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Jut really like the commander's ability and wanted to build a deck around it.
Ramp up to Khalia as fast as possible and slam the board with big crits. Replenish hand with draw spells and removal as needed.
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With all the large bodies in there, you may wish to look into a Quicksilver Amulet.Also, Kaalia -needs- haste effects, because no table worth its salt is going to let her untap and attack, so you need to hit the ground running, literally. You've got Boots, Greaves, and Hall of the Bandit Lord, but that's not really enough. I'd look into Anger, Ogre Battledriver, Fervor, In the Web of War, and the like.
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Nice suggestions! Popped them in my sideboard. I'll see how they play with some testing. The only reason I stayed away from the haste givers you mentioned is I was looking for things that could come out before she hit the ground the first time. I'll see how they play out in a long game.
Having ways to get things out before Kaalia hits the ground is great, and why I noted Quicksilver Amulet, to help save some mana. Having Kaalia in the command zone draws multitudes of hate, though, so I would not be surprised if you find hate thrown your way early and often.Oblation fits nicely in your deck, and you can use it either to tuck a problem commander or save something from a wrath effect and get some card draw.Also, Akroma's Memorial. If you can get your hands on one, it's a great fit, and will help with protections, evasion, and the haste you're looking for.
I'll take a peek at oblation and Akroma's memorial. See how well they fit into my curve and the speed of the deck. Thanks a lot!
Dolmen Gate really works great in Kaalia because it lets you attack into otherwise suicidal situations just to proc a demon/dragon/angel without worry of Kaalia (or your critter) dying. Knowing you can attack every single turn is pretty good. Alternatively you can use Reconnaissance to procc the creature and back them both out.Linvala would fit well in this deck. Or any deck I guess, because there's no situation where saying "haha, your Ghave/Prosh/Rhys the Redeemed can't do anything" isn't useful. Mudslide was amazing in my Kaalia deck, but I ran zero non-flyers. Even with the few ground guys you run it could still totally shut some decks down.IMO Chromatic Lantern is a must-run in three colored decks. The fixing is just too good. I'd run it over the Talisman of Indulgence. In any multi-player game Exotic Orchard is probably going to get you at least two of your colors, if not all three. I'd much rather run that than something as tempo-smashing as Evolving Wilds. Urborg Tomb of Yawgmoth is great fixing, too, and I'd slot that over Terramorphic Expanse. If you're playing to win here, and I assume you are as this is a seven hundred dollar deck, then IMO you need a Maze of Ith, Strip Mine (for other Maze of Ith/Gaea's Cradle/) and Homeward Path (because getting Avacyn stolen SUCKS).
Thanks for all the tips! I added everything to my sideboard to help me remember. I'll do some online playtesting and see how they synergize with the deck. Thanks!
On the same note for being able to attack every turn without fearing losing Kaalia for doing so, Rogue's Passage is great.