

commander · Kasla, the Broken Halo
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.
The Commanders
Divine Convocation is a Jeskai Commander deck built around convoke, where creatures tap to help pay for your spells. That turns your token army into a second mana source. Kasla makes tokens fast, spends them to cast big convoke spells for free or close to it, and wins by flooding the air while it out-values the table. It plays quick and keeps opponents on a clock.
Kasla, the Broken Halo is the convoke commander. She has flying and one triggered ability: whenever you cast a spell using convoke, create a 1/1 white Soldier token for each creature that convoked it. Convoke a spell with five creatures and you get five Soldiers on the spot. Those Soldiers are then ready to convoke the next big spell. The loop feeds itself: convoke to make tokens, spend the tokens to convoke again.
Saint Traft and Rem Karolus is the aggressive alternative. He's a legendary 6/5 Human Spirit with flying, and whenever he attacks he makes a 4/4 white Angel with flying that attacks and then gets exiled at end of combat. So every attack step you get a fresh 4/4 flier that never sticks around to be killed, and each Angel entering triggers token payoffs like Impact Tremors to chip the table down.
Key Cards
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. If you have any extra card draw going, the first ability fires every turn, since your draw step plus one more draw hits that second card and makes a Faerie. Those fliers convoke your big spells for free and fly over ground blockers. The discard mode gives you Faeries on demand when you need convoke fodder in a hurry.
Emeria Angel
Creates a 1/1 white Bird token with flying each time a land enters the battlefield under your control. Any basic land you play makes a Bird, so ordinary ramp keeps adding fliers. With a full ramp package in a three-color deck, you'll often hit several land drops a turn early on. Those Birds fly over ground blockers and convoke big spells. Emeria Angel just turns the land drops you make anyway into a steady air force.
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. This deck casts plenty of noncreature convoke spells, so Kykar hands you a flying Spirit off each one, and those Spirits either convoke the next spell or get sacrificed for red mana. He's both ramp and a token maker at once: every noncreature spell pays for itself with a convoke piece.
Impact Tremors
Each creature entering the battlefield under your control deals one damage to each opponent. This deck can make fifteen to twenty tokens a turn between Kasla's convoke trigger and everything else, so Impact Tremors can drain each opponent for fifteen to twenty over a couple of turns. When Kasla spits out five or six tokens off one big convoke spell, that's five or six damage to each opponent before anyone even attacks.
The Locust God
Creates a 1/1 blue and red Insect token with flying and haste whenever you draw a card. With this much card draw, The Locust God turns every draw into a hasty flier. Those Insects can swing right away, convoke your big spells, and set off Impact Tremors one more time each. Kill it and it just comes back to your hand next upkeep, so it's nearly impossible to shut off for good.
How to Play
Spend the first three turns building a wide token board with Improbable Alliance, Emeria Angel, and Kykar. Drop Kasla and start casting big convoke spells off your tokens. Each convoke makes five or six more tokens, and those pay for the next spell. Keep Impact Tremors out so every token you make also pings the table.
You close two ways. Either Impact Tremors drains the table out, fifteen to twenty per opponent across a couple of convoke turns, or you just attack over the top with a swarm of flying Spirits, Faeries, Birds, and Insects. The Locust God and Saint Traft and Rem Karolus each make air power on their own. Once Kasla's convoke loop is going, the games end fast.