
At a glance
- Commander: Kalamax, the Stormsire
- Colors: Temur
- Archetype: Temur instant-copy spellslinger control
- Power tier: high
Cards
The Commander (real printed text)
Whenever you cast your first instant spell each turn, if Kalamax is tapped, copy that spell. You may choose new targets for the copy. Whenever you copy an instant spell, put a +1/+1 counter on Kalamax.
Two words do the heavy lifting: instant and tapped. Kalamax only copies your first instant of the turn, and only if he is already tapped when you cast it. So this is not “draw-go and wait” — you have to tap Kalamax first (almost always by attacking; he grows a +1/+1 counter every copy, so swinging is rarely a liability), and the copy trigger never sees a sorcery. Once he’s tapped, your first instant each turn resolves twice with new targets: doubled burn, doubled counters, doubled bounce, doubled draw. commander_oracle_ok = true.
Gameplan
Classic Temur control that wins on inevitability, not a single combo:
- Early: ramp + fix into all three colors, hold up cheap counters/burn to survive.
- Mid: land Kalamax, start attacking to tap him. Every turn your first instant is now a two-for-one — counter two threats with one Counterspell, Bolt two creatures, draw four off one Behold the Multiverse.
- Late / win: out-resource the table and close with doubled fixed any-target burn to the face while Kalamax is tapped, backed by Kindlespark Duo as a repeatable pinger.
Win condition (one line)
Grind the table out with doubled card advantage and removal, then close by pointing doubled fixed any-target burn at one player while Kalamax is tapped — Lightning Bolt → 6, Searing Spear / Lightning Strike / Incinerate / Open Fire / Flame Lash / Lightning Blast → 6–8, Staggershock → 4 now and another 2 next upkeep via Rebound — while Kindlespark Duo pings every turn cycle as the repeatable closer.
What Kalamax can and can’t double (read this)
Kalamax copies instants only, and only your first one each turn. Knowing what is not a copy target is the whole skill of piloting this deck:
- Sorceries are never copied. The ramp (Rampant Growth is gone, but Farseek is an instant; Sakura-Tribe Elder is an instant), Reckless Impulse, Take Inventory, and Wild Guess are deliberate non-copyable utility — cast them whenever, they will never trigger Kalamax. Do not “save” them as a first instant; they can’t be.
- Heat Ray and Thunder Salvo are CREATURE-ONLY removal, not face burn. Heat Ray reads “X damage to target creature”; Thunder Salvo reads “X damage to target creature.” Doubling them is great spot removal (kill two creatures, or pile both copies on one big threat) but they cannot go to a player’s face. Treat them as removal.
- Kindle and Flame Burst are NOT a scaling X finisher. Each reads “X is 2 plus the number of cards named [self] in all graveyards.” With a single copy of each in the deck, they’re fixed ~2-damage any-target spells. They go to the face, but they are small — early-game burn / pinger support, not a kill.
- There is no copyable scalable X-burn at common for this commander. The only true scalable any-target X-burn (Disintegrate, Kaervek’s Torch, Lava Burst) are all sorceries, so Kalamax can’t copy them — they’re not in the deck. The real kill is doubled fixed burn, above.
Key synergy lines
- Tap-then-cast sequencing: attack with Kalamax in combat, then on the crack-back / your second main hold up the first instant. The copy chooses new targets, so one counterspell answers two stacked spells, one bounce resets two attackers, one Bolt kills two creatures.
- Doubled Staggershock is the cleanest face plan: 2 + 2 to a player this turn, then Rebound gives you a second cast next upkeep — which, if it’s again your first instant while tapped, doubles again.
- Doubled Sulfurous Blast is the only board wipe — but it is fully symmetric: 2–3 to every creature and every player, including you, your Kindlespark Duo, and a counter-grown Kalamax, and the second copy hits your own face too. It’s a desperation reset, not a clean answer to go-wide.
- Exclude / Behold the Multiverse / Big Score doubled = absurd card advantage (counter-and-draw-two, scry2-draw-four, draw-four-plus-four-Treasure).
- Treasure/Lander ramp (Big Score, Bountiful Landscape) smooths the three-color cost.
Role breakdown (with counts)
- Lands: 37 — 13 basics (5 Island / 5 Mountain / 3 Forest) + 24 nonbasic fixers.
- Ramp / mana rocks: 10 — Sol Ring, Arcane Signet, Izzet/Gruul/Simic Signet, Commander’s Sphere, Mind Stone, Prophetic Prism, Farseek (instant), Sakura-Tribe Elder (instant; also chumps). Trimmed from 15 — this deck is low to the ground and doesn’t want heavy sorcery-speed ramp clogging the curve.
- Card advantage / draw: 11 — Brainstorm, Opt, Anticipate, Reckless Impulse, Think Twice, Frantic Search, Behold the Multiverse, Big Score, Wild Guess, Quick Study, Take Inventory.
- Counters: 9 — Counterspell, Negate, Essence Scatter, Mana Leak, Disdainful Stroke, Dispel, Spell Pierce, Exclude, Convolute.
- Spot removal / burn: 23 — Lightning Bolt, Galvanic Blast, Burst Lightning, Open Fire, Frantic Firebolt, Shock, Lightning Strike, Searing Spear, Incinerate, Magma Jet, Jaya’s Greeting, Volt Charge, Staggershock, Tarfire, Glacial Ray, Flame Lash, Lightning Blast, Heat Ray (creature-only), Kindle, Flame Burst, Thunder Salvo (creature-only), Galvanic Bombardment, Plummet.
