Birgi is currently among the least-played commanders from the set and I doubt that'll change. Compared to Kykar she's waaaaay weaker. Saying she's stronger because she works with creatures is pretty ridiculous imo - creatures rarely lend themselves well to storm (maybe in green if you count elves, but not in red afaik). The only creatures I'm aware of seeing much play in modern storm lists, despite not needing to build around Kykar's ability, are ones like Baral and Goblin Electromancer that reduce costs for the instants and sorceries that are doing the real work - and those creatures are (afaik) all blue. That's not to say she won't see play in cEDH, she likely will...in the 99 of existing storm lists with more powerful 2+ color commanders which let you run crucial blue enablers.
Comparing birgi to kykar is a little awkward. There are different routes and styles of building a storm decks, and having one that can work with creature casting is good news.
Adding colors (specifically blue) almost always yields a spell slinger style, but creature based storm strategies already exist. Past the obvious empty the warrens+purphoros, once people see what older cards like grinning ignus, leering emblem, scroll of masters, storm entity, and haze of rage can do with Birgi I'm hopeful that it will open up ideas for future cards.
She very well can work as a commander. With the sheer amount of filtering in wild guess variants and reds recursion with mizzix's mastery/past in flames/recoup/shred sanity/etc, it's a very simple shell to build and will only get better as new cards come out.
Is it high powered? Not currently. But it's a new option that wasn't there before.
Regarding the flip gods, when I first read the spoilers I wasn't around my friends to discuss, so my mistaken assumption that these could all "transform" by paying the mana cost in the bottom left side made me assume they were all very good. I was most excited about the 5color polymorph guessing that she could help pay for her own activation to flip into the enchantment side at the end of an opponents turn.
After like a week or two later I actually talked about these cards with my friends and realized my mistake. I immediately lost all interest in each and every one.
I have a minor interest in Birgi, but only from nostalgic plays of my old mono-red storm deck using chandra, fire of kaladesh as enabler with things like umbral mantle or dual casting. Birgi has potential fun with buy-back spells in combination with other cost-reduction. But this isn't anything that hasn't been seen before or can be done better with other colors.
With only Godo as a tutor in-deck, there is very little consistency to actually combo off, so if you have interest in going infinite with Jeska then check out this other deck I'm running.
A few fun interactions I've ran accross thus far including assault suit since Jeska's 3x damage pump lasts a full turn rotation, as well as double-strike on Alena and Jeska's 3x damage pump gives lethal commander.
This deck is fairly new and I'm a little light on common mono-red staples since my volume of decks is a little stretched.
First draft of a fun partner combo deck. This is a fairly rough draft simply due to my limited card pool (this deck is IRL and my 11'th physically constructed rakdos colored edh deck).
TLDR - infinite red mana + Jeksa = win, since we can keep casting her and burning out the opponents with her negative ability. Falthis, Shadowcat Familiar is being used to give Jeska "deathtouch" so she can be used as early cheap creature removal, but also mostly due to the adorable cat factor.
Fun backup combos;
1 - Necrotic Ooze w/ Kiki + Mogg Fanatic in the yard (one of my absolute favorite combos ever!)
2 & 3 - Kiki + Combat Celebrant or Zealous Conscripts
4 - Jeska + Falthis, target Falthis w/ 3x damage and if unblocked bloodrush Wrecking Ogre for 30 points of commander damage. Considering alternate cards like Screaming Fury or Scorchwalker for similar results
There are a few large beaters to take advantage of Jeska's triple damage bonus, so the deck is mostly combo with a smidgen of attacking.
Anyways - first stab at a deck with Jeska. It likely needs a bit of work, so as I explore it over spelltable/zoom over the next few weeks I'll make changes.
As always any feedback and suggestions are welcome!
Hello all - question regarding a rule confirmation on how deathtouch works. A quick google check said that deathtouch works as follows;
"Deathtouch (Any amount of damage this deals to a creature is enough to destroy it."
I also noticed that Falthis, Shadowcat Familiar grants deathtouch but doesn't specify that it has to be granted to a creature.
