1.4k
2/18/2025
Calamity! +Primer
Deck Size: 100
Commander
Legal
Est deck cost: $383.34
Salt sum: 38.47
1.4k
2/18/2025
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Commander

Qty: 1 Price: $0.49
Calamity, Galloping Inferno

Haste Whenever Calamity attacks while saddled, choose a nonlegendary creature that saddled it this turn and create a tapped and attacking token that's a copy of it. Sacrifice that token at the beginning of the next end step. Repeat this process once. Saddle 1

Creature
Calamity, Galloping Inferno (otj) 116

Commander

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Evasion

Qty: 2 Price: $12.98
Brotherhood Regalia

Equipped creature has ward {2}, is an Assassin in addition to its other types, and can't be blocked. Equip legendary creature {1} Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)

Artifact
Brotherhood Regalia (acr) 71
Key to the City

{T}, Discard a card: Up to one target creature can't be blocked this turn. Whenever this artifact becomes untapped, you may pay {2}. If you do, draw a card.

Artifact
Key to the City (c21) 248

Evasion

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Protection

Qty: 7 Price: $53.43
Bolt Bend

This spell costs {3} less to cast if you control a creature with power 4 or greater. Change the target of target spell or ability with a single target.

Instant
Bolt Bend (war) 115
Maze of Ith

{T}: Untap target attacking creature. Prevent all combat damage that would be dealt to and dealt by that creature this turn.

Land
Maze of Ith (dmr) 250
Return the Favor

Spree (Choose one or more additional costs.) + {1} — Copy target instant spell, sorcery spell, activated ability, or triggered ability. You may choose new targets for the copy. + {1} — Change the target of target spell or ability with a single target.

Instant
Return the Favor (otj) 142
Silver Shroud Costume

Flash When this Equipment enters, attach it to target creature you control. That creature gains shroud until end of turn. (It can't be the target of spells or abilities.) Equipped creature can't be blocked. Equip {3}

Artifact
Silver Shroud Costume (pip) 142
Sundial of the Infinite

{1}, {T}: End the turn. Activate only during your turn. (Exile all spells and abilities from the stack. Discard down to your maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)

Artifact
Sundial of the Infinite (m12) 218
Untimely Malfunction

Choose one — • Destroy target artifact. • Change the target of target spell or ability with a single target. • One or two target creatures can't block this turn.

Instant
Untimely Malfunction (dsk) 161
Whispersilk Cloak

Equipped creature can't be blocked and has shroud. (It can't be the target of spells or abilities.) Equip {2}

Artifact
Whispersilk Cloak (plst) PCA-115

Protection

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Burn

Qty: 5 Price: $14.07
Agate Instigator

Offspring {1}{R} (You may pay an additional {1}{R} as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.) Whenever another creature you control enters, this creature deals 1 damage to each opponent.

Creature
Agate Instigator (blc) 21
Fanatic of Mogis

When this creature enters, it deals damage to each opponent equal to your devotion to red. (Each {R} in the mana costs of permanents you control counts toward your devotion to red.)

Creature
Fanatic of Mogis (ths) 121
Molten Gatekeeper

Whenever another creature you control enters, this creature deals 1 damage to each opponent. Unearth {R} ({R}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)

Creature Artifact
Molten Gatekeeper (mh3) 128
Red Dragon

Flying Fire Breath — When this creature enters, it deals 4 damage to each opponent.

Creature
Red Dragon (afr) 160
Sunspine Lynx

Players can't gain life. Damage can't be prevented. When this creature enters, it deals damage to each player equal to the number of nonbasic lands that player controls.

Creature
Sunspine Lynx (blb) 155

Burn

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Finisher

Qty: 4 Price: $62.26
Chancellor of the Forge

You may reveal this card from your opening hand. If you do, at the beginning of the first upkeep, create a 1/1 red Phyrexian Goblin creature token with haste. When this creature enters, create X 1/1 red Phyrexian Goblin creature tokens with haste, where X is the number of creatures you control.

Creature
Chancellor of the Forge (nph) 81
Seize the Day

Untap target creature. After this main phase, there is an additional combat phase followed by an additional main phase. Flashback {2}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Sorcery
Seize the Day (plst) UMA-147
Terror of the Peaks

Flying Spells your opponents cast that target this creature cost an additional 3 life to cast. Whenever another creature you control enters, this creature deals damage equal to that creature's power to any target.

