For six mana, 4/3 is a bit small, but then, you
don't Kamahl just to swing with him. His
abilities are the real draw here. Curse of
Death's Hold didn't exist when Kamahl was
printed, but now that it does, we're talking,
"G:Destroy target land". Even in his day people
saw this and played him alongside pingers. His
second ability, meanwhile, is repeatable
Overrun. Have you ever wanted to Overrun twice
in one turn? Back in Onslaught you could!
I think the idea here is that you're supposed to
animate your own lands, then Overrun and attack
with a swarm of 4/4's and whatnot, but really I
can't help but wonder where all that mana is
supposed to come from. You're tapping one land
for every land you animate, then tapping five
more for the Overrun, and you still have a bunch
of untapped lands to swing with? Did games
really go on long enough in Onslaught block for
people to get to 15-20 lands, or was Dark Ritual
just more accessible? Really, I like that the
two abilities could, theoretically, be used in
conjunction but I think they're better off
alone. That said, I like having them both on the
same Legend. Somewhere out there is a wicked
sweet Commander deck with Kamahl as the leader.
Green has somewhat of a reputation for being a
much more straightforward color than some of the
others, but every now and then you see something
that makes you realize that green is capable of
being tricky when it wants to be. Kamahl's two
abilities work together well, of course, but
each one is useful on its own and very much
capable of making plays. Whether you're
destroying lands in combination with Curse of
Death's Hold, giving a Scion of the Wild a
temporary boost, or just Overrunning, Kamahl is
surprisingly multidimensional for a guy who used
to not understand simple proverbial phrases, and
definitely worth the commitment to green his
abilities need.
Today's card of the day is Kamahl, Fist of
Krosa which is a six mana legendary Green 4/3
that can turn lands into 1/1 creatures until end
of turn for one mana each and for five mana can
give +3/+3 and Trample to creatures you control
until end of turn. The Overrun effect is
excellent for the turn after Kamahl is played as
he can also take advantage of the boost, as can
any lands you use the first effect on provided
enough mana. A Green deck based on
acceleration can manage the fairly high cost and
this works well in combinations or as a
finisher.
Overall a powerful card in the right design, but
the costs keep it from being a bigger threat.
For Limited this is a potentially devastating
card in a primarily Green deck, with another
color splashed for possible combinations.
Red or Black for removal on an opponent's lands
turned into creatures can make portions of their
deck unplayable and of course the ability to
attack or block with somewhat expendable lands
creates many opportunities. In Booster it
is possible to aggressively draft in-color which
puts this as a good first pick, but Sealed
requires a bit more luck to have enough Green
cards or a good two color mix to effectively
maintain Kamahl's effects.
Welcome
back to the card of the day section at Pojo.com!
Today we are looking at Kamahl Fist of Krosa.
Kamahl Fist of Krosa is a rare green creature
that costs four generic and two green mana.
Kamahl is a 4/3 that has two pretty decent
abilities. The first is pay one green mana,
target land becomes a 1/1 creature until end of
turn that is still a land. The next ability is
pay three green and two generic, creatures you
control get +3/+3 and gain trample until end of
turn.
While Kamahl Fist of Krosa is not himself a
significant fatty, he does have the ability to
regularly turn all of your current creatures
into fatties. The ability of every turn using
him to Overrun is just nuts. And since he is
green, mana acceleration could very well set you
up to Overrun more than once a turn. And since
if you have the extra mana he can also turn
lands into creatures, your attacking army could
be even larger. But you should probably just use
something like Life and Limb to turn your lands
into creatures.
All in all Kamahl Fist of Krosa is a very good
creature that once on the board has a lot of
potential to end the game.
Magic The Gathering Card of The Day: Kamahl,
Fist of Krosa
Welcome back readers todays card of the day
is simply amazing I have won quite a few games
using his Overrun ability making me a bit
biased. Let’s just get this out of the way,
standard, extended, and modern formats can’t
play it due to the age of the card. However
eternal formats such as legacy and vintage this
card is too slow and the decks that need an
overrun effect(read elves) have one in the form
of Ezuri Renegade Leader making this card a
relic of the fast. Except in casual and
multiplayer where this creature is still the
bee’s knees, trampling over opponents in your
token or elf or other green decks is still a
powerful ability and turning any lands you got
lying around into 4/4 creatures is nothing to
scoff at, there are also combos of turning lands
into creatures so become vulnerable to board
wipe effects a clever trick if someone is trying
to Wrath away your Kamahl and other creatures.
Otherwise it is simply powerful when combined
with large number of creatures and last time I
checked creatures are pretty powerful in casual
and multiplayer. In limited this would be a bomb
if you drafted it, it certainly ties you to
green but building your deck around it would be
worth it. Overall a powerful creature that can
also serve as a general in Commander and is one
of the most powerful druids of all time.