So in regards to a planeswalker commander that does non-combat damage such as Jeska, Thrice Reborn, would that enable her -x ability to deal deathtouch pinging damage?
There have been two cycles of mono-colored enchantments printed in urza's saga/destiny that have a retun-to-hand effect most frequently known via rancor. In red specifically you get sluggishness and fiery mantle.
I grew up playing a bunch of those so while they may not be game breaking today the auto-recurison may be helpful since your commander requires a sacrifice of an enchantment. The white cards from the same cyclea are cessation and brilliant halo, and the black cards are despondency and sleeper's guile.
While not a cycle there is also a similar return effect found on undying rage.
Are your games going long to the point where players are hitting 10 mana? If so then Treacherous Terrain is a randomly good finisher if you have any damage doubling effect out. fiery emancipation is also pretty good.
Hello all! I'm excited for many new cards already spoiled but Blim, Comedic Genius immediately caught my attention. I'm a rakdos fanboy with dedicated decks for each of the 6 legendary rakdos guild members, and while Blim doesn't have an actual watermark on his card, the art and flavor are kinda clear where it originates from.
I've seen some comments on spoiler sites & redit and whatnot where it is being compared to Zedruu the Greathearted but just a bit more naughty in effect. Other than the ability to donate although I think that Blim here is a completely different sort of commander. Zedruu's colors and full ability allow the pilot to draw deeper and aids in a bit of resilience, while Blim requires to connect in combat to donate once per hit, and will typically be card disadvantage (granted the idea is mutual disadvantage).
To me this makes Blim a very difficult commander to build a consistent engine out of. I've played many mass discard sort of decks before, and my main experience with those decks is that while it's easy to make everyone mutually hellbent, without a strong card advantage engine in place already then whomever has a better engine/recursive deck or commander will simply take over the game.
Soooo.. with that fault in mind, my idea with Blim is a little different. I think instead of trying to focus on a hand-dump or donating punishing effects, it would be best to spread the strategy over 3 donate options;
1 - auras that do not change effect depending on who "owns" them
2 - theft'd creatures via Act of Treason style effects (since combat is relevant for the deck)
3 - a handful of the best donatable punishing effects.
I'm a big fan of word of seizing/grab the reins/act of aggression due to instant speed antics. The main trick with these would be to be more aggressive in combat and then annoy someone by giving a theft'd creature to a different opponent. Blim is similar to bazaar trader in that his ability will override an end-of-turn act of treason effect (confirmed here), so it may be fun to use Blim to just take player A's commander and give it to Player B for whatever reason.
While I love act of treason effects although, this strategy crumbles when there simply isn't any creatures to theft.
So now I'm looking for what cards would work well with Blim in this regard. I've done a bit of research and will list below, but am looking for more options I've missed!
There are a bunch of auras that won't work with Blim (like Demonic Appetite) since they will fall off of Blim if I donate control of the aura to an opponent.
I'm thinking that about 10x theft effects, 10x aura effects, and 6x punishment effects would be a rough estimate to start building around, leaving 24x card slots for other generic deck stuff like draw/recursion/removal/etc. I do think some doublestrike effects like Temur Battle Rage may be good to double up on Blims trigger.
What cards have you all considered?
*Note - I do know how "fun" Blim would be with scrambleverse/thieves' auction stuff, but being that I play over spelltable/zoom currently this level of chaos isn't really something I can build towards
While I'm in my brewhouse considering how to make Blim, Comedic Genius work in my meta, I wanted to double check how his donate ability worked with cards like act of treason.
If Blim is not currently linked correctly, his textbox reads;
"Whenever Blim deals combat damage to a player, that player gains control of target permanent you control. Then each player loses life and discards cards equal to the number of permanents they control but don't own."
So for my question here, in a theorietical game I temporarily theft a creature with one of many act of treason effects, deal combat damage with with Blim, and then donate the stolen creature.
At end of turn, would the donated creature return to its actual owner? Or is this more along the lines of Bazaar trader antics where Blims ability overwrites the EOT effect of the act of treason, and the person I donated the creature to gets to keep it?