Creature
Terror of the Peaks (m21) 164
World at War

After the second main phase this turn, there's an additional combat phase followed by an additional main phase. At the beginning of that combat, untap all creatures that attacked this turn. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)

Sorcery
World at War (roe) 172

Finisher

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Ramp

Qty: 21 Price: $75.11
Arcane Signet

{T}: Add one mana of any color in your commander's color identity.

Artifact
Arcane Signet (otc) 252
Charming Scoundrel

Haste When this creature enters, choose one — • Discard a card, then draw a card. • Create a Treasure token. • Create a Wicked Role token attached to target creature you control.

Creature
Charming Scoundrel (woe) 124
Cursed Mirror

{T}: Add {R}. As this artifact enters, you may have it become a copy of any creature on the battlefield until end of turn, except it has haste.

Artifact
Cursed Mirror (otc) 161
Emrakul's Hatcher

When this creature enters, create three 0/1 colorless Eldrazi Spawn creature tokens. They have "Sacrifice this token: Add {C}."

Creature
Emrakul's Hatcher (plst) DDP-59
Everflowing Chalice

Multikicker {2} (You may pay an additional {2} any number of times as you cast this spell.) This artifact enters with a charge counter on it for each time it was kicked. {T}: Add {C} for each charge counter on this artifact.

Artifact
Everflowing Chalice (mkc) 227
Fellwar Stone

{T}: Add one mana of any color that a land an opponent controls could produce.

Artifact
Fellwar Stone (otc) 257
Liquimetal Torque

{T}: Add {C}. {T}: Target nonland permanent becomes an artifact in addition to its other types until end of turn.

Artifact
Liquimetal Torque (brc) 145
Mana Geyser

Add {R} for each tapped land your opponents control.

Sorcery
Mana Geyser (scd) 151
Mind Stone

{T}: Add {C}. {1}, {T}, Sacrifice this artifact: Draw a card.

Artifact
Mind Stone (mkc) 232
Patron of the Arts

When this creature enters or dies, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")

Creature
Patron of the Arts (clb) 191
Professional Face-Breaker

Menace Whenever one or more creatures you control deal combat damage to a player, create a Treasure token. Sacrifice a Treasure: Exile the top card of your library. You may play that card this turn.

Creature
Professional Face-Breaker (j22) 581
Ragavan, Nimble Pilferer

Whenever Ragavan deals combat damage to a player, create a Treasure token and exile the top card of that player's library. Until end of turn, you may cast that card. Dash {1}{R} (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)

Creature
Ragavan, Nimble Pilferer (mh2) 138
Rapacious Dragon

Flying When this creature enters, create two Treasure tokens. (They're artifacts with "{T}, Sacrifice this token: Add one mana of any color.")

Creature
Rapacious Dragon (cmm) 248
Rose Room Treasurer

Alliance — Whenever another creature you control enters, create a Treasure token if this is the first or second time this ability has resolved this turn. Otherwise, you may pay {X}. When you do, this creature deals X damage to any target.

Creature
Rose Room Treasurer (ncc) 51
Seething Song

Add {R}{R}{R}{R}{R}.

Instant
Seething Song (c21) 179
Sol Ring

{T}: Add {C}{C}.

Artifact
Sol Ring (m3c) 305
Solemn Simulacrum

When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. When this creature dies, you may draw a card.

Creature Artifact
Solemn Simulacrum (mkc) 238
Thought Vessel

You have no maximum hand size. {T}: Add {C}.

Artifact
Thought Vessel (mkc) 245
Thran Dynamo

{T}: Add {C}{C}{C}.

Artifact
Thran Dynamo (cmm) 415
Wayfarer's Bauble

{2}, {T}, Sacrifice this artifact: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.

Artifact
Wayfarer's Bauble (pip) 252
Worn Powerstone

This artifact enters tapped. {T}: Add {C}{C}.

Artifact
Worn Powerstone (cmm) 984

Ramp

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Copy

Qty: 4 Price: $18.26
Jaxis, the Troublemaker

{R}, {T}, Discard a card: Create a token that's a copy of another target creature you control. It gains haste and "When this token dies, draw a card." Sacrifice it at the beginning of the next end step. Activate only as a sorcery. Blitz {1}{R} (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.)