- Bounce (tempo/soft removal): 7 — Snap, Into the Roil, Blink of an Eye, Vapor Snag, Unsummon, Boomerang, Run Away Together.
- Mass / pseudo-wipe: 1 — Sulfurous Blast (symmetric; functions as a doubled wrath via Kalamax but also hits you).
- Payoff/wincon creatures: 1 — Kindlespark Duo. (Kalamax himself is the engine.)
Curve sits almost entirely at MV ≤ 4. Note that roughly a third of the noncreature spells are sorceries Kalamax can’t copy (the draw/dig and the remaining ramp) — the copy engine runs on the instant burn, counters, bounce, and instant card draw, which is the bulk of the deck.
Manabase / fixing note
37 lands + 10 rocks/ramp = ~22 dedicated fixing sources. Command Tower, Path of Ancestry, Commander’s Sphere, Prophetic Prism, Arcane Signet, Crystal Grotto, Crumbling Vestige, Cryptic Spires, Shimmering Grotto and the three Thriving lands all tap for any of GUR; the guildgates + Campus/snow duals + Bountiful Landscape/fetches cover every two-color pair. Lean on the Treasure makers (Big Score) and Lander/fetch to hit the off-color third pip.
Pilot notes
- Tap Kalamax before you want the copy. If he’s untapped, your first instant is just a normal spell. Plan combats so he’s tapped going into the turn you need the doubled effect.
- Lead with the right first instant. Your highest-value instant should be the first one each turn while tapped — later instants don’t copy, and sorceries never copy at all.
- Hold cheap counters (Spell Pierce, Dispel, Negate) for the stack you actually care about — the copy lets one counter answer two spells.
- Face plan = fixed burn. A tapped doubled Lightning Bolt is 6, doubled Searing Spear / Flame Lash is 6–8, doubled Staggershock is 4 now + 2 next turn. Heat Ray and Thunder Salvo are for creatures only — point them at threats, never at a player.
- Save Sulfurous Blast for genuine emergencies and remember it burns you too, twice if copied.
Weaknesses
- Go-wide is a genuinely bad matchup. The only board sweeper is Sulfurous Blast, which is fully symmetric — it kills your own Kindlespark Duo and chunks your own life total, twice if doubled. Against a flood of tokens you are leaning on spot burn and a 1-damage pinger, and you will often lose that race. Treat go-wide as a hole in the deck, not something the pseudo-wrath covers.
- Kalamax must survive and attack to come online; heavy removal on him slows the doubling (though the deck still functions as a fair tempo-control shell without him).
- Commons-only, no copyable X-burn. There is no Fireball-style scalable kill Kalamax can double — closing is doubled fixed burn plus the pinger, so it can take a few extra turns. Inevitability, not explosiveness.
Decklist
⬇ Download as .txt — paste into Moxfield, Archidekt, or MTG Arena.
Show the full list (99 + commander)
Commander 1 Kalamax, the Stormsire Deck 1 Sol Ring 1 Arcane Signet 1 Izzet Signet 1 Gruul Signet 1 Simic Signet 1 Commander's Sphere 1 Mind Stone 1 Prophetic Prism 1 Farseek 1 Sakura-Tribe Elder 1 Brainstorm 1 Opt 1 Anticipate 1 Reckless Impulse 1 Think Twice 1 Frantic Search 1 Behold the Multiverse 1 Big Score 1 Wild Guess 1 Quick Study 1 Take Inventory 1 Counterspell 1 Negate 1 Essence Scatter 1 Mana Leak 1 Disdainful Stroke 1 Dispel 1 Spell Pierce 1 Exclude 1 Convolute 1 Lightning Bolt 1 Galvanic Blast 1 Burst Lightning 1 Open Fire 1 Frantic Firebolt 1 Shock 1 Lightning Strike 1 Searing Spear 1 Incinerate 1 Magma Jet 1 Jaya's Greeting 1 Volt Charge 1 Staggershock 1 Tarfire 1 Glacial Ray 1 Flame Lash 1 Lightning Blast 1 Heat Ray 1 Kindle 1 Flame Burst 1 Thunder Salvo 1 Galvanic Bombardment 1 Sulfurous Blast 1 Snap 1 Into the Roil 1 Blink of an Eye 1 Vapor Snag 1 Unsummon 1 Boomerang 1 Plummet 1 Kindlespark Duo 1 Run Away Together 1 Island 1 Island 1 Island 1 Island 1 Island 1 Mountain 1 Mountain 1 Mountain 1 Mountain 1 Mountain 1 Forest 1 Forest 1 Forest 1 Command Tower 1 Path of Ancestry 1 Bountiful Landscape 1 Evolving Wilds 1 Terramorphic Expanse 1 Ash Barrens 1 Izzet Guildgate 1 Gruul Guildgate 1 Simic Guildgate 1 Molten Tributary 1 Woodland Stream 1 Rimewood Falls 1 Wooded Ridgeline 1 Tangled Islet 1 Prismari Campus 1 Quandrix Campus 1 Crystal Grotto 1 Crumbling Vestige 1 Shimmering Grotto 1 Cryptic Spires 1 Vibrant Cityscape 1 Thriving Isle 1 Thriving Grove 1 Thriving Bluff