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Kazuul Is Pushing Commander Off a Cliff

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Immolating Souleater
I don’t do mono-red well. For red, tempo, varied lines of play, and metagaming take a backseat to burning ALL OF THE FACES, and generally, I am not enthralled by burning THE AFORESAID. This also leads me to being terrible at making mono-red decks; my in-game thought processes don’t find a path to victory from a normal red hand.

A good red deck is therefore a holy grail for me. I’ve tried to break Initiate of Blood so often it’s exhausted from the effort. I’ve worked Immolating Souleater/Electropotence to slightly better effect, but even there, it’s because I’m using the not-very-red Fortune Thief and Pristine Talisman.

As a red take on Propaganda or Ghostly Prison, Kazuul, Tyrant of the Cliffs doesn’t feel red by itself. But at this point, so what? Kazuul makes a cool commander, and I haven’t built a Commander deck in a long time. So this article is my very first cards-around-the-apartment shot at figuring out where I want to go with Kazuul.

Initial Themes

Rattlesnakes and Attacking

Kazuul, Tyrant of the Cliffs
Kazuul’s a fantastic rattlesnake, which draws me to him, but I don’t want the deck to play out like all my other defensive decks. Fortunately, Kazuul’s core competency suggests a very red thing to do: encouraging others to attack. Cards that prod opponents with sticks have a high backfire rate, but Kazuul hedges (cliffs?) the bets on those cards. One of the keys of multiplayer always has been to get opponents to use resources on each other, and Kazuul with attack prods is a cheeky means to that end.

At the moment, this theme is a lot smaller than I’d like. Curse of the Nightly Hunt is the only card to force attacks. It won me the first game I played with the deck—a three-way in which Kazuul and Curse encouraged Melira’s infect all-stars to take out Olivia Voldaren’s tribal Vampires instead of me, buying me enough time to set up Krenko, Mob Boss, tie up Melira’s mana for denying me Ogres, and flying to victory with Flameblast Dragon. Once I start buying for this deck, Grand Melee will be prime support for this theme; it will take some fine tuning to know how many cards is the right amount for the effect, but it’s so great with Kazuul that I want to get it right.

There are other ways of taking advantage of diverted attacks, of course. War Cadence is among my favorite tricks in the red bag, as you can use it either to force your damage through or to ally with an opposing army to take down a bigger threat. Warpath, a prototype of Fight to the Death, has some tough timing but high upside; it should become better once Grand Melee’s in the deck.

Make Everyone Bad at Things Red Is Bad At

Jar of Eyeballs
One of the biggest knocks on red in Commander is that it’s the worst color at drawing cards, losing out on resources and more generally options. Many players therefore turn to artifacts for as much help as they can get. Howling Mine, Temple Bell, and Crystal Ball show up in red lists simply because it seems that they have to.

I don’t like giving everybody cards, in part from numbers, in part from paranoia, and in part from my deck running so much jank that I suspect others will draw more individually bombtastic cards from the draws. So here, I’m running the powered-down Jayemdae Tome, Dreamstone Hedron, and the techy Exuberant Firestoker. Jar of Eyeballs is a good match with Kazuul’s Ogres; that’s the closest mono-red will get to Fecundity.

Uba Mask
Where I go off-road conceptually with Kazuul is replacing red’s comparatively bad card-drawing—I won’t keep up with other colors anyway—with shutting down card-draw and options. I’ve touted Omen Machine to anyone who would listen as a primary weapon for red decks to fight blue, as it hits on two fronts: stopping all card-draw and forcing spells to be cast when they’re revealed from the top of the library. For blue, that might be counterspells; for other colors, that might be spot removal without a good target. You can build a deck to ignore the bulk of Omen Machine’s downside, but opponents won’t be ready for it, leading to a status quo board that eventually favors your chaos over opponents’ plans.

Uba Mask isn’t in the same league as Omen Machine for this task, but it’s close, discouraging players from drawing more cards than they can use, especially on an another player’s end step. That both artifacts leave the unused cards in exile is tasty icing, as many a deck likes to use its graveyard as a second library (as one of my friends calls it all too affectionately), drawing a lot of cards with an oh-no!-I-have-to-discard step. Omen Machine and Uba Mask frown at this tomfoolery, and I admire their sternness.

