I was heavily inspired by Dominaria. Due to the legendary theme, I loved the various cards and their intersection with the past. I wanted to finally build my Lady Caleria deck in real life.
In the past, I ran a random Commander challenge, and the random button on Gatherer picked Lady Caleria. I decided to build one of the most flavorful and interesting decks I had ever done before, with an all-woman Adventuring Party for Lady Caleria to lead. You can check it out here.
And while those are distinct decks, they are also in sync with each other and acknowledge each other.
Well you can imagine my excitement at building an actual, proper, Lady Caleria deck now that we have a great set of legendary-infused fun!
The deck’s three major themes are:
And the deck has a heavy theme. So, instead of doing this decklist the normal way, I am going to do a few things. First, I am going to toss you the decklist in a flavor-based selection, but not the normal type breakdown, and we’ll have some pictures of the deck later as well. We’ll then also divide every single flavor-based card into its own subsections to give you a chance to just explore all of the flavor of Lady Caleria’s Adventuring Party.
The Lady Caleria Adventuring Party is a Cross-Plane Adventuring party that was assembled across planes and history with many of the most powerful women that share a similar outlook to fight and destroy evil. Caleria seeks out evil everywhere she can. She cannot rest until evil’s threat is ended, and once it is, she then moves to another place to continue her quest to remove the taint of evil from existence itself.
She has assembled a party of adventurers that have worked together for centuries after imbibing the Thousand-Year Elixir. See below for details.
Let’s get this thing started!
Lady Caleria’s Adventuring Party
The Leader and Commanding Officer of the Party:
The Second-In-Command and Executive Officer of the Party:
Items to Secure Victory:
This is Lady Caleria’s Adventuring Party to the fullest.
These are my supporters. I knew I’d find a home for that Amonkhet Masterpiece Loyal Retainers eventually!
These are the various weapons, items, and such that the party is currently using to smash away the foes.
Here are sort of the modern classes for Lady Caleria’s party, as well as their role in the team.
Lady Caleria’s Adventuring Party
Lady Caleria — Ranger, Archer. Lady Caleria is an ideal adventurer who leads the party with strength and vigilance. She rules with wisdom and power and authority. She also fulfills the roles of ranger and archer.
Captain Sisay — Fighter. Sisay here is a commanding officer that can serve as a military expert as well as a rallying call to bring together those that would smash evil.
Anthousa, Setessan Hero — Warrior and Fighter. Impresario. Anthousa is here to smash and slay the strongest of foes! She is the physcially strongest of the members of the party.
Asmira, Holy Avenger — Paladin. Asmira’s role is to both fly but also to bring justice and vengeance against those who would harm and slay others! The more that are killed, the harsher her justice becomes.
Azusa, Lost but Seeking — Monk. Azusa’s role on the team is to tether it to surrounding terrain in a way that the Rangers cannot. She can use her mystic ways to strengthen magical leylines and grow the party’s strength.
Brigid, Hero of Kinsbaile — Archer. Like Lady Caleria, Brigid is another archer for the party, and her ability to hit multiple offending villains is ideal as her spread attack can force entire armies to pause before swinging at her and her party members.
Commander Eesha — Martial Artist. The Aven leader Commander Eesha is very good at leading a big battle as well as having a cautious martial artist attitude that serves well. Her flying martial artist combinations prevent any other creature from even putting a hand on her, let alone touching her. In the party she’ll often fill the role of an aerial scout. If you need someone who can slip through enemy lines undaunted, call on Eesha.
Danitha Capashen, Paragon — Knight. Danitha is a powerful young fighter who is fully girded in the best armor and weapons that Benalia can summon. She understands that to battle, and win, one must be more prepared than their foes. She does her lineage justice in the battle against evil.
Glissa Sunseeker — Fighter. Glissa’s explorer nature and desire to set things right is both key to fixing the issues on her entire home plane as well as the multiverse, and her naturalist abilities slide in nicely alongside her party and teammates.
Kemba, Kha Regent — Cleric and Leader. Kemba’s role in the party is to summon her people’s aid as the party needs. With herself girded in the faith of her people, and their weapons, Kemba can help bring aid to the party in crucial moments.
Masako the Humorless — Courtier. There are many times and places where social graces, etiquette, and working with established nobility is key to securing aid, information, and more. In this case, Masako’s role becomes highlighted as the key person on the team who can walk effortlessly in that world.
Mirri, Weatherlight Duelist — Warrior and Weapons Master. Mirri, Cat Warrior adds another element of fighting and prowess to the party. While some, like Anthousa, might be stronger, she is the most capable blade-fighter for the team. No one is better with weapons and fighting with them than her. Her abilities in this regard are uncontested.
