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Kangee Commander

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In multiplayer, you used to see tribal decks all of the time, but the influx of Commander decks has seriously reduced that number. Sure, you see the occasional deck, but they are often built the same. Very few tribes have good choices between more than two or three commanders. Some don’t even have that many. As a result, Commander has moved away from tribal decks, and I see them only occasionally.

Since I’m missing the tribal love, I figured I should do something about it. I looked at some tribal commanders, and I decided on one to build around. Sometimes, tribal blocks go to an odd place. It seems that a lot of tribal-themed set have a tribe that comes out of nowhere, such as Kithkin. Today, we are looking at one such tribe. Birds.

Kangee, Aerie Keeper
For Birds, there is one choice: Kangee, Aerie Keeper. We will build a fun little Commander deck around Kangee to show off all of the bird-beating stylings that Kangee can bring to the table.

Of course, any deck that features Kangee as its Commander is going to want a bunch of Birds. Luckily, Birds have been around for a long time, so we have a lot of Magic’s history to pilfer. The first creatures I add are those that enable a Bird deck. For example, Keeper of the Nine Gales is great in a Bird deck. You tap it and some Birds to bounce any permanent with no expenditure of mana needed. You can bounce a creature token to slay it, bounce something with a powerful Aura, or bounce something to open up a defense for an attack. Sometimes, you just want to lock down a card you can’t answer right now. Whatever your reason, the Keeper is online for you.

Crookclaw Elder may be among the more expensive Birds in the deck, but you can tap two Birds to draw a card, and it doesn’t tap or anything to use it. With a repeatable ability that powerful, it’s a must-include in a Kangee deck. Another expensive but powerful Bird enabler is Aven Brigadier. It pumps all of your feathered friends, and if they happen to be Soldiers, it pumps them twice. Like a lot of older lords, it does pump enemy creatures that have the requisite creature types, so watch out for that. Another Bird helper is Celestial Gatekeeper. When it dies, you exile it, but you can bring back two dead Birds. That’s a two-for-the-price-of-one special, which none can dispute.

Soraya the Falconer
Some non-Birds also enable my deck. Look at Soraya the Falconer. She pumps all of my Birds, and I can spend man to give them banding. Banding is amazing in multiplayer for several reasons: It favors defense and so does multiplayer, most people don’t know how to play around it, and it’s confusing enough to trick people who do know it’s coming. Soraya is essential here. Other non-Birds are the pair of Brass Herald and Adaptive Automaton. While the Automaton will play nice and become a Bird, both have the benefit of pumping the team. The Herald can also look at the top four cards of your library and draw you some Birds. You never know when you have a Bird or three there that you can draw. One last non-Bird creature that I want is Emeria Angel. While she’s not a Bird, since she spits them out with a landfall trigger, she counted in my book.

I ask myself what Birds are amazing in multiplayer, and that’s when I start adding to my feather horde. The first choice is Commander Eesha. The combination of a cheap cost, flying, and a great protection ability allows you to block and survive virtually any creature that comes your way while also slipping through any defense on the attack. She’s amazing. Another great Bird is Lieutenant Kirtar. Since he can sacrifice to exile an attacker, people who see the 2 mana and Bird up will simply head elsewhere with their big stompies. Another strong Bird is Glarecaster. While a bit pricey to play and to use, her ability is strong enough to save you or her. You’ll feel a lot safer with this Bird rocking the table.

Raven Familiar
What are strong Birds for casual play? These go in next. The ability to draw cards is always good, no matter the format. Thieving Magpie can hit someone and draw card while also dealing damage and flying to assist in getting in that hit. Raven Familiar may have echo, and that’s sad, but it also allows you to dig three deep and draw one of those cards. It may not be the best ability in the world, but I enjoy the scry on Augury Owl, and you can play it early to find lands or threats. I like the scry enough to play it, but the Birds that just look and rearrange (such as Sage Owl) do not make the cut—they can’t put cards that are bad for the situation on the bottom of your deck. Augury Owl is much more flexible. I also find Murder of Crows to be pretty good. It allows you to loot for cards (draw and discard) whenever stuff dies. It’s not broken, so it won’t be targeted a lot, and it’s also a very on-curve 4/4 flyer for 5 mana. It beats and finds you cards.