Creature
Jaxis, the Troublemaker (snc) 112
Orthion, Hero of Lavabrink

{1}{R}, {T}: Create a token that's a copy of another target creature you control. It gains haste. Sacrifice it at the beginning of the next end step. Activate only as a sorcery. {6}{R}{R}{R}, {T}: Create five tokens that are copies of another target creature you control. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.

Creature
Orthion, Hero of Lavabrink (mom) 334
Panharmonicon

If an artifact or creature entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.

Artifact
Panharmonicon (j22) 788
Strionic Resonator

{2}, {T}: Copy target triggered ability you control. You may choose new targets for the copy. (A triggered ability uses the words "when," "whenever," or "at.")

Artifact
Strionic Resonator (moc) 384

Copy

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Land

Qty: 37 Price: $90.03
Command Beacon

{T}: Add {C}. {T}, Sacrifice this land: Put your commander into your hand from the command zone.

Land
Command Beacon (otc) 279
Diamond City

This land enters with a shield counter on it. (If it would be dealt damage or destroyed, remove a shield counter from it instead.) {T}: Add {C}. {T}: Move a shield counter from this land onto target creature. Activate only if two or more creatures entered the battlefield under your control this turn.

Land
Diamond City (pip) 439
High Market

{T}: Add {C}. {T}, Sacrifice a creature: You gain 1 life.

Land
High Market (afc) 246
Lazotep Quarry

{T}: Add {C}. {T}, Sacrifice a creature: Add one mana of any color. {X}{2}, {T}, Sacrifice a Desert: Exile target creature card with mana value X from your graveyard. Create a token that's a copy of it, except it's a 4/4 black Zombie. Activate only as a sorcery.

Land
Lazotep Quarry (m3c) 79
Mountain

({T}: Add {R}.)

Land
Mountain (ody) 344
Pinnacle Monk

Creature
Pinnacle Monk // Mystic Peak (mh3) 246Pinnacle Monk // Mystic Peak (mh3) 246
Shinka, the Bloodsoaked Keep

{T}: Add {R}. {R}, {T}: Target legendary creature gains first strike until end of turn.

Land
Shinka, the Bloodsoaked Keep (chk) 282
Sokenzan, Crucible of Defiance

{T}: Add {R}. Channel — {3}{R}, Discard this card: Create two 1/1 colorless Spirit creature tokens. They gain haste until end of turn. This ability costs {1} less to activate for each legendary creature you control.

Land
Sokenzan, Crucible of Defiance (neo) 276
Sundering Eruption

Sorcery
Sundering Eruption // Volcanic Fissure (mh3) 248Sundering Eruption // Volcanic Fissure (mh3) 248
Valakut Awakening

Instant
Valakut Awakening // Valakut Stoneforge (plst) ZNR-174Valakut Awakening // Valakut Stoneforge (plst) ZNR-174
War Room

{T}: Add {C}. {3}, {T}, Pay life equal to the number of colors in your commanders' color identity: Draw a card.

Land
War Room (mkc) 310

Land

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Removal

Qty: 8 Price: $26.04
Chaos Warp

The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.

Instant
Chaos Warp (otc) 160
Duplicant

Imprint — When this creature enters, you may exile target nontoken creature. As long as a card exiled with this creature is a creature card, this creature has the power, toughness, and creature types of the last creature card exiled with it. It's still a Shapeshifter.

Creature Artifact
Duplicant (cmm) 946
Fury

Double strike When this creature enters, it deals 4 damage divided as you choose among any number of target creatures and/or planeswalkers. Evoke—Exile a red card from your hand.

Creature
Fury (mh2) 126
Meteor Golem

When this creature enters, destroy target nonland permanent an opponent controls.

Creature Artifact
Meteor Golem (cmm) 399
Mizzium Mortars

Mizzium Mortars deals 4 damage to target creature you don't control. Overload {3}{R}{R}{R} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")

Sorcery
Mizzium Mortars (clb) 803
Plundering Barbarian

When this creature enters, choose one — • Smash the Chest — Destroy target artifact. • Pry It Open — Create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")

Creature
Plundering Barbarian (afr) 158
Tibalt's Trickery

Counter target spell. Choose 1, 2, or 3 at random. Its controller mills that many cards, then exiles cards from the top of their library until they exile a nonland card with a different name than that spell. They may cast that card without paying its mana cost. Then they put the exiled cards on the bottom of their library in a random order.

