Kasla, the Broken HaloSaint Traft and Rem Karolus

commander · Kasla, the Broken Halo

SetMarch of the Machine Commander decks (2023): (MOC)
Released2023
Cards111
Sheets13 (9 / sheet)
MOC· 2023

Divine Convocation (MOC).

A Jeskai token and convoke deck led by Kasla, the Broken Halo — flood the board with creature tokens and tap them to cast large spells for free through convoke, then win through an overwhelming air force.

111
cards
3.2
avg cmc
29
creatures
39
lands
43
spells
13
sheets
WUR
color identity
Creatures29
Instants10
Sorceries7
Artifacts19
Enchantments4
Planeswalkers1
Lands39
0
1
2
3
4
5
6+
full print options →

The Commanders

Kasla, the Broken Halo
Kasla, the Broken Halo · Art by Mila Pesic
Saint Traft and Rem Karolus
Saint Traft and Rem Karolus · Art by Antonio José Manzanedo

Divine Convocation is a Jeskai Commander deck built around the convoke mechanic — creatures tap to help pay for spells, turning your token army into a mana engine. Kasla leads a strategy that generates tokens at a high rate, uses them to cast large convoke spells for free or near-free, and wins through the combination of air superiority and value generation. It's a tempo-positive deck that puts opponents on a clock.

Kasla, the Broken Halo is the convoke commander. She has flying and a triggered ability: whenever you cast a spell using convoke, create a 1/1 white Soldier token for each creature that convoked it. Cast a spell using five creatures and create five Soldier tokens immediately. Those tokens are available to convoke the next large spell. The engine feeds itself — convoke to create tokens, use tokens to convoke.

Saint Traft and Rem Karolus is the aggressive alternative. He's a legendary 6/5 Human Spirit with flying that, whenever he attacks, creates a 4/4 white Angel token with flying that attacks and is exiled at the end of combat. He provides a repeatable 4/4 flier each attack step, generates an additional attacker that doesn't linger on the board, and combines with token payoffs like Impact Tremors to drain opponents each combat.

Key Cards

Improbable Alliance
Art by Alayna Danner

Improbable Alliance

Each time you draw your second card in a turn, create a 1/1 blue Faerie token with flying. Discard a card: create a 1/1 blue Faerie token with flying. The first ability fires every draw step if you have card draw active — draw a card from your hand, draw during your draw step, create a Faerie. These flying tokens convoke large spells for free and attack over ground defenses. The discard ability provides manual token creation when you need convoke fodder quickly.

Emeria Angel
Art by Volkan Baga

Emeria Angel

Creates a 1/1 white Bird token with flying each time a land enters the battlefield under your control. Basic ramp triggers Emeria Angel — each land drop adds a flier to the board. With a full ramp package in a three-color deck, you're regularly triggering multiple land drops per turn early. Those Bird tokens fly over ground blockers and convoke large spells efficiently. Emeria Angel rewards the deck's natural land-drop progression with consistent air superiority.

Kykar, Wind's Fury
Art by Grzegorz Rutkowski

Kykar, Wind's Fury

Creates a 1/1 white Spirit token with flying whenever you cast a noncreature spell, and you can sacrifice a Spirit to add one red mana. In a deck casting large convoke spells, Kykar generates a flying Spirit token off each noncreature spell, then those Spirits either convoke the next spell or sacrifice for red mana. He's simultaneously a mana accelerant and token engine — every noncreature spell pays for itself by creating a convoke piece.

Impact Tremors
Art by Kev Walker

Impact Tremors

Each creature entering the battlefield under your control deals one damage to each opponent. In a deck creating fifteen to twenty tokens per turn through Kasla's convoke trigger and other sources, Impact Tremors drains each opponent for fifteen to twenty damage over two turns. Pair it with Kasla creating five or six tokens off a large convoke spell and opponents take five or six damage from the token creation event alone, independent of combat.

The Locust God
Art by Lius Lasahido

The Locust God

Creates a 1/1 blue and red Insect token with flying and haste whenever you draw a card. In a deck with consistent card draw, The Locust God generates a flying hasty attacker for every draw trigger. Those Insects attack immediately, convoke large spells, and each trigger fires Impact Tremors again. When The Locust God is removed, it returns to your hand during your next upkeep — it's effectively uncounterable as a long-term value engine.

How to Play

Build a wide token board in the first three turns through Improbable Alliance, Emeria Angel, and Kykar. Deploy Kasla and start casting large convoke spells using your tokens — each convoke event creates five or six more tokens, which power the next convoke spell. Keep Impact Tremors active to drain opponents while creating tokens.

Win through two paths: drain the table to zero through Impact Tremors pinging each opponent for fifteen to twenty damage across two or three convoke events, or attack through the air with an overwhelming force of flying Spirits, Faeries, Birds, and Insects. The Locust God and Saint Traft and Rem Karolus both produce air power independently. The deck closes games fast once Kasla's convoke loop is running.

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