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Viewing revision 101. There is a more recent version of this deck.
This deck is the result of many tests and improvements over the years.
Main goal
Put powerful creatures quickly on the battlefield and win the game with 1 or 2 attacks.
For this, there are 4 possible strategies:
1 - The fast: Discard a creature, reanimate it and force your opponent to worry about it in the first turns.
2 - The classic: Put the Kaalia of the Vast on the battlefield, with Haste preferably, protect it if possible, attack and put a powerful creature.
3 - The slow: With the support of ramp cards, cast creatures with mana cost between 4 and 6.
4 - The combo: Attack with Master of Cruelties (if you put it with Kaalia, better) and make sure it will not be blocked.
Obs: Our commander enters the battlefield with a target on her forehead, so it is very important to keep in mind that it will not always be possible to play with her. So we have alternative strategies with reanimate, ramp and combo.
Main functions
Haste: Being fast is fundamental, the faster we go, the more chances of controlling the battlefield we will have. This also decreases our opponent's chances of reaction. For that, we have specialized cards, equipment (they also protect Kaalia of the Vast) and some lands.
Attack: Cards focused exclusively on aggressiveness. Among them are some cards to make creatures unblockable and our Win Conditions: Master of Cruelties, Gisela, Blade of Goldnight and Terror of Mount Velus and Aurelia, the Warleader.
Draw and Discard: This is a fundamental part of our strategy allowing us to put creatures in the graveyard so that we can revive them. In addition, draw cards increase our action options in the game.
Reanimate: Our opponent will remove or counter our best creatures and being able to reuse them is an important feature especially in the late game. This also allows us to put costly creatures on the battlefield paying much less for it.
Ramp: An extremely important function in our race for initial control of the battlefield. We can take advantage of one or two turns with the signets and with Heartless Summoning and Temple of the False God we can cast our creatures at a lower cost.
Dual Lands: We have the best cost / benefits of dual lands and that already solves many problems. I avoided a lot of lands that get tapped in because that is against our strategy. If you have the chance, investing in more expensive lands is a good idea.
Auxiliary Functions
Removal: Our opponent will also have some uncomfortable cards or even an essential commander, in those moments it is good to be able to count on the possibility of eliminating them. So in addition to some creatures we have the best mtg magic, with low cost and the possibility of removing any permanent.
Global Removal: We know that we won't always be in control of the board, and when that happens, a global removal is a great option to try to get back in the game. I selected the ones most likely to give us an advantage after casting, either for not killing our creatures or for allowing us to cast a creature in the same turn.
Tutor: As this is an auxiliary function, there is no point in investing in high cost tutors and low cost tutors are very expensive. Even so, the possibility of tutoring is always good.
Protection: These are cards that help the mission of keeping Kaalia of the Vast more turns on the battlefield. In addition, some creatures serve to protect our board or be a surprise element frustrating our opponent.
Control: For games that we fail to be fast or do not have well-defined control of the battlefield, we have some resources to hinder the opponent and thus try to take advantage of the game for us;
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