Instant
Tibalt's Trickery (khm) 153
Vandalblast

Destroy target artifact you don't control. Overload {4}{R} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")

Sorcery
Vandalblast (otc) 183

Removal

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Draw

Qty: 9 Price: $17.19
Cavalier of Flame

{1}{R}: Creatures you control get +1/+0 and gain haste until end of turn. When this creature enters, discard any number of cards, then draw that many cards. When this creature dies, it deals X damage to each opponent and each planeswalker they control, where X is the number of land cards in your graveyard.

Creature
Cavalier of Flame (m20) 125
Circuit Mender

When this creature enters, you gain 2 life. When this creature leaves the battlefield, draw a card.

Creature Artifact
Circuit Mender (j22) 760
Demand Answers

As an additional cost to cast this spell, sacrifice an artifact or discard a card. Draw two cards.

Instant
Demand Answers (mkm) 122
Filigree Familiar

When this creature enters, you gain 2 life. When this creature dies, draw a card.

Creature Artifact
Filigree Familiar (cmr) 308
Idol of Oblivion

{T}: Draw a card. Activate only if you created a token this turn. {8}, {T}, Sacrifice this artifact: Create a 10/10 colorless Eldrazi creature token.

Artifact
Idol of Oblivion (otc) 258
Skullclamp

Equipped creature gets +1/-1. Whenever equipped creature dies, draw two cards. Equip {1}

Artifact
Skullclamp (pip) 238
Skyscanner

Flying When this creature enters, draw a card.

Creature Artifact
Skyscanner (scd) 274
The Flux

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after VI.) I — This Saga deals 4 damage to target creature an opponent controls. II, III, IV, V — Exile the top card of your library. You may play that card this turn. VI — Add six {R}.

Enchantment
The Flux (who) 86
Trumpeting Carnosaur

Trample When this creature enters, discover 5. {2}{R}, Discard this card: It deals 3 damage to target creature or planeswalker.

Creature
Trumpeting Carnosaur (lci) 171

Draw

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Lifegain

Qty: 1 Price: $12.99
Wurmcoil Engine

Deathtouch, lifelink When this creature dies, create a 3/3 colorless Phyrexian Wurm artifact creature token with deathtouch and a 3/3 colorless Phyrexian Wurm artifact creature token with lifelink.

Creature Artifact
Wurmcoil Engine (2xm) 308

Lifegain

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Tokens

Qty: 1 Price: $0.49
Siege-Gang Commander

When this creature enters, create three 1/1 red Goblin creature tokens. {1}{R}, Sacrifice a Goblin: This creature deals 2 damage to any target.

Creature
Siege-Gang Commander (onc) 103

Tokens

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Maybeboard

Qty: 17 Price: $101.49
Echoing Assault

Creature tokens you control have menace. Whenever you attack a player, choose target nontoken creature that's attacking that player. Create a token that's a copy of that creature, except it's 1/1. The token enters tapped and attacking that player. Sacrifice it at the beginning of the next end step.

Enchantment
Echoing Assault (blc) 24
Goblin Bombardment

Sacrifice a creature: This enchantment deals 1 damage to any target.

Enchantment
Goblin Bombardment (mh2) 279
Hazoret's Monument

Red creature spells you cast cost {1} less to cast. Whenever you cast a creature spell, you may discard a card. If you do, draw a card.

Artifact
Hazoret's Monument (dmc) 183
Hidden Volcano

This land enters tapped. {T}: Add {R}. {4}{R}, {T}, Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)

Land
Hidden Volcano (lci) 277
Insurrection

Untap all creatures and gain control of them until end of turn. They gain haste until end of turn.

Sorcery
Insurrection (cmm) 236
Jeska's Will

Choose one. If you control a commander as you cast this spell, you may choose both instead. • Add {R} for each card in target opponent's hand. • Exile the top three cards of your library. You may play them this turn.

Sorcery
Jeska's Will (mkc) 156
Magus of the Moon

Nonbasic lands are Mountains.

Creature
Magus of the Moon (tsr) 175
Markov Enforcer

Whenever this creature or another Vampire you control enters, this creature fights up to one target creature an opponent controls. Whenever a creature dealt damage by this creature this turn dies, create a Blood token. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.")