Oriss, Samite Guardian — Cleric and Healer. Oriss serves a vital role here as the party’s healer cleric who can keep various people in the party fighting. She is a powerful addition to keeping people upright and fighting.
Oviya Pashiri, Sage Lifecrafter – Artificer. Oviya serves as an in-party artificer, as she crafts objects during the adventure to solve various problems. She can also craft small artificial allies to help the team, act as fodder to keep the teammates safe, and more.
Saffi Eriksdotter — Scout. Saffi serves a valuable role, along with Commander Eesha, as one of the scouts of the party. She can slip into vital places and gain needed intelligence or command stronger places for battle later. She is also the most selfless member of the party.
Selvala, Explorer Returned — Ranger. In a very similar way to Lady Caleria, Selvala enjoys the outdoors, exploring, and finding and vanquishing evil. Unlike Caleria, who is a human, Selvala is Elven. Her explorations result in adding actual value to the party from everything from information to good fortune in future exploits.
Shalai, Voice of Plenty — Mesmer. While there are many Angels around, only Shalai has the dedication to a long-term mission such as this. Shalai’s role on the team is similar to that of a Mesmer. She interferes with everything from magical scrying of the party to being targeted by magical effects like Lightning Bolts. Her unquestioned value to the party is to keep magic users checked so the party’s martial prowess will win the day.
Shanna, Sisay's Legacy — Warrior. Like others in the party, Shanna is mostly a physical presence. And like her ancestor, who is in the party as well, Shanna understands the value of others in winning battle. The more friends and allies she has in the battle, the stronger she becomes as she is inspired by them.
Thalia, Heretic Cathar — Trapper. While Thalia’s primary role once battle begins is as another fighter, she actually provides a role of Trapper. Before battle she assesses the tactical terrain and then lays traps that will hit opposing monsters or enemies. While they won’t often hurt them, they certainly will delay them for a bit. In battle or war, any delay can be the difference in winning and losing. So, Thalia provides a powerful advantage.
Yeva, Nature's Herald — Shaman. While the party has magic elsewhere, Yeva, is the party’s only true force of magical nature. She can summon natural creatures to fight for the party. Yeva’s power can be seen over all!
That is Lady Caleria’s Adventuring Party! But no party can succeed for long without support and equipment.
There is a lot to do, both before and after battle and adventuring!
Lady Caleria’s Support Team
Hua Tuo, Honored Physician — Sure, Oriss is a good healer on the moment. But after battle, any venture requires the aid of proper doctors. Hua Tuo provides the role admirably.
Loyal Retainers — Every group of adventurers need some Retainers, squires, and more. These perform that role for Caleria’s party.
Mother of Runes — She can help to give the team some runes to protect them in battle.
Recruiter of the Guard — Recruiting is important to bring the right folks to the battle.
Sidar Kondo of Jamuraa — Much like the Mentor of the Meek, Sidar Kondo serves as a valuable mentor by helping to train them. He has shown how the smaller among their party can learn to be untouchable in battle, much as Commander Eesha already is.
Teshar, Ancestor's Apostle — In addition to telling tales or serving in a clerical role, Teshar can also bring back dead adventurers for another run in a shade. A Resurrection spell will work wonders to bring back the dying. No adventurer lives forever. But Teshar can bring them back!
Thalia's Lancers —These aides of Thalia also can bring her to the forefront of the battle, or another member of the party as needed.
In addition to those, mundane or godly, allies, there are also a quartet of planeswalkers who assist Lady Caleria and her party as well.
Planewalkers serve multiple functions in the party. They are advisors. They can take the party to another plane to fight and slay the vileness that accrues there, and much more. They are valuable allies to the main party.
Elspeth, Sun's Champion — Elspeth is the key ally for Caleria’s party, as she shares their sense of needing to defeat evil. Like Caleria and others, Elspeth is not content to live her life as long as she knows there is evil elsewhere. She must put everything on the line to end these dangers that threaten good people everywhere. She also has loaned the use of her god-given weapon, Godsend, for the party.
Huatli, Radiant Champion — Like people such as Shanna, Huatli understands the value in others. In fighting with others. In struggling with others. A burden shared is a burden conquered. She brings that other-focused mentality to the party when needed.
Nahiri, the Lithomancer — Nahiri can both bring other Kor to help the party, and she can make or distribute various pieces of equipment as needed.
Nissa, Vital Force — Nissa is all about protecting. She protects her own. She protects her plane. She protects her people. She protects her friends. And she protects Caleria’s party. She can also bring back someone thought dead and can rise up the anger of the world against evil to add to the party’s threat level.
As mentioned before, smart adventurers are prepared. And Lady Caleria is certainly smart.