This theme’s low on cards that can support it, but it was among the biggest reasons I wanted to build mono-red, and from the little I’ve played and tested the deck, it does its job. I definitely want to beef this up to where it shows up most games.

Something to Do with All Those Creatures

Rage Thrower
In theory, Kazuul can make a lot of creatures. Sometimes, they exist only to chump and die; sometimes, they provide a midrange offense. But Innistrad’s critical mass of death triggers gives us more reasons to make Ogres. Havengul Vampire, Rage Thrower, and to a lesser extent Caldera Hellion love plenty of creatures; Chain Reaction and Blasphemous Act can kill bigger things off my Ogres; and Burn at the Stake can kill anything it wants after enough creatures. Moonveil Dragon will help whoever’s around, so a lot of whoevers is a good idea.

To make Goblins, I’ve included Siege-Gang Commander, Chancellor of the Forge, and Krenko, Mob Boss. Krenko needs little help to be silly, but the Chancellor can be a pivotal step to Ridiculousville. Siege-Gang Commander is fine with Krenko, but it’s finer when Rage Thrower crashes the party.

Mana Denial

Tovolar's Magehunter
I’m very much for killing nonbasic lands in Commander, but I rarely favor mass land destruction. In this case, however, land destruction isn’t a reset but an endgame when Kazuul’s out. If you have to pay 3 to prevent Ogreage charges but don’t have 3, I’m happy. Cycling Decree of Annihilation is a superb way to get there.

Currently, aside from Price of Glory, the other land-destruction options are run through Conjurer's Closet: Invader Parasite and Tyrant of Discord. Parasite also assists my small Spellshock theme (Mondronen Shaman, Pyrostatic Pillar, Tunnel Ignus, Afflicted Deserter); I’ve put Parasite in several decks in which it’s borderline useful, but since every deck needs to play its lands to keep up with Kazuul, opponents have to bite the 2-damage bullet for the most part.

I don’t see room for many more cards in this category, but since I’ve shied away from the effect previously, it’s a nice changeup to include it.

Dragons

Moonveil Dragon
I have a Dragonstorm, which is most of why I wanted to include it. Many of my best Dragons are in my Radha, Heir to Keld deck and need to stay there, but it doesn’t take a lot of Dragons to be awesome in the first place. I had spares of Flameblast Dragon, Balefire Dragon, Moonveil Dragon, and Hellkite Charger, and that’s a decent enough toolbox at present. Too many more, and my curve wouldn’t be curvaceous.

If I get a Slumbering Dragon, it’s going in for being so on-theme. I’m uncertain about Hoarding Dragon; it’s not something you normally would Dragonstorm for, but it can find Omen Machine and other goodies. My biggest concern is that opponents would make sure it would leave play without dying, keeping my best artifacts exiled in the aftermath. Maybe that’s not a big concern, but it doesn’t make me feel great.

Together with some traditional utility and other support that’s self-explanatory in the main, here’s the current decklist:

Ring of Valkas
Most of the upgrades will focus on the 2- to 4-mana creatures and the generic utility. Both sections are about curve and filler right now, but as I shape the deck themes, there should be more options. Of the cards in those sections, the one that most intrigues me is Ring of Valkas, as I might have one of the few decks that could take full advantage of it.

I tested this basic version against my other decks in simulated four-player games (when you’re between jobs, you have the opportunity to do that, I guess), and while I wasn’t overawed, I was impressed by how well the deck was holding together for being in its mishmash infancy. (The Mishmash Infancy sounds like Dan Brown rewriting The Shawshank Redemption, a concept that even as I type it sounds like something I will regret offering as a thought to humankind.)

It’s centered around Kazuul as commander—there are several cards and ideas I wouldn’t try without intending to cast Kazuul multiple times a game—but enough of the cards stand on their own to keep Kazuul from being a must-have. If I can bring Kazuul out at crucial moments, he should keep pressure off me long enough to bring the other independent threats and answers online. So far, the deck’s been a fun play, and it should become more fun as the list becomes tighter and more unique. If mono-red isn’t your thing in Commander, give Kazuul a shot. He’s much less monotonous than other mono-red commanders I’ve seen, and that goes a long way toward fun.

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