Creature
Markov Enforcer (voc) 26
Obsidian Charmaw

This spell costs {1} less to cast for each land your opponents control that could produce {C}. Flying When this creature enters, destroy target nonbasic land an opponent controls.

Creature
Obsidian Charmaw (mh2) 137
Pit of Offerings

This land enters tapped. When this land enters, exile up to three target cards from graveyards. {T}: Add {C}. {T}: Add one mana of any of the exiled cards' colors.

Land
Pit of Offerings (lci) 278
Port Razer

Whenever this creature deals combat damage to a player, untap each creature you control. After this phase, there is an additional combat phase. This creature can't attack a player it has already attacked this turn.

Creature
Port Razer (lcc) 230
Pyrogoyf

Pyrogoyf's power is equal to the number of card types among cards in all graveyards and its toughness is equal to that number plus 1. Whenever this creature or another Lhurgoyf creature you control enters, that creature deals damage equal to its power to any target.

Creature
Pyrogoyf (m3c) 111
Redcap Gutter-Dweller

Menace When this creature enters, create two 1/1 black Rat creature tokens with "This token can't block." At the beginning of your upkeep, you may sacrifice another creature. If you do, put a +1/+1 counter on this creature and exile the top card of your library. You may play that card this turn.

Creature
Redcap Gutter-Dweller (woe) 146
Sawhorn Nemesis

As this creature enters, choose a player. If a source would deal damage to the chosen player or a permanent they control, it deals double that damage instead.

Creature
Sawhorn Nemesis (m3c) 112
Scampering Surveyor

When this creature enters, search your library for a basic land card or Cave card, put it onto the battlefield tapped, then shuffle.

Creature Artifact
Scampering Surveyor (lci) 260
Twinflame Tyrant

Flying If a source you control would deal damage to an opponent or a permanent an opponent controls, it deals double that damage instead.

Creature
Twinflame Tyrant (fdn) 97
Wheel of Misfortune

Each player secretly chooses a number 0 or greater, then all players reveal those numbers simultaneously and determine the highest and lowest numbers revealed this way. Wheel of Misfortune deals damage equal to the highest number to each player who chose that number. Each player who didn't choose the lowest number discards their hand, then draws seven cards.

Sorcery
Wheel of Misfortune (cmr) 211

Maybeboard

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 6 cards
0 pips - 0 cards
0 mana - 6 cards
0 pips - 0 cards
0 mana - 6 cards
55 pips - 39 cards
46 mana - 42 cards
0 pips - 0 cards
0 mana - 6 cards
0 pips - 0 cards
17 mana - 13 cards
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Description