Lady Caleria’s Armory
Argentum Armor — This epic and planes-renowned full-plate is very strong at protecting the wearer. Any person who wears it in battle will be strengthened heavily. It even ensures that the wearer will be able to destroy something without being hurt back.
Basilisk Collar — After slaying a powerful giant Basilisk and bringing back its teeth for Nazhan to turn into this powerful Collar, it grants the wielder the power to kill with a touch.
Heartseeker — This powerful sword has a long and epic story. When spun around and cast while thinking of the vile creature in question, a great blue fire erupts along the sword, and then it flies forth with unerring accuracy and splits the heart of the target, killing it from any distance as long as the user is on the same plane. It then returns to the feet of the person who flung it with justice and can be retaken and used again. It is a perfect weapon of justice.
Lightning Greaves, Swiftfoot Boots — Battlefields change. They shift. One moment, you can be fighting in snow and the next in mud and then again in loose pebbles and then in a creek bed. Good fighters know you have to have strong, reliable footwear to keep them steady in these various places.
Loxodon Warhammer — While this Warhammer was once made on Glissa’s homeworld of Argentum, it has since been duplicated and spread elsewhere. It’s a powerful weapon that can turn the tide of battle by smashing through enemies that would otherwise seek to stop your holy mission.
Scythe of the Wretched — The Scythe of the Wretched was rescued from an evil Necromancer that Lady Caleria defeated, who was using it evilly to turn creatures it killed into Zombies. After defeating that Necromancer and taking the powerful but dark Scythe, it was blessed and all taint was removed. Now it is used in the cause of righteousness and employed to wreak vengeance.
Sword of Vengeance — Speaking of Vengeance, this sword is perfect for Caleria’s team, as a key enabler of killing and destroying villainy wherever it lurks.
Thousand-Year Elixir — After finding and drinking this elixir more than fifteen hundred years ago, Lady Caleria was granted a sort of limited immortality, and that has been passed to the other members of her team. With the power of this Elixir of Youth coursing through their veins, they can summon various abilities, shoot arrows, and more, with greater alacrity as well as stave off normal, non-violent, death.
Heroes' Podium — The stories of Lady Caleria’s Adventuring Party would fill a countless number of tomes. Thus, in order to give it justice, they speak from the Heroes' Podium tales of the legendary leader and her legendary party.
(Note that the Board the Weatherlight is here until I get a spare Weatherlight from Dominaria.)
Future Quests to Go On
Lady Caleria has lined up four quests for future completion, and these adventures should help continue to struggle against villainy and rottenness.
Quest for the Holy Relic — One of the next quests that Lady Caleria has ready is the Quest for the Holy Relic. At the end, if successful, they will secure a historic item of power for the party. Lady Caleria doesn’t fail. You can count on her success.
Quest for Renewal — This is another Quest that Caleria has lined up. The goal of this quest is to search and explore, slaying monsters on the route, with the ultimate goal of getting to a place where they are out of the line of sight and can re-center their party’s quest and mission to destroy villainy. The goal is to return refreshed and more powerful than ever.
Temple of the False God — Lady Caleria has heard of an ancient Temple that was long lost and to a false god. She wants to head to it, cleanse it, and then rededicate it to Nylea. Then, once she has done so, Nylea will reward her with a land that will make twice as much magical power as normal.
Other Landsof Value
Adventurers' Guildhouse — In between battles and quests, where does an adventuring part go? Here! They spend time here relaxing, and planning their next adventure too.
Arctic Flats; Canopy Vista; Elfhame Palace, Gavony Township, Krosan Verge; Graypelt Refuge; Path of Ancestry; Selesnya Sanctuary; Stirring Wildwood; Sunpetal Grove; Temple Garden; Temple of Plenty; Terramorphic Expanse — Their party has been to many places across many planes to scour out evil or to quest for hidden treasure and more. They have explored all climates, both above and underground.
Command Tower — Lady Caleria’s Command Tower is used as her base of operations, as well as storage depot for the various things they have found and uncovered. It is well-guarded and hard to assault, even when they are away adventuring.
Eiganjo Castle — This famous castle is the home of Masako, and it is a useful place to use for explorations and healing as a center of focused energy and civilization.
Inventors' Fair — After arriving at the Inventors' Fair in Kaladesh to recruit Oviya Pashiri to the Adventuring Party, Lady Caleria also added the learning from this area to improve their ability to craft and create weapons and armor for the slaying of evil.
Kor Haven — The Kor have many havens throughout the cosmos. Their ally Nahiri showed them one such location on the plane of Zendikar, which they use to flee to when chased, in order to regather and regroup. Monsters chasing them always seem to miss heroes hiding in the Kor Haven, and it serves as a useful fallback point.