My main group had a conversation about these and a fun "they should have" idea popped up. Along the lines of making them alternate reprints of other cards like the Godzilla cards (since most standard equipment is unplayable outside of draft) instead of characters from the show they should have just made equipment (negans bat, michonnes sword, Rick's hatchet, Daryl's crossbow, Morgans staff, etc).
It would have evaded the direct character representation and the artwork wouldn't have been too human. Even reprinting Tenza, Godo's Maul could mechanically feel flavorful to negans bat Lucile, since the scenes from the show where rick or negan carry it always and up more intense (the legendary creature boost)
Was a fun idea, hopefully in an alternate universe that happened.
I'm not really seeing the volume of complaints that most of the official and various media "response" messages are directed. Sure some people are complaining, but did I miss some massive complaint wave that got swept?
I honestly don't care about the cards. Mechanically negan is interesting and rick seems fun for humans in constructed. But nothing really pulls my attention on them. If anything the flavor on negan is pretty good with his entire "people are a resource" goal, or it could be viewed as his trend of killing someone upon first meeting their group.
What does have me curious is where all this hate for branching ips is coming from. Nobody seemed to care about Grimlock, My Little Pony or Godzilla edh decks, but somehow these are worse?
One of the biggest problems with making any sort of power scale is the concept of a decks "budget-ness" being considered.
Budget decks can be extremely powerful. A mildly degenerate commander piloting a deck full of less-than-$1 can be built optimally and can still stand against most non-budget casual decks. Also a non-budget $20k decks can be vanity casual projects.
It's a shame that this game has such an exploitable financial market associated with it. Many problems would vanish if some cards like mana crypt/mana drain/ancient tomb/etc were reprinted to death and cost nothing.
Imo the scariest are typically the enablers that limit interaction. For example a Master Transmuter is terrifying if it doesn't have summoning sickness and the opponent has multiple cards in hand.
What you're describing although would likely fall in a category of hard-to-deal with threats. Old Eldrazi titans are typical, indestructible + trample on blightsteel colossus are good for surviving various removal, void winnower is good at stopping half(ish) of the board wipes and removal. If your grabbing multiple creatures with one spell (like with mass polymorph/indomitable creativity) then haste enablers like dragonlord kolaghan are good.
Yes - as soon as your permenants add up to enough devotion she will be known as a creature. A god becoming or losing its "creature" doesn't use the stack.
The End-Raze Forerunners have an etb (enter the battlefield) trigger that will go on to the stack, and (assuming nobody responds to this etb) it will see karametra as a creature.
You may want to try the forum dedicated for rules interactions for a better explanation. Also card tags are helpful so people can see the cards in question.
Just to confirm - is the manabase an upgrade to the precons manabase? If so then how did you upgrade it?
Do keep in mind that while Kaalia is one of the best in her colors, the point of running her is to cheat big stuff out early and quick, so if you're wanting to build mardu off of owning the manabase then make sure it's good enough to guarentee all 3 colors untapped around turn 3 or 4.
There are a tremendous pile of 2-cmc mana rocks that are nice turn-2 plays to allow a turn-3 kaalia, but if your manabase has a compliment of tap-lands and it slows down your ability to push Kaalia out early, then it kinda defeats the point of running Kaalia.
She also benefits from cards like Hall of the Bandit lord which tends to stress on more budget manabase as a colorless source.
So without knowing your exact situation, I'd say if you can consistently see all 3 colors around turn-3 or 4, then anything listed above, but if all colors are not available by then then maybe not kaalia.
Comparing birgi to kykar is a little awkward. There are different routes and styles of building a storm decks, and having one that can work with creature casting is good news.
Adding colors (specifically blue) almost always yields a spell slinger style, but creature based storm strategies already exist. Past the obvious empty the warrens+purphoros, once people see what older cards like grinning ignus, leering emblem, scroll of masters, storm entity, and haze of rage can do with Birgi I'm hopeful that it will open up ideas for future cards.