{"ops":[{"attributes":{"underline":true,"bold":true},"insert":"Introduction:"},{"insert":"\n"},{"insert":{"card-link":"Calamity, Galloping Inferno"}},{"insert":" is a menace! I originally built this deck intending for it to be a weaker deck that I could play at lower power level tables. But it ended up popping off hard the first couple games and I realized it's one of my more powerful decks anyway and it has almost become infamous in my play group due to how much it can pop off. It honestly doesn't win very often, but you pretty much always get to do some fun stuff.\n\nThere are so many fun reasons to play Calamity. First, if you don't have a mono red deck then you definitely need one! For Calamity specifically though I like the following aspects:\nCalamity has haste, so you get to use it the turn you play it which is really nice compared to some similar commanders like "},{"insert":{"card-link":"Orthion, Hero of Lavabrink"}},{"insert":" or "},{"insert":{"card-link":"Delina, Wild Mage"}},{"insert":". In particular, it lets you bounce back from removal much easier."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The games are fast, it's a perfect deck to bust out when you want to get one more quick game in."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Even on a budget the deck is extremely potent. You could realistically cut all of the $10+ cards and still have a consistent, resilient deck. I'd say the most worthwhile expensive cards are "},{"insert":{"card-link":"Wurmcoil Engine"}},{"insert":", "},{"insert":{"card-link":"Tibalt's Trickery"}},{"insert":", and "},{"insert":{"card-link":"Terror of the Peaks"}},{"insert":"."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"You get to throw down and double up on disgusting haymakers that have splashy effects need to be answered. For example double copying "},{"insert":{"card-link":"Wurmcoil Engine"}},{"insert":" or "},{"insert":{"card-link":"Trumpeting Carnosaur"}},{"insert":" is the EDH dream."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"There is a lot of flexibility in the cards you include. You can have ETB effects, sacrifice effects, dies effects all to abuse with Calamity. If you want draw you can repeatedly copy "},{"insert":{"card-link":"Circuit Mender"}},{"insert":", if you want ramp you can copy "},{"insert":{"card-link":"Plundering Barbarian"}},{"insert":", if you want removal you can copy "},{"insert":{"card-link":"Fury"}},{"insert":" etc."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"This is probably THE best "},{"insert":{"card-link":"Solemn Simulacrum"}},{"insert":". The card is literally perfect in the deck, it ramps you up to hit 6 mana the turn after you play it, and when copied with Calamity you ramp 2, draw 2, it's nuts!"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"The Deck:"},{"insert":"\nThe primary deck building principles are as follows:\nRamp fast and hard! With a 6 mana mono-red commander you gotta get him out fast and start attacking before the board is clogged up."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"ETB effects are the name of the game (and die effects are also quite nice)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Protection and unblockability for Calamity is really nice so you don't end up in a situation where you can't attack anyone without Calamity dying"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nYou generally need some ramp in any opening hand, if you aren't playing Calamity until turn 6 that usually not a good time. \n\nThe general categories of effects you have in the deck and examples of such are:\n"},{"attributes":{"bold":true},"insert":"Ramp"},{"insert":" (some early game, some for more explosive plays): "},{"insert":{"card-link":"Solemn Simulacrum"}},{"insert":", "},{"insert":{"card-link":"Charming Scoundrel"}},{"insert":". "},{"insert":{"card-link":"Rose Room Treasurer"}},{"insert":", "},{"insert":{"card-link":"Professional Face-Breaker"}},{"insert":". In general the land ramp is better because then you are less vulnerable to "},{"insert":{"card-link":"Cyclonic Rift"}},{"insert":" type of cards, but it is nice that the treasures can generally be used the first turn they are available. Cards like the Rose Room Treasurer and Face-Breaker are nice because they let you continue to ramp without specifically copying them if you have other cards you want to copy that turn. Rituals like "},{"insert":{"card-link":"Mana Geyser"}},{"insert":" are also really gross in this deck. And you also want to load up on a ton of mana rocks to just accelerate in to Calamity as fast as you can."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Card Advantage"},{"insert":": "},{"insert":{"card-link":"Circuit Mender"}},{"insert":", "},{"insert":{"card-link":"Skyscanner"}},{"insert":", "},{"insert":{"card-link":"Trumpeting Carnosaur"}},{"insert":". The 3 drops are really nice and I wouldn't ever cut any of them, they really tend to fly under the radar too because it doesn't seem to threatening when you are just drawing 2 cards, also the incidental lifegain is handy. It's always fun to roll the dice on discover, unfortunately "},{"insert":{"card-link":"Geological Appraiser"}},{"insert":" requires it being cast to trigger. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Removal:"},{"insert":" "},{"insert":{"card-link":"Duplicant"}},{"insert":", "},{"insert":{"card-link":"Fury"}},{"insert":", "},{"insert":{"card-link":"Meteor Golem"}},{"insert":". These guys can become oppressive very quickly with Calamity. When you get to kill the 2 strongest creatures on the board repeatedly you usually start running away with the game. The deck looks a bit light on removal just based on the numbers, but it doesn't really feel that way to me when playing. Because you can copy these guys you can control some games completely. But also, by nature of how the deck plays, you end up being able to go overtop of threats and sometimes don't even need to get rid of usual threats, who cares if the opponent has an army of elves if you can just kill them with burn?"