Maze of Ith — After exploring the infamous Maze of Ith, Ith showed the party that it was a mental challenge designed to hone the people who went through. If you made it out, then you understood more about yourself. There was a symbolic victory here. That victory also helps one to send their enemy through a symbolic maze that will slow them down accordingly, and thus can be used to trap people mystically while they walk the “Maze” themselves.
Okina, Temple to the Grandfathers — This powerful Temple was being invaded by kami that had gone mad on the plane of Kamigawa. Lady Caleria and her party arrived and secured it, and now the place is just one of many that has joined her cause.
And those are just some of the places that Lady Caleria has explored or conquered, with the aid of her Adventuring Party!
That concludes the current saga of Lady Caleria and her party. They are about to embark on four more adventures, and then more will certainly be on their way. Where next? Where is the next place that needs the smiting arrow of justice?
Make way, villainy! Hero, coming through!
Here is the decklist in its normal glory, in case you wanted to click Buy it Now or check out normally:
Lady Caleria?s Adventuring Party ? Commander | Abe Sargent
- Commander (1)
- 1 Lady Caleria
- Creatures (35)
- 1 Anthousa, Setessan Hero
- 1 Asmira, Holy Avenger
- 1 Azusa, Lost but Seeking
- 1 Birds of Paradise
- 1 Brigid, Hero of Kinsbaile
- 1 Captain Sisay
- 1 Commander Eesha
- 1 Danitha Capashen, Paragon
- 1 Eternal Witness
- 1 Glissa Sunseeker
- 1 Hua Tuo, Honored Physician
- 1 Intrepid Hero
- 1 Kemba, Kha Regent
- 1 Loyal Retainers
- 1 Masako the Humorless
- 1 Mentor of the Meek
- 1 Mirri, Weatherlight Duelist
- 1 Mother of Runes
- 1 Nazahn, Revered Bladesmith
- 1 Nylea, God of the Hunt
- 1 Oriss, Samite Guardian
- 1 Oviya Pashiri, Sage Lifecrafter
- 1 Recruiter of the Guard
- 1 Saffi Eriksdotter
- 1 Selvala, Explorer Returned
- 1 Shalai, Voice of Plenty
- 1 Shanna, Sisay's Legacy
- 1 Sidar Kondo of Jamuraa
- 1 Stoneforge Mystic
- 1 Sylvan Caryatid
- 1 Teshar, Ancestor's Apostle
- 1 Thalia, Heretic Cathar
- 1 Thalia's Lancers
- 1 Yeva, Nature's Herald
- 1 Yisan, the Wanderer Bard
- Planeswalkers (4)
- 1 Elspeth, Sun's Champion
- 1 Huatli, Radiant Champion
- 1 Nahiri, the Lithomancer
- 1 Nissa, Vital Force
- Instants (1)
- 1 Swords to Plowshares
- Enchantments (4)
- 1 Collective Blessing
- 1 Marshal's Anthem
- 1 Quest for Renewal
- 1 Quest for the Holy Relic
- Artifacts (15)
- 1 Akroma's Memorial
- 1 Argentum Armor
- 1 Basilisk Collar
- 1 Bow of Nylea
- 1 Godsend
- 1 Heartseeker
- 1 Heroes' Podium
- 1 Lightning Greaves
- 1 Loxodon Warhammer
- 1 Scythe of the Wretched
- 1 Skyship Weatherlight
- 1 Sol Ring
- 1 Swiftfoot Boots
- 1 Sword of Vengeance
- 1 Thousand-Year Elixir
- Lands (36)
- 6 Forest
- 6 Plains
- 1 Adventurers' Guildhouse
- 1 Arctic Flats
- 1 Ash Barrens
- 1 Canopy Vista
- 1 Command Tower
- 1 Eiganjo Castle
- 1 Elfhame Palace
- 1 Evolving Wilds
- 1 Gavony Township
- 1 Graypelt Refuge
- 1 Inventors' Fair
- 1 Kor Haven
- 1 Krosan Verge
- 1 Maze of Ith
- 1 Okina, Temple to the Grandfathers
- 1 Path of Ancestry
- 1 Selesnya Sanctuary ">Selesnya Sanctuary
- 1 Stirring Wildwood
- 1 Sunpetal Grove
- 1 Temple Garden
- 1 Temple of Plenty
- 1 Temple of the False God
- 1 Terramorphic Expanse
- 1 Thespian's Stage
Selesnya Sanctuary |1 Stirring Wildwood |1 Sunpetal Grove |1 Temple Garden |1 Temple of Plenty |1 Temple of the False God |1 Terramorphic Expanse |1 Thespian's Stage ">