Utility Birds are up next. They might be a bit pricey to cast, but the islandcycler Shoreline Ranger and general cycler Primoc Escapee give me the ability to find a precious land or draw a precious card when I can’t play them. Later, when you have enough mana, they are behind the curve, but having the ability to choose if I want to cycle or play them makes up for their lack of size. I play Escapees fairly regular, and you’d be surprised by how many people I slay with it. Mist Raven is a fine utility card. You can play it to bounce one of your own dudes to make another trigger (such as Raven Familiar’s or Brass Herald’s) or to offend an opposing creature. Either way, you have a nice addition to the deck with it. Finally, Major Teroh can exile all black creatures. This is great if you are facing them, and since we have none in our deck, it’s a free chance to blast a foe with black.

Arctic Aven
I want some good Birds. Arctic Aven is a nice, recently printed card that is powerfully on curve. You can play it for 3 mana, and it’s usually a 3/2 flyer that can be given lifelink at the touch of w. Mindshrieker can mill and pump. Be careful with the mill—you don’t want to enable an opposing deck that is fueled by its graveyard. If someone has a commander such as Karador, Ghost Chieftain, just skip him or her and head somewhere else with the mill/pump. Windbrisk Raptor is big. If it attacks, it has lifelink, so it has some value here, but it’s mainly played because of its size. Another creature that will help your troops on offense is Gustcloak Savior. Feel encouraged to swing into a defense if you can slip some people through because you can untap any that are blocked and would be killed. Just pull them right out of combat. One final team enabler is Mirror Entity. It may pump the whole team oddly, but it will work on your enemy. Plus, it makes Emeria Angel, Soraya, and your Herald Birds.

There are four Birds I want to talk more about. The first is Soulcatcher. It can grow bigger as any flyers die (including opposing Birds), and it potentially swings for a lot of damage. It has potential in a deck such as this. Rimefeather Owl can be very big, so I want to make sure that all of my basic lands are snow lands. I’ll also include a few other snow permanents to have a nice Owl. It’s the biggest creature in my deck, and since I can permanently pump it for 2 mana a pop, I can have a 15/15 or 22/22 very quickly. Aven Mindcensor is a great way to hose tutoring, and except for a few land-searching abilities, we have no tutoring in the deck at all. (We only have three land-searchers.) Feel free to flash this out to hose opposing tutor effects. Finally, Aven Mimeomancer is an odd way to bring down powerful creatures. You’ll feel much less threatened by creatures such as Darksteel Colossus and Akroma, Angel of Wrath when you turn them into 3/1 flyers. You’ll find that enemies often either underestimate how powerful it is or overestimate it and therefore make mistakes when playing it. The Mimeomancer has a clever trick in this deck. It puts a feather counter on the creature. Well, Kangee puts feather counters on herself to pump the fellow Birds. So, if you place another feather counter on Kangee via the Mimeomancer, all of your Birds will pump even more. Plus, you can use the Mimeomancer turn after turn to put another feather counter on Kangee; nowhere in the ability does it exclude creatures with feather counters from receiving more.

Soulcatchers' Aerie
Next, I’ll look at noncreature enablers for my Birds. Any Bird deck must run the overpowered Soulcatchers' Aerie. It’s a cheap drop, and as Birds die, it becomes more powerful. Birds can overwhelm foes if the Aerie is not handled by someone. I’ll add the similar Door of Destinies to the deck as well. It can get out of hand as it receives more counters—just like the Aerie. They might receive the counters in different ways, but both win you games.

I like pumping my guys so much that in go several enchantments to do that even more. Glorious Anthem and Shared Triumph obviously help my team. Favorable Winds also is an obvious enabler for all of my flyers—and since most Birds fly, it helps them all. To these, I add the incredible late-game Marshal's Anthem. Not only will it act as a Glorious Anthem for your team, but the multikicker ability to grab dudes from your graveyard and place them onto the battlefield is incredible. It gives the deck a nice late-game kick.

Bird-enabling doesn’t end there. Take a look at Seaside Haven. This land allows me to sacrifice a Bird to draw a card. It gives the deck a little extra juice. A card that gives it a lot of juice is the common Airborne Aid. Count the number of Birds that are flapping about, and draw cards equal to that number. This can be a nasty number of cards for a 4-mana investment. (Note that it includes Birds your foes have). With its obvious power, I’ll also toss in a Distant Melody for an influx of Bird-based card-drawing. A final Bird enabler is Belbe's Portal. Tapping the Portal for 3 mana and playing any Bird at any time gives your deck a nice amount of flexibility. You can also play more expensive Birds for 3.