She very well can work as a commander. With the sheer amount of filtering in wild guess variants and reds recursion with mizzix's mastery/past in flames/recoup/shred sanity/etc, it's a very simple shell to build and will only get better as new cards come out.
Is it high powered? Not currently. But it's a new option that wasn't there before.
After like a week or two later I actually talked about these cards with my friends and realized my mistake. I immediately lost all interest in each and every one.
I have a minor interest in Birgi, but only from nostalgic plays of my old mono-red storm deck using chandra, fire of kaladesh as enabler with things like umbral mantle or dual casting. Birgi has potential fun with buy-back spells in combination with other cost-reduction. But this isn't anything that hasn't been seen before or can be done better with other colors.
With only Godo as a tutor in-deck, there is very little consistency to actually combo off, so if you have interest in going infinite with Jeska then check out this other deck I'm running.
1x Jeska, Thrice Reborn
1x Alena, Kessig Trapper
Creature (31)
1x Anger
1x Angrath's Marauders
1x Cavalier of Flame
1x Combustible Gearhulk
1x Drakuseth, Maw of Flames
1x Etali, Primal Storm
1x Fiendish Duo
1x Godo, Bandit Warlord
1x Hellkite Courser
1x Hellkite Tyrant
1x Inferno Titan
1x Knollspine Dragon
1x Leyline Tyrant
1x Magus of the Wheel
1x Malignus
1x Molten Primordial
1x Moraug, Fury of Akoum
1x Neheb, Dreadhorde Champion
1x Neheb, the Eternal
1x Ogre Battledriver
1x Port Razer
1x Purphoros, Bronze-Blooded
1x Runehorn Hellkite
1x Scourge of the Throne
1x Stormbreath Dragon
1x Terror of the Peaks
1x Thunderblust
1x Thundermaw Hellkite
1x Urabrask the Hidden
1x Wrecking Ogre
1x Yidaro, Wandering Monster
1x Savage Beating
1x Temur Battle Rage
Sorcery (5)
1x Blasphemous Act
1x Insult / Injury
1x Jeska's Will
1x Seize the Day
1x Wheel of Fortune
Planeswalker (1)
1x Chandra, Torch of Defiance
Enchantment (7)
1x Aggravated Assault
1x Dictate of the Twin Gods
1x Fervor
1x Fiery Emancipation
1x Furnace of Rath
1x Gratuitous Violence
1x In the Web of War
Artifact (15)
1x Assault Suit
1x Commander's Sphere
1x Expedition Map
1x Fire Diamond
1x Gilded Lotus
1x Hammer of Purphoros
1x Heart of Ramos
1x Hedron Archive
1x Mind Stone
1x Sol Ring
1x Staff of Domination
1x Sword of the Paruns
1x Thran Dynamo
1x Umbral Mantle
1x Wayfarer's Bauble
1x Ancient Tomb
30x Mountain
1x Myriad Landscape
1x Rogue's Passage
1x Spinerock Knoll
1x Thawing Glaciers
1x Valakut, the Molten Pinnacle
1x War Room
A few fun interactions I've ran accross thus far including assault suit since Jeska's 3x damage pump lasts a full turn rotation, as well as double-strike on Alena and Jeska's 3x damage pump gives lethal commander.
This deck is fairly new and I'm a little light on common mono-red staples since my volume of decks is a little stretched.
Any ideas are always welcome!
TLDR - infinite red mana + Jeksa = win, since we can keep casting her and burning out the opponents with her negative ability. Falthis, Shadowcat Familiar is being used to give Jeska "deathtouch" so she can be used as early cheap creature removal, but also mostly due to the adorable cat factor.
