Scion of the Ur-Dragon is considered to be a pretty powerful dragon tribal general due to the versatility granted by being 5 colors and its transforming ability, in addition to sporting numerous deadly comboslikethis.
I can't say I'm a big fan of strategies that involve rendering the game unplayable but I'm not going to like, complain people out of enjoying the game how they want to. It's my responsibility to like, have answers for that crap instead of being a scrub so I guess that's not my line. Besides I have my 3DS handy if a lock/Land Destruction engine is established and the table insists we don't give up.
I guess the real douche is the player rather than the deck. I'm lucky I've only encountered one unlikeable player that ultimately rage quit because we have like, answers and stuff. The rest of my friends could play Super Stasis Stax things and I'd still have a good time laughing at the scenario that's been created.
Do you have enough counterspells? Countering (or even Desertioning) Kaalia will put a good delay to the opponent's plans.
Avoid ramping early game. Kaalia is almost assured to be faster than rampers. Generally leave the mana open to counter until you can do both.
And while the opponent tries to go to plan B, beat your opponent to the punch by using Bribery to get some nasty abomination the Kaalia player wanted to get on the field. How unfortunate that it isn't exactly how the player was expecting it to get there > : )
Also green has a variety of flyin' hatin' spiders.
Super disappointed in this card and Wizards/Maro for hyping her up so much. Not sure why they refuse to let Red have a good planeswalker.
Koth disagrees but really, red is not a color for mid-late game doom fortresses. At such a point, Red would usually chuck out two creatures with haste or toast a few of your opponent's effects dorks which makes planeswalkers undesirable in red designed decks.
Chandra's abilities try not to be underwhelming but then the reality of red's place on the color pie being terrible with Planeswalker design just comes crashing down. It's kind of a depressing sight really.
It somehow hurts me that we now have 2 reboot Slivers that effectively replace classic slivers (Muscle Sliver and now Wing Sliver) in a good sliver deck. It's like my wish for more awesome slivers was granted by Calypso from Twisted Metal.
One of my most useful spells in my old psuedo-reanimator Kaalia of the vast deck that used the heck out of strong ETB effects. The instant speed really makes this card.
"Oh boo hoo you wrathed my field oh Kaalia can go into the graveyard because at the end of your turn...DENIED. Oh boy my turn is so gonna suck for you! I bet you wish my hall of the bandit lord was wiped didn't you."
"You want to Tormod's Crypt me? I will not have that! DENIED!"
"Oh my Rakdos The Defiler is no one trick pony. I sacrifice it to that Carrion Feeder you questioned me for including in this deck. You having a field? DENIED."
You know, thinking back to this kinda makes me want to rebuild that deck...
Those aren't special. Those are typical reprint stuff that happens in every core set. It's not full art lands, or hidden treasures, or Lightning Bolt, etc.
I hate to be the one to argue but um...
Though Urza's Saga pretty much has my favorite land artwork of all time, these lands are still pretty neat looking. I'm particularly fond of the last mountain and forest.
Whispersilk Cloak is pretty good too. It has the added bonus of making Kaalia unblockable which would make her really annoying to deal with.
Hellcarver wipes out your own field save for himself and the six things you draw that are hopefully improvements over the field you had. A lot of the times though, you'll probably get a land drop and some instants you don't need right now. Most of the time, I'd imagine Cairn Wanderer would just end up as a 4/4 with flying which just make it a black angel token basically.
You have too many expensive things that rely on Kaalia. If Kaalia gets tucked into your deck, killed too many times, or stolen from you then you are forced to play a clumsy and easy to control beatdown deck that hopefully gets to use the quicksilver amulet.
Also, a lot of these kaalia bombs are not worthy. Flameblast Dragon, Adarkar Valkyrie, and Aurelia do not activate their effects when they are cheated into play meaning you're just swinging for extra damage and nothing else because anytime Kaalia successfully attacks, an opponent will do whatever they can to boardwipe you. You need to focus on creatures that have immediate impacts that aren't just damage.