Akroma's Blessing
Save your flappy friends. We have both Akroma's Blessing to give your team protection from any color for the turn (or you can cycle it) and Prismatic Strands to keep them alive against any damage-based removal, from combat, or anything else of one color. It flashes back if you tap a white creature, so you can use it again. Both of these really help to keep the Birds alive!

I like removal as much as the next Commander player. I don’t want to kill your Birds, so in goes Harsh Mercy. Everybody gets to save their best creatures, and any tribal deck can save the whole team. Even still, you will kill enough creatures for it to matter. With a deck that has a smaller creature base (in terms of size), you can find yourself overwhelmed by bigger creatures. Retribution of the Meek slays all of those annoying high-power creatures! No matter what you need to sweep, Austere Command is here to ensure that you don’t kill the wrong stuff of yours. Perhaps you want to kill creatures that are expensive and artifacts. Or maybe you just want to use it as a Purify or Day of Judgment. Whatever you need, it provides. Exiling creatures is important to end any recursion-based shenanigans. Crib Swap, Path to Exile, and Swords to Plowshares each exile an opposing creature for very little mana on your part. Finally, you can slay attackers with Wing Shards. If enough spells have been played, you can kill a lot of creatures with this one spell. Even if you don’t, you often find that an Edict for attacking creatures is much better than a normal Edict because people leave back the small or utility creatures they don’t care about and would normally sacrifice to an Edict. You will hit a business creature. My final removal spells are Dismantling Blow and Return to Dust for artifacts and enchantments that become problematic.

Battle Screech
We have a few more Birds in the deck. Battle Screech will make some feathered friends and can be flashed back for another go. It’s a great way to amp up the Bird count. Another is Riptide Replicator. Put some mana into it, and make a big Bird. We all need more Birds, right?

Since this deck lacks some late-game charm, I’ll give it counters. We can stop opposing counters! Desertion counters anything, and it takes its target if it’s a critter or artifact, and it drops it right into play on your side of the field. Dismiss draws you a card, Dismal Failure forces the caster to discard, Dissipate exiles the card you counter, Cryptic Command can do two of many things, and Forbid can either be a Cancel or a powerful buyback counter based on your need. These give you some late-game play. Another card to do that is Take Possession. You can steal any permanent, and with split second, players can’t respond. You can take an untapped Nevinyrral's Disk or a big creature. Whatever players have, you can steal.

I’ll round out the deck with some utility. We need mana, so both Sol Ring and Coldsteel Heart will accommodate. We need a bit more card-drawing. Tidings is great, Fact or Fiction is established as amazing, and I really consider Recurring Insight to be perhaps the best card-drawing spell of all time for multiplayer. Unlike duels, this is a format where people hold onto their cards, and you can easily draw eight or thirteen cards with it after it plays twice. If all you draw are six cards—from someone who has three cards in hand—it’s two more cards than Tidings for 1 more mana; that’s worth it.

Ajani Goldmane
Finally, I’ll add a trio of planeswalkers. The first is obvious—Ajani Goldmane will pump you creatures permanently, improving your team. Considering how small some of your guys are, this is a nice power. Plus, the other abilities are good, gaining life and making an Avatar of some size. Jace Beleren is here for card-drawing. You use the ability to give everyone a card, and then you give yourself a card twice. He usually sticks around for a while because his ultimate is minor in a hundred-card format, and many enemies will secretly want you to use it on them. Since they are drawing cards, he usually is left alone, and you can use him for a whole game. The final ’walker is Venser, the Sojourner. I like flickering a few of the permanents in the deck, such as Augury Owl and Mist Raven. You can always just use it to untap a creature to block after it swings or to untap a land to use on other turns. The second ability is what really makes the cut in this deck. You have twenty-nine creatures plus a few ways to make creatures, so I want to give the deck a path to victory past creatures that are larger or very good at defense. That’s the main reason he’s here.

With lands, I’ll keep it mostly to snow-covered basics. Also moving in is the snow land Boreal Shelf because it gives you both colors of mana and is a snow land. Mouth of Ronom is here as an additional way to off a creature if needed, and Scrying Sheets can draw you a land. Even though almost every snow card in the deck is a land, it still has thirty-two snow permanents in it, so the Sheets is pretty good here just as a way of finding you lands. Other than Command Tower for mana and two fetch lands, the rest are basics. Anyway, here’s the deck!

The last cards cut include Sawtooth Loon, the three Cloudchasers, Akroma's Memorial, and Volrath's Laboratory. Birds are cool! I hope you enjoyed today’s Kangee deck. Let me know what you thought!

See you next week,

Abe Sargent

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