1x Jeska, Thrice Rebord
1x Falthis, Shadowcat Familiar
Creature (23)
1x Anger
1x Azra Oddsmaker
1x Burnished Hart
1x Catalyst Elemental
1x Combat Celebrant
1x Corpse Connoisseur
1x Disciple of Bolas
1x Filth
1x Flayer of the Hatebound
1x Grave Titan
1x Inferno Titan
1x Kiki-Jiki, Mirror Breaker
1x Kurkesh, Onakke Ancient
1x Mogg Fanatic
1x Necrotic Ooze
1x Palladium Myr
1x Pili-Pala
1x Rune-Scarred Demon
1x Solemn Simulacrum
1x Thermopod
1x Worldgorger Dragon
1x Wrecking Ogre
1x Zealous Conscripts
Instant (7)
1x Entomb
1x Lightning Bolt
1x Moonlight Bargain
1x Reiterate
1x Terminate
1x Thrill of Possibility
1x Vampiric Tutor
1x Buried Alive
1x Cathartic Reunion
1x Damnation
1x Dark Petition
1x Demonic Collusion
1x Demonic Tutor
1x Dread Return
1x Faithless Looting
1x Final Parting
1x Grave Upheaval
1x Increasing Ambition
1x Mana Geyser
1x Torrent of Souls
1x Toxic Deluge
Enchantment (3)
1x Animate Dead
1x Dance of the Dead
1x Necromancy
Artifact (14)
1x Basalt Monolith
1x Chromatic Lantern
1x Chromatic Orrery
1x Coalition Relic
1x Crucible of Worlds
1x Gemstone Array
1x Gilded Lotus
1x Rakdos Signet
1x Rings of Brighthearth
1x Sol Ring
1x Swiftfoot Boots
1x Talisman of Indulgence
1x Voltaic Key
1x Wayfarer's Bauble
1x Bloodstained Mire
1x Canyon Slough
1x Dragonskull Summit
1x Evolving Wilds
1x Luxury Suite
12x Mountain
1x Myriad Landscape
1x Piranha Marsh
1x Rocky Tar Pit
1x Shivan Gorge
1x Smoldering Marsh
1x Stensia Bloodhall
12x Swamp
1x Temple of Malice
1x Terramorphic Expanse
The deck has multiple combos that have some similar/synergistic cards to other combos, so there are many options and lines to victory.
Fun combos that make infinite red mana (thus winning with Jeska);
1 - Necrotic Ooze w/ Palladium Myr + Pili-Pala in yard
2 & 3 - Necrotic Ooze w/ Kiki + Thermopod or Catalyst Elemental in yard
4 - Worldgorger + Dance of the Dead/Animate Dead/Necromancy (backup wincons other than jeska include Stensia Bloodhall/Piranha Marsh/Shivan Gorge/Flayer of the Hatebound)
5 - Kurkesh, Onakke Ancient + Gilded Lotus + Voltaic Key
6 - Mana Geyser + Reiterate (requires 11 mana to start combo & opponents with 7+ tapped lands)
7 & 8 - Rings of Brighthearth + Basalt Monolith + Gemstone Array or Chromatic Orrery (infinite colorless w/o the array/Orrery)
Fun backup combos;
1 - Necrotic Ooze w/ Kiki + Mogg Fanatic in the yard (one of my absolute favorite combos ever!)
2 & 3 - Kiki + Combat Celebrant or Zealous Conscripts
4 - Jeska + Falthis, target Falthis w/ 3x damage and if unblocked bloodrush Wrecking Ogre for 30 points of commander damage. Considering alternate cards like Screaming Fury or Scorchwalker for similar results
There are a few large beaters to take advantage of Jeska's triple damage bonus, so the deck is mostly combo with a smidgen of attacking.
I'm building a 2nd Jeska deck partnered with Alena, Kessig Trapper that is mostly combat with a smidgen of combo (since Alena can go infinite w/ Umbral Mantle/Sword of the Paruns/Aggravated Assault/Staff of Domination + a sufficiently larger creature etb. This deck is more of a furnace of rath tribal deck, so it's all fairly strait forward and likely doesn't deserve a post unless ppl want to see a list.
Anyways - first stab at a deck with Jeska. It likely needs a bit of work, so as I explore it over spelltable/zoom over the next few weeks I'll make changes.
As always any feedback and suggestions are welcome!
"Deathtouch (Any amount of damage this deals to a creature is enough to destroy it."
