Premium−70%Kaamelott — 100-Card Commander Deck
SKU DECK-KML-100
Arthur Pendragon, Roi de Bretagne leads an Esper (white/blue/black) Commander deck with an alternate win that needs twelve different knights to advance the Grail Quest once each, and a Round Table whose meetings do nothing below quorum.
Kaamelott — La Quête du Graal
Commanded by Arthur Pendragon, Roi de Bretagne, this Esper (white/blue/black) 100-Card Commander Deck is an office comedy in chain mail, written in French because the lines are the point. A competent king back from Rome with a plan has inherited an assembly of landowners who cannot read a map, hold a meeting or go on a quest without coming home the next day: Perceval, Karadoc, Léodagan, Bohort, Lancelot, Merlin and the Dame du Lac nobody else can see. The Grail Quest is the great project of the reign. It does not move.
- La Quête du Graal: tap a knight — if no card with that name has advanced the Quest this game, put a quest counter on the Quest artifact. Twelve counters and you win. The lock is the name, not the permanent: blinking a knight does not reset him, bringing him back does not either, and every Chevalier de Kaamelott token shares one name, so an army of them is worth exactly one counter. The win is achievable on paper; it needs twelve different people willing to go.
- La Table Ronde: Réunion abilities cost {1} less for each untapped Knight with a different name you control — and with fewer than three, the meeting is adjourned and nothing happens. The cost is paid, the creature is tapped, the ability resolves to nothing. The only mechanic you can activate correctly for no result, which is exactly the subject.
- Two combos: La séance ne sera jamais levée — La Table Ronde, Le Règlement Intérieur and Le Maître d'Armes draw your deck in one meeting that decides nothing. Douze chevaliers différents — Angharad and Le Siège Périlleux send knights back under other names until the Quest is done.
Why Esper
White is protocol: precedence, quorum, the minutes, a kingdom run by people who confuse procedure with result. Blue is the plans that never work — a court enchanter who has not managed one spell in three years. Black is what it costs: a Lancelot who does not slam the door but asks for leave. Nineteen cards print or grant the Quest ability; six hold a Réunion.
A complete 100-card Commander deck plus 4 tokens, tuned for Bracket 4, available as a digital print-yourself edition or a printed physical deck, and offered in 10 languages.
Fan-made proxy — not intended for official tournaments
Kaamelott — 100-Card Commander Deck
Arthur Pendragon, Roi de Bretagne leads an Esper (white/blue/black) Commander deck with an alternate win that needs twelve different knights to advance the Grail Quest once each, and a Round Table whose meetings do nothing below quorum.
Quantity
Kaamelott — La Quête du Graal
Commanded by Arthur Pendragon, Roi de Bretagne, this Esper (white/blue/black) 100-Card Commander Deck is an office comedy in chain mail, written in French because the lines are the point