Hello and welcome back to the Single Card Discussion series! After my pieces on Zendikar Resurgent and General Tazri, it’s time to take a look at yet another multiplayer gem that I feel goes sadly overlooked.
Today’s card is one that I’ve liked since it was first spoiled for Commander 2014, and I’m shocked that more people don’t mention it: the white Giant, Kalemne’s Captain. This is one hell of a Disenchant effect and a great tribal card, and I’ve added it into many of our decks.
Let’s take a deeper look at this potent creature!
Thus far in my Single Card series, I’ve looked at some great multiplayer gems.
• I started the series with Utter End, my favourite spot removal spell from Khans, here.
• I looked at a red card, Outpost Siege, my overall favourite card from Fate Reforged, here.
• Another red card, Greater Gargadon, a fantastic sacrifice outlet, here.
• I looked at the first monowhite card, the tricksy Seht’s Tiger here.
• The first blue card of the series, Gilded Drake, a potent thievery effect, here.
• I went over white control card World Queller and how to use its powerful effect here.
• I looked at the once-restricted blue recursion card Recall, the only blue card that can recur dead planeswalkers (plus any other type of card), here.
• I went over the first black card of this series, Commander 2014’s Flesh Carver, an excellent sacrifice outlet here.
• As part of my week-long look at Modern Masters 2015 cards, I looked at Endrek Sahr, Master Breeder, and his token-making prowess here.
• We went over the red sweeper Magmaquake, which hits all planeswalkers at once, here.
• I looked at Shrouded Lore, a strange black recursion spell, here.
• We discussed the power of tapping down opposing creatures with a trio of white cards: Glare of Subdual, Sandsower, and Diversionary Tactics, here.
• I took a look at two green recursion creatures, Hua Tuo, Honored Physician, and Loaming Shaman from Ravnica, here.
• I looked at an Innistrad favourite, Reaper from the Abyss, an excellent card for killing off opposing creatures, here.
• I looked at the powerful Magic Origins card Chandra’s Ignition, a mighty Wrath effect, here.
• I spotlighted Vorinclex’s potent new win condition and mana-ramp spell, From Beyond, and the possibilities of an Eldrazi sideboard here.
• I looked at my favourite modal spell from Commander 2014, the deceptively useful Wretched Confluence here.
• I looked at new Ally tribal leader General Tazri and how she would interact with the Allies here.
• Finaly, I looked at the Mana Reflection/Soul of the Harvest love child, Zendikar Resurgent here.
For me as an EDH player, Kalemne’s Captain does a lot of things right, and does them very well. The Captain’s stats are decent, as a 5/5 vigilant creature for five mana. It’s the Disenchant effect that really spurred my interest in this card, however. Let’s take a look.
One thing I’ve been telling people over the last few years is that exiling cards is much more important nowadays than destroying them. Indestructible cards have been on the rise in EDH in recent years, from Avacyn, Angel of Hope and Darksteel Forge granting mass indestructibility, to Theros block’s God creatures (ie. Keranos, God of Storms), and many more. Each year, Wizards also prints more and more potent recursion spells, from Greenwarden of Murasa, to Ever After and Seasons Past, to Commander 2014’s Meren of Clan Nel Toth, and so on, meaning cards in an opponent’s graveyard may not always stay there. The ability to exile an opposing threat is a very strong ability right now.
On a related axis, one thing I see new EDH players do is to not include enough Disenchant effects in their EDH decks, thinking that creatures will be the problem they have to worry about most from opponents. That is true to a certain extent, but there will always be opponents who like artifacts and enchantments, and who realize that people don’t pack enough ways to destroy them. There are entire decks built around “pillow fort” enchantments, cards like Ghostly Prison, Norn’s Annex, and Sphere of Safety, making it very hard for opposing players to hit the pillow fort players. There are generals who get better the more Equipment cards you pile on them (ie. Kemba, Kha Regent).
Kalemne’s Captain is great not only because it’s a 5/5 for five with vigilance that gets bigger, but because it exiles all artifacts and enchantments when you make it go monstrous. This type of Purify effect is not often seen, and can be devastating to your opponents if timed right. Again, this card exiles opposing artifacts and enchantments; your opponents do not get to ever get them back. That is a big deal.
I am adding this card into many of our decks, and I really expect it to shine. In particular, this should be fantastic in Mayael the Anima, where I can activate Mayael, put the Captain into play at end of turn, and untap and immediately monstrous it.
Finally, it’s worth mentioning that this card is in two relevant tribes: Soldiers, and the less-relevant Giants. As someone who has tribal Soldiers built (Darien, King of Kjeldor), this is pretty cool, and adds yet another dimension to an already-great card.
Conclusion: So there you have it! Kalemne’s Captain is honestly a great multiplayer card to control opposing artifacts and enchantments, and I’m looking forward to getting him in play and monstrous!