I also noticed that Falthis, Shadowcat Familiar grants deathtouch but doesn't specify that it has to be granted to a creature.
So in regards to a planeswalker commander that does non-combat damage such as Jeska, Thrice Reborn, would that enable her -x ability to deal deathtouch pinging damage?
I grew up playing a bunch of those so while they may not be game breaking today the auto-recurison may be helpful since your commander requires a sacrifice of an enchantment. The white cards from the same cyclea are cessation and brilliant halo, and the black cards are despondency and sleeper's guile.
While not a cycle there is also a similar return effect found on undying rage.
I've seen some comments on spoiler sites & redit and whatnot where it is being compared to Zedruu the Greathearted but just a bit more naughty in effect. Other than the ability to donate although I think that Blim here is a completely different sort of commander. Zedruu's colors and full ability allow the pilot to draw deeper and aids in a bit of resilience, while Blim requires to connect in combat to donate once per hit, and will typically be card disadvantage (granted the idea is mutual disadvantage).
To me this makes Blim a very difficult commander to build a consistent engine out of. I've played many mass discard sort of decks before, and my main experience with those decks is that while it's easy to make everyone mutually hellbent, without a strong card advantage engine in place already then whomever has a better engine/recursive deck or commander will simply take over the game.
Soooo.. with that fault in mind, my idea with Blim is a little different. I think instead of trying to focus on a hand-dump or donating punishing effects, it would be best to spread the strategy over 3 donate options;
1 - auras that do not change effect depending on who "owns" them
2 - theft'd creatures via Act of Treason style effects (since combat is relevant for the deck)
3 - a handful of the best donatable punishing effects.
I'm a big fan of word of seizing/grab the reins/act of aggression due to instant speed antics. The main trick with these would be to be more aggressive in combat and then annoy someone by giving a theft'd creature to a different opponent. Blim is similar to bazaar trader in that his ability will override an end-of-turn act of treason effect (confirmed here), so it may be fun to use Blim to just take player A's commander and give it to Player B for whatever reason.
While I love act of treason effects although, this strategy crumbles when there simply isn't any creatures to theft.
So now I'm looking for what cards would work well with Blim in this regard. I've done a bit of research and will list below, but am looking for more options I've missed!
1x Oni Possession
1x Inner Demon
1x Gift of Doom
1x Fists of the Demigod
1x Demonic Embrace
"Bad" auras for opponents:
1x Melancholy
1x Fractured Loyalty
1x Curse of Shallow Graves
1x Curse of BLoodletting
1x Cruel Reality
Returning Auras: x
1x Fiery Mantle
1x Despondency
1x Fallen Ideal
1x Undying Rage
1x Sluggishness
1x Sleeper's Guile
1x Infectious Rage
Theft Permanents: x
1x Treasure Nabber
1x Zealous Conscripts
1x The Akroan War
1x Smelt-Ward Ignus
1x Puppeteer Clique
1x Opportunistic Dragon
1x Olivia Voldaren
1x Molten Primordial
1x Jeering Instigator
1x Frenzied Fugue
1x Conquering Manticore
1x Captivating Crew
1x Angrath, the Flame-Chained
1x Insurrection
1x Mob Rule
1x Mass Mutiny
1x Metallic Mastery
1x Word of Seizing
1x Grab the Reins
1x Act of Aggression
1x Besmirch
1x Harness by Force
1x Claim the Firstborn
1x Wrangle
1x Kari Zev's Expertise
1x Unwilling Recruit
1x Turn Against
1x Traitorous Blood
1x Song-Mad Treachery
1x Ritual of the Machine
1x Gruesome Encore
1x Treacherous Urge
1x Macabre Mockery
Punishment: x
1x Witch Hunt
1x Form of the Dragon
1x Avarice Totem
1x Torpor Orb
1x Crown of Doom
1x Forsaken Wastes
1x Custody Battle
1x Goldnight Castigator
1x Pyromancer's Swath
1x Jinxed Choker
1x Steel Golem
1x Aggressive Mining
1x Brand of Ill Omen
1x Bazaar Trader
1x Assault Suit
1x Brand
1x Homeward Path
1x Harmless Offering
1x Humble Defector
1x Lich
1x Nefarious Lich
1x Lich's Mastery
1x Wishclaw Talisman
1x Pendant of Prosperity
1x Xantcha, Sleeper Agent
1x Thieving Amalgam
There are a bunch of auras that won't work with Blim (like Demonic Appetite) since they will fall off of Blim if I donate control of the aura to an opponent.
