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Commander primer

Kaalia of the Vast

Cheat Angels, Demons, and Dragons into combat off Kaalia's swing — race with the big threats or grind into a combo kill; you pick the line.

aggro B4 Optimized Archidekt ↗

Overview

Kaalia is a discount machine bolted to a 2/2 flyer. Her attack trigger — whenever she attacks an opponent, put an Angel, Demon, or Dragon from your hand onto the battlefield tapped and attacking that player — means the top-end of this list costs you an attack, not its mana. A turn-3 Kaalia drops a creature you'd otherwise cast on turn 7, already swinging.

That's the engine. The rest of the deck answers two questions: how do you get Kaalia to turn sideways more than once, and what do you drop when she does. The fast mana, the haste outlets, the protection, the removal — all of it exists to buy those swings and keep her alive for the next.

The deck has two gears, and you choose which to run based on the table and your hand:

Neither line is "correct" — read the table. A pod with open red mana and a Swords in every deck is a midrange game. A pod fumbling their openers is an aggro game.

White runs slightly under-sourced, so in a two-lander it's the source you most want to see. Black carries the tutors and reanimation; Red carries the combo halves and the more aggressive fliers; White carries the protection and the premium removal.

Mulligan Guide

The keep question is "can you use her, and do you have a plan if you can't."

Keep a hand that has both:

  1. A path to a protected, hasty Kaalia — mana plus a haste outlet or protection — or a credible hardcast/reanimate plan (fast mana + a threat + Reanimate/Entomb).
  2. Something worth doing on the payoff turn — an Angel/Demon/Dragon to cheat, or a tutor to find one. A hand that lands Kaalia with nothing to drop just swings for 2.

Snap-keep the explosive openers: fast mana + Kaalia + haste + a combo enabler. Most of those are a turn-3/4 kill.

Mulligan all-lands-no-threats, all-threats-no-mana, and hands that land Kaalia but can neither protect her nor do anything the turn she connects. Free protection in the opener changes your speed, not your keep decision — with it, jam early; without it, keep a reasonable hand and play the patient midrange game until a safe window opens.

Game Plan

The aggro line (default when you have the mana)

The midrange line (default when Kaalia is contested or dead)

Losing Kaalia is a signal to switch gears, not a loss.

How Kaalia's trigger actually works

Her one line hides several rules that dictate how you sequence combat. Internalize these — they're where she's easy to misplay:

The job every game: land Kaalia, give her haste, protect one swing, and hold something worth cheating. Align those four once and the game usually tilts hard.

Key Loops & Interactions

Combos

The combo web — 3 lines, shared pieces highlighted

~inf damage

Ancient Gold Dragon

Dragon Tempest

~inf colored mana

Aggravated Assault

Ancient Copper Dragon

Target opponent loses the game

Kaalia of the Vast

Master of Cruelties

commander shared piece (3+ lines) what the lines produce

Step-by-step — tap a line to open it

Dragon Tempest + Ancient Gold Dragon near-infinite damageNeeds Ancient Gold Dragon does not have summoning sickness and cannot be blocked by an opponent

repeat

1. Deal combat damage using Ancient Gold Dragon.

2. Ancient Gold Dragon triggers, causing you to roll a d20 and create that many 1/1 Faerie Dragon creature tokens.

3. When the Faerie Dragons enter the battlefield, Dragon Tempest's second ability triggers that many times.

4. Resolve the first trigger, dealing damage to any target equal to the number of Dragons you control.

Ancient Copper Dragon + Aggravated Assault near-infinite colored mana

repeat

1. Deal combat damage to an opponent using Ancient Copper Dragon, triggering it, causing you to roll a d20 and create that many Treasure tokens.

2. Move to your postcombat main phase.

3. Activate a Treasure by tapping and sacrificing it, adding {R}.

4. Repeat step 3 until you have {3}{R}{R} or run out of Treasures.

5. Activate Aggravated Assault by paying {3}{R}{R}, causing you to untap all creatures you control and to get an additional combat and main phase after this one.

Kaalia of the Vast + Master of Cruelties Target opponent loses the gameNeeds Kaalia of the Vast does not have summoning sickness · An opponent cannot block and kill Kaalia of the Vast · That opponent cannot block Master of Cruelties · Master of Cruelties in hand

1. Declare Kaalia of the Vast as an attacker.

2. Kaalia of the Vast triggers, causing you to put Master of Cruelties from your hand onto the battlefield tapped and attacking.

3. When Master of Cruelties isn't blocked, it triggers, causing defending player's life total to become 1 and causing Master of Cruelties to deal no combat damage this turn.

4. Kaalia of the Vast deals lethal combat damage to defending player.

Three real combos live in the list — two are dice-driven "near-infinite": they don't loop forever, but one average roll is a game-ending payload.

Kaalia + Master of Cruelties — the instant kill

The most reliable finisher, and why Master is a top cheat target.

  1. Attack with Kaalia; her trigger puts Master of Cruelties onto the battlefield tapped and attacking that opponent.
  2. Master's "can only attack alone" clause does not apply — that governs declaring it as an attacker, and here an effect puts it into combat. It's legally attacking alongside Kaalia.
  3. Master's "attacks and isn't blocked" trigger fires (a creature put in attacking still counts as attacking). If unblocked, that player's life total becomes 1.
  4. Master assigns no combat damage — but Kaalia is attacking the same player. Her 2 unblocked (or any other source) takes them from 1 to dead.

Caveat: they can block Master to stop the "becomes 1," or block Kaalia to stop her damage. Against an open board it's a one-swing kill.

With Archfiend of Despair down, Kaalia's damage isn't even needed. "Life total becomes 1" means the player loses that much life (that's the official ruling), so Archfiend's end-step trigger — each opponent loses life equal to the life they lost this turn — hits them for the entire amount again. 40 → 1 is 39 lost, so Archfiend kills them at end of turn even if Master was the only thing that got through.

Ancient Copper Dragon + Aggravated Assault — infinite combats

  1. Connect with Ancient Copper Dragon (flying, usually unblocked) → roll a d20 → make that many Treasures (avg ~10).
  2. Second main phase: crack Treasures for and activate Aggravated Assault → untap your creatures, get an extra combat + main.
  3. Copper Dragon connects again for more Treasures. A swing nets ~10 and Aggravated Assault costs 5, so you run away with combats, mana, and damage.

The loop, at a glance:

crack Treasures for red mana

Ancient Copper Dragon hits an opponent

Roll a d20: create that many Treasures

Move to postcombat main phase

Activate Aggravated Assault: pay {3}{R}{R}

Untap your creatures; extra combat + main

Effectively unbounded as long as Copper Dragon keeps connecting — flying plus your other attackers usually guarantee it. Generates near-infinite Treasure/mana along the way.

Dragon Tempest + Ancient Gold Dragon — burst damage

  1. Connect with Ancient Gold Dragon → roll a d20 → make that many 1/1 flying Faerie Dragon tokens.
  2. Each Faerie Dragon is a Dragon, so each one entering triggers Dragon Tempest ("whenever a Dragon you control enters, it deals X damage, where X = the number of Dragons you control").
  3. Triggers resolve one at a time, but the tokens all enter at the same time — ~10 tokens plus the Gold Dragon is at least 11 Dragons in play, so 11 damage 10 times = 110 damage at a table with 120 starting life. Rolling a 20 makes 21 Dragons entering for 21 damage x 20 = 420 damage. Point it at faces or clear the board.

Not a true loop, but an average roll is easily lethal across a table. Dragon Tempest also gives your fliers haste on entry — quietly relevant for non-cheated big creatures.