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Zeige Revision 61. There is a more recent version of this deck.
Gameplan:
Step 1: Play Kalamax
Step 2: Tap Kalamax
Step 3: Play Value Instant each turn if possible (i.e. Unexpected Windfall, Dig Through Time, Return of the Wildspeaker, Harrow, Thrill of Possibility etc.)
Step 4: Profit!
Step 5: Close out the Game through the Mainline Combo or good old fashioned beats and burn
Mainline Combo :
-> Kalamax, the Stormsire tapped + Any Sorcery + Spellcopy effect (Expansion // Explosion, Increasing Vengeance, Reiterate, Reverberate, Twincast) = Infinite copyloop + 3 copies of the original sorcery
Using this copyloop you can create value through Magecraft Effects (Ral, Storm Conduit, Storm-Kiln Artist, Archmage Emeritus) and/or by giving Kalamax's infinite Power.
You can leverage Kalamax's Power using burn effects (Chandra's Ignition, Soul's Fire) or simply give Kalamax unblockable (Aqueous Form, Prowler's Helm, Trailblazer's Boots, Rogue's Passage) to take out your opponents.
Combat damage line:
-> Kalamax, the Stormsire attacks, before combat damage Alchemist's Refuge / Emergence Zone + Any Sorcery + Any Spellcopy effect = Infnite combat damage
One issue with the mainline combo, is that it is impossible to cast during or before combat, making it awkward to heavily boost him, as your opponents will have an entire turncycle to remove Kalamax before you can make use of his infinite power. However, Emergence Zone and Alchemist's Refuge make it possible to use the mainline combo just before combat damage taking out 1 opponent.
Best case scenario: You can take out the other two, using Soul's Fire in your opponents next upkeep.
Alternatively: You can use an instant or sorcery of an opponent using Expansion // Explosion, Reiterate, Reverberate or Twincast to start a copy loop in your opponents turn, to untap and swing for the kill next turn.
Chord of Calling lines:
for X = 2 : Goblin Electromancer + Goblin Anarchomancer (Situational choice: Useful if you have enough value in hand or if you lack mana)
for X = 3 : Veyran, Voice of Duality + Guardian Augmenter (Safety choice: Good Value + Protection)
for X = 4 : Storm-Kiln Artist + Archmage Emeritus / Rashmi, Eternities Crafter (Greedy choice: Maximum Value)
Crop Rotation lines:
Go-to choice: Alchemist's Refuge + Reliquary Tower
Situational choices: Holdout Settlement, Survivors' Encampment, Scavenger Grounds, Mystic Sanctuary, Command Tower
Naset's Reversal:
Kalamax, the Stormsire tapped + Naset's Reversal goes infinite, as with Narset's Reversal you can get continuous value with it by using the copy (Kalamax) to target your own Reversal. This will create another copy and then you use that to target the original spell opponent cast. As a bonus, this process will net you three +1/+1 counters on Kalamax everytime.
Game ending sorceries:
Using Chandra's Ignition or Rishkar's Expertise in the mainline combo will be immediatly game winning, as you can choose how large you wish to make your Kalamax. However, whe using it the combo with Rishkar's Expertise, you have to be careful to not accidently deck yourself out. Keep in mind that there will be three copies of Rishkar's Expertise on the Stack, so having a Kalamax with Power 30 will presumably deck you out. When giving your Kalamax a power of only 20, you will be able to draw 60 cards and play 3 spells for free which should always be game ending.
Note: As long as you draw Chandra's Ignition in the first copy Rishkar's Expertise, you can win in the spellresolution of the first copy, with the other two still on the stack. As such, you can kill everyone before, you would be decked out.
Tapping Kalamax:
It is crucial to always be able to Tap Kalamax. This List uses two methods to ensure this:
Tapping untapped creature:
Chord of Calling, Cultivator's Caravan, Holdout Settlement, Honor-Worn Shaku, Springleaf Drum, Survivors' Encampment
This Method has the advantage of ignoring summoning sickness.
Unblockable Kalamax:
Aqueous Form, Prowler's Helm, Trailblazer's Boots, Rogue's Passage
This doubles up as a backup wincondition, as Kalamax can get huge pretty quickly. It is realistic to take out an opponent via commander damage in 2-3 swings. Especially when using the combat line or Unleash Fury.
Note: When Kalamax has no counters, Unleash Fury + Copy will give him a power of 20 on attack. With one +1/+1 counter it will be 24. Keep this in mind when going for the kill via commander damage.
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Name | Hand | Turn 1 | Turn 2 | Turn 3 | Turn 4 | Turn 5 | Turn 6 | Turn 7 | Turn 8 | Turn 9 | Turn 10 | |
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