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Token creation:"},{"insert":" "},{"insert":{"card-link":"Siege-Gang Commander"}},{"insert":", "},{"insert":{"card-link":"Emrakul's Hatcher"}},{"insert":", "},{"insert":{"card-link":"Chancellor of the Forge"}},{"insert":": These guys are awesome and a quick way to end a game with an "},{"insert":{"card-link":"Impact Tremors"}},{"insert":" type of effect. Emrakul's Hatcher in particular is one of the most nuts cards in this deck, ramping you like crazy. People don't seem to play Chancellor of the Forge in Calamity, but it's absolutely nuts and essentially exponentially grows an army when you copy it multiple times."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Burn:"},{"insert":" "},{"insert":{"card-link":"Fanatic of Mogis"}},{"insert":", "},{"insert":{"card-link":"Pyrogoyf"}},{"insert":", "},{"insert":{"card-link":"Agate Instigator"}},{"insert":": You of course want some burn in a mono red deck to go over the top of strong board states and finish off the game."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Protection:"},{"insert":" "},{"insert":{"card-link":"Silver Shroud Costume"}},{"insert":", "},{"insert":{"card-link":"Bolt Bend"}},{"insert":", "},{"attributes":{"bold":true},"insert":" "},{"insert":{"card-link":"Untimely Malfunction"}},{"insert":". Calamity can be a removal magnet and also requires attacking to get value out of it so some protection is necessary, whether this be re-direct spells or unblockability. "},{"insert":{"card-link":"Deflecting Swat"}},{"insert":" would be disgusting in this deck, but I don't think it should be included unless you are wanting to really push the power level to the max."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nI also like to include some sacrifice lands like "},{"insert":{"card-link":"High Market"}},{"insert":" and "},{"insert":{"card-link":"Lazotep Quarry"}},{"insert":" so that you don't get totally shut down by a "},{"insert":{"card-link":"Lignify"}},{"insert":" effect.\n\nA few cards that are nuts that I'm currently opting not to play are "},{"insert":{"card-link":"Port Razer"}},{"insert":" "},{"insert":{"card-link":"Twinflame Tyrant"}},{"insert":". These are both pretty nuts, in particular Port Razer can just end the game on the spot, but having used that combo a couple times not I think it's an unsatisfying way to win. The combo works if someone has no blockers, which usually means it's early in the game, in which case combo-ing off super early to the came is just unsatisfying. Twinflame Tyrant isn't necessarily the same case, but it can just insta-kill someone with commander damage (i.e. 4x2x2x2 = 32 commander for the kill). Maybe if it comes down in price I will try it out though. From a different perspective I'm also choosing not to play "},{"insert":{"card-link":"Combustible Gearhulk"}},{"insert":" because I have found it to just be too unreliable for a 6 mana finisher, too many times I just needed reliable burn but Gearhulk doesn't provide that. I am testing out "},{"insert":{"card-link":"Red Dragon"}},{"insert":" for now in it's place just as a reliable burn nuke. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Gameplay:"},{"insert":"\nYou want to go fast! Generally, you shouldn't keep an opening hand if there is no ramp in it because you really want to be dropping Calamity before turn 6 if possible. Also, repeated card advantage through a "},{"insert":{"card-link":"Circuit Mender"}},{"insert":" or something similar is always a nice time. You can occasionally run in to issues where you ramp hard but then just run out of cards, so having the card advantage in the opener is nice. \n\nWhen playing this deck you will absolutely become the target when you start popping off early. I'd recommend to just embrace it, enjoy the stuff you get to do, and try to protect Calamity long enough to get the win. Sometimes you also just can win out of nowhere especially with a "},{"insert":{"card-link":"Fanatic of Mogis"}},{"insert":" or "},{"insert":{"card-link":"Impact Tremors"}},{"insert":" type of win. \n\nIn terms of play pattern I like to prioritize copying ramp with Calamity early, such as "},{"insert":{"card-link":"Patron of the Arts"}},{"insert":" or ideally "},{"insert":{"card-link":"Solemn Simulacrum"}},{"insert":", so that you then have a lot of mana to work with in the future turns and are not too hamstrung if Calamity is removed. It's really nice with the treasure ramp that you get to then hold up mana after for protection during your opponents turns. \n\nCalamity can be surprisingly resistant to targeted removal if it isn't killed right away, because he can generate mana that allows you to just recast him if he gets killed and immediately use him due to his haste. For example with "},{"insert":{"card-link":"Patron of the Arts"}},{"insert":" or "},{"insert":{"card-link":"Rapacious Dragon"}},{"insert":" you generate 4 treasures, so players might feel like it's pointless to kill Calamity because you will just replay him and get the train rolling again right away. Board wipes that hit all non-land permanents can be very painful though such as "},{"insert":{"card-link":"Cyclonic Rift"}},{"insert":" or "},{"insert":{"card-link":"Ondu Inversion // Ondu Skyruins"}},{"insert":".\n\nAfter the initial ramping copy you can then prioritize going for card advantage, removal or burn copying. But there really is no necessary order or anything, I just recommend prioritizing the ramp first and then going from there!\n\n"}]}
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