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Kalamax, the Stormsire

Kalamax, the Stormsire

Legendary Creature — Elemental Dinosaur

Kalamax wants a deck that casts lots of instant and sorcery spells. It leads the ready-made Arcane Maelstrom deck (2020).

  • Mana cost1 genericgreenbluered
  • Blue, Red, Green ()
  • Power / toughness4 / 4
  • RarityMythic

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.

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Cards That Fit Kalamax, the Stormsire

Picked for what they do in Kalamax's deck. When two cards do the same job, the one with the lower comes first. All of them fit Kalamax's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

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The 6 Cards

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The 6 Cards

plan6

The 6 Cards

Decks Led by Kalamax, the Stormsire

Kalamax leads a ready-made deck.PreconShort for preconstructed deck: a ready-to-play deck sold in a box by Wizards of the Coast. A Commander precon comes with its commander and all 100 cards, so you can play it straight away and change cards later.Open the full glossary

Rulings for Kalamax, the Stormsire

explain how Kalamax works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary

Wizards of the Coast 17 Apr 2020

A copy is created even if the spell that caused Kalamax's ability to trigger has been countered by the time that ability resolves. The copy resolves before the original spell.

Wizards of the Coast 17 Apr 2020

An ability that triggers when a player copies a spell resolves before the copy. It resolves even if that spell is countered.

Wizards of the Coast 17 Apr 2020

If an effect copies a card rather than a spell (such as that of God-Eternal Kefnet), this doesn't cause Kalamax's last ability to trigger.

Wizards of the Coast 17 Apr 2020

If an effect copies an instant spell multiple times, Kalamax's last ability triggers that many times.

Wizards of the Coast 17 Apr 2020

If Kalamax becomes tapped as a cost to cast your first instant spell in a turn, its first ability triggers.

Wizards of the Coast 17 Apr 2020

If the spell that's copied has damage divided as it was cast, the division can't be changed, although the targets receiving that damage still can. The same is true of spells that distribute counters.

Wizards of the Coast 17 Apr 2020

If the spell that's copied is modal (that is, it says "Choose one —" or the like), the copy created by Kalamax's first ability will have the same mode or modes. You can't choose different ones.

Wizards of the Coast 17 Apr 2020

Kalamax's first ability considers the entire turn. If you cast an instant spell before Kalamax becomes tapped, its first ability won't trigger when you cast your second.

Wizards of the Coast 17 Apr 2020

The copies that Kalamax's first ability creates are created on the stack, so they're not "cast." Abilities that trigger when a player casts a spell won't trigger.

Wizards of the Coast 17 Apr 2020

You can't choose to pay any additional costs for the copy created by Kalamax's first ability. However, effects based on any additional costs that were paid for the original spell are copied as though those same costs were paid for the copy too.

10 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Kalamax, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryURGPlayers write colors as letters: U for blue, R for red, G for green. Blue is U because B was already taken by black.SpellslingerSpellslinger decks cast lots of instants and sorceries, one-time spells, and play creatures that reward every spell you cast. Instants and sorceries take effect once and then go to your graveyard, and an instant can even be cast during another player's turn.Open the Spellslinger pageAikido / RedirectionTurns an opponent's own spell, ability or damage back on them. It changes the spell's target, copies it, or sends the damage somewhere else. Aikido is the community's name for it, borrowed from the martial art. Deflecting Swat, Narset's ReversalOpen the Aikido / Redirection pageSpell CopyingCopies a spell or an ability. The copy is not cast, so it costs nothing extra and does not set off cards that care about casting a spell. Reverberate, Storm-Kiln ArtistOpen the Spell Copying page+1/+1 Counters+1/+1 counter decks put small markers on their creatures that make each one permanently bigger, and keep adding more every turn. Each +1/+1 counter adds one to a creature's power (the damage it deals) and toughness (the damage it can take).Open the +1/+1 Counters pageCounter EngineAdds +1/+1 counters over and over rather than once. A counter here is a small permanent marker that raises a creature's power and toughness for good. It is not a counterspell, which is a different thing entirely. Something that adds them every turn makes your whole board bigger and keeps it that way. Hardened Scales, Corpsejack MenaceOpen the Counter Engine page+1/+1 CountersPuts +1/+1 counters on creatures, permanently raising their power and toughness. Unlike a temporary boost that wears off at end of turn, these markers stay put and stack up over a long game. Hardened Scales, The Great HengeOpen the +1/+1 Counters pageControlControl decks answer what everyone else plays, stopping spells and removing dangerous cards, then win slowly once they are in charge. Expect lots of removal, spells that cancel other spells, and extra card draw.Open the Control pageStack InteractionActs while a spell is waiting to take effect: countering it, changing what it targets, or copying it. When someone casts a spell it waits on the stack, and every player gets priority, a chance to respond, before it happens. Counterspell, NegateOpen the Stack Interaction page