Tombstalker and Cairn Wanderer are just terrible with Kaalia. Reya Dawnbringer needs to live to see your next upkeep to reanimate something and Bladewing the Risen just gets dragons which is why you need Karmic Guide instead of either of them. Hellcarver Demon is suicide more often than not. I would say the fatty supply should be 15 at most. In their place you need more protection for Kaalia as well as things to make sure Kaalia can immediately act out of the command zone because she will usually be killed before she can overcome summoning sickness. Kaalia gets a strong case of X-Pac heat from most people.
The targeted removal is nice and all but you can also use more wrath effects. They are especially great if you get Avacyn out. More card draw and hand manipulation is a must too. Wheel of Fortune could be particularly helpful. Kaalia decks are also a popular creature theft target so be sure to look out for cards like Homeward Path and Chaos Warp.
I guess the real douche is the player rather than the deck. I'm lucky I've only encountered one unlikeable player that ultimately rage quit because we have like, answers and stuff. The rest of my friends could play Super Stasis Stax things and I'd still have a good time laughing at the scenario that's been created.
Avoid ramping early game. Kaalia is almost assured to be faster than rampers. Generally leave the mana open to counter until you can do both.
And while the opponent tries to go to plan B, beat your opponent to the punch by using Bribery to get some nasty abomination the Kaalia player wanted to get on the field. How unfortunate that it isn't exactly how the player was expecting it to get there > : )
Also green has a variety of flyin' hatin' spiders.
I still love the idea of equipping equipment to an equipment.
Koth disagrees but really, red is not a color for mid-late game doom fortresses. At such a point, Red would usually chuck out two creatures with haste or toast a few of your opponent's effects dorks which makes planeswalkers undesirable in red designed decks.
All I want is something that works with being red. Like, Red can't do beefy support walkers right so they shouldn't have even tried to do that.
Twisted Metal 3 to be specific.
"Oh boo hoo you wrathed my field oh Kaalia can go into the graveyard because at the end of your turn...DENIED. Oh boy my turn is so gonna suck for you! I bet you wish my hall of the bandit lord was wiped didn't you."
"You want to Tormod's Crypt me? I will not have that! DENIED!"
"Oh my Rakdos The Defiler is no one trick pony. I sacrifice it to that Carrion Feeder you questioned me for including in this deck. You having a field? DENIED."
You know, thinking back to this kinda makes me want to rebuild that deck...
I hate to be the one to argue but um...
Though Urza's Saga pretty much has my favorite land artwork of all time, these lands are still pretty neat looking. I'm particularly fond of the last mountain and forest.
Hellcarver wipes out your own field save for himself and the six things you draw that are hopefully improvements over the field you had. A lot of the times though, you'll probably get a land drop and some instants you don't need right now. Most of the time, I'd imagine Cairn Wanderer would just end up as a 4/4 with flying which just make it a black angel token basically.
Also, a lot of these kaalia bombs are not worthy. Flameblast Dragon, Adarkar Valkyrie, and Aurelia do not activate their effects when they are cheated into play meaning you're just swinging for extra damage and nothing else because anytime Kaalia successfully attacks, an opponent will do whatever they can to boardwipe you. You need to focus on creatures that have immediate impacts that aren't just damage.
Tombstalker and Cairn Wanderer are just terrible with Kaalia. Reya Dawnbringer needs to live to see your next upkeep to reanimate something and Bladewing the Risen just gets dragons which is why you need Karmic Guide instead of either of them. Hellcarver Demon is suicide more often than not. I would say the fatty supply should be 15 at most. In their place you need more protection for Kaalia as well as things to make sure Kaalia can immediately act out of the command zone because she will usually be killed before she can overcome summoning sickness. Kaalia gets a strong case of X-Pac heat from most people.
You need things like Lightning Greaves, Mother of Runes, Hall of the Bandit Lord, Legion's Initiative, Swiftfoot boots, and maybe the M13 rings. Counterspells are mean too so it's good you have Grand Abolisher. You might also want Price of Glory to discourage responses to you doing things with Kaalia.
The targeted removal is nice and all but you can also use more wrath effects. They are especially great if you get Avacyn out. More card draw and hand manipulation is a must too. Wheel of Fortune could be particularly helpful. Kaalia decks are also a popular creature theft target so be sure to look out for cards like Homeward Path and Chaos Warp.