a Plains or Swamp card. Fetch lands are great as they can search for shock lands in our deck.

Maze of Ith: If Volrath's Stronghold is the best card in the deck, then Maze of Ith might be the deck's most important. We tap Maze of Ith and it untaps target attacking creature. All combat damage that is dealt to and dealt by that creature is prevented this turn. This can act as a combat deterrent for our opponents. HOWEVER, notice what the text of Maze of Ith says: "Untap target attacking creature." Notice what the text of Maze of Ith doesn't say: "Untap target attacking creature AN OPPONENT CONTROLS." We can use Maze of Ith to protect Kaalia of the Vast. Even if an opponent can block Kaalia of the Vast, after she enables her attack trigger and we put a creature from our hand onto the battlefield tapped and attacking, we can tap Maze of Ith and remove Kaalia of the Vast from combat and save her. It's Reconnaissance all over again! Protecting Kaalia of the Vast is important and Maze of Ith can do it.

It may seem overboard to include 41 lands in this deck. However, be mindful that four of these lands do not tap for mana (Prismatic Vista, Arid Mesa, Marsh Flats, Maze of Ith). For the purposes of constructing a mana base for this deck, we should think of these four lands as "spells," therefore reducing the number of actual "lands" to 37.

This is MTG Burgeoning's original EDH/Commander Deck Tech of Kaalia of the Vast:

This is MTG Burgeoning's Kaalia of the Vast EDH/Commander Deck Tech Update #1:

This is MTG Burgeoning's Kaalia of the Vast EDH/Commander Deck Tech Update #2:

Appearing briefly for the first time in an episode of the channel's UP & UP Series, MTG Burgeoning UPdates & UPgrades land base:

MTG Burgeoning's Kaalia of the Vast EDH deck officially enters the Burgeoning Commander Catalog through the following deck tech:

Making another appearance on the UP & UP Series, MTG Burgeoning UPdates & UPgrades this Kaalia of the Vast EDH deck:

Making its third appearance in the UP & UP Series, MTG Burgeoning UPdates & UPgrades this Kaalia of the Vast EDH deck:

Bloodthirster replaces Overseer of the Damned.

Serra's Emissary replaces Drakuseth, Maw of Flames.

Liesa, Forgotten Archangel replaces Kaalia, Zenith Seeker.

Luxury Suite replaces a Swamp.

Talisman of Indulgence replaces Reliquary Tower.

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Casual

97% Competitive

Date added 3 years
Last updated 8 months
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

19 - 0 Mythic Rares

55 - 0 Rares

13 - 0 Uncommons

4 - 0 Commons

Cards 100
Avg. CMC 4.56
Tokens Copy Clone, Elephant 3/3 G, Faerie Dragon 1/1 U, Treasure
Folders MTG Burgeoning's EDH/Commander Decks, Decks, Mardu WBR, Decks, Burgeoning Commander Catalog
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