I'm thinking that about 10x theft effects, 10x aura effects, and 6x punishment effects would be a rough estimate to start building around, leaving 24x card slots for other generic deck stuff like draw/recursion/removal/etc. I do think some doublestrike effects like Temur Battle Rage may be good to double up on Blims trigger.
What cards have you all considered?
*Note - I do know how "fun" Blim would be with scrambleverse/thieves' auction stuff, but being that I play over spelltable/zoom currently this level of chaos isn't really something I can build towards
If Blim is not currently linked correctly, his textbox reads;
"Whenever Blim deals combat damage to a player, that player gains control of target permanent you control. Then each player loses life and discards cards equal to the number of permanents they control but don't own."
So for my question here, in a theorietical game I temporarily theft a creature with one of many act of treason effects, deal combat damage with with Blim, and then donate the stolen creature.
At end of turn, would the donated creature return to its actual owner? Or is this more along the lines of Bazaar trader antics where Blims ability overwrites the EOT effect of the act of treason, and the person I donated the creature to gets to keep it?
It would have evaded the direct character representation and the artwork wouldn't have been too human. Even reprinting Tenza, Godo's Maul could mechanically feel flavorful to negans bat Lucile, since the scenes from the show where rick or negan carry it always and up more intense (the legendary creature boost)
Was a fun idea, hopefully in an alternate universe that happened.
I honestly don't care about the cards. Mechanically negan is interesting and rick seems fun for humans in constructed. But nothing really pulls my attention on them. If anything the flavor on negan is pretty good with his entire "people are a resource" goal, or it could be viewed as his trend of killing someone upon first meeting their group.
What does have me curious is where all this hate for branching ips is coming from. Nobody seemed to care about Grimlock, My Little Pony or Godzilla edh decks, but somehow these are worse?
Budget decks can be extremely powerful. A mildly degenerate commander piloting a deck full of less-than-$1 can be built optimally and can still stand against most non-budget casual decks. Also a non-budget $20k decks can be vanity casual projects.
It's a shame that this game has such an exploitable financial market associated with it. Many problems would vanish if some cards like mana crypt/mana drain/ancient tomb/etc were reprinted to death and cost nothing.
What you're describing although would likely fall in a category of hard-to-deal with threats. Old Eldrazi titans are typical, indestructible + trample on blightsteel colossus are good for surviving various removal, void winnower is good at stopping half(ish) of the board wipes and removal. If your grabbing multiple creatures with one spell (like with mass polymorph/indomitable creativity) then haste enablers like dragonlord kolaghan are good.
The End-Raze Forerunners have an etb (enter the battlefield) trigger that will go on to the stack, and (assuming nobody responds to this etb) it will see karametra as a creature.
You may want to try the forum dedicated for rules interactions for a better explanation. Also card tags are helpful so people can see the cards in question.
Do keep in mind that while Kaalia is one of the best in her colors, the point of running her is to cheat big stuff out early and quick, so if you're wanting to build mardu off of owning the manabase then make sure it's good enough to guarentee all 3 colors untapped around turn 3 or 4.
There are a tremendous pile of 2-cmc mana rocks that are nice turn-2 plays to allow a turn-3 kaalia, but if your manabase has a compliment of tap-lands and it slows down your ability to push Kaalia out early, then it kinda defeats the point of running Kaalia.
She also benefits from cards like Hall of the Bandit lord which tends to stress on more budget manabase as a colorless source.
So without knowing your exact situation, I'd say if you can consistently see all 3 colors around turn-3 or 4, then anything listed above, but if all colors are not available by then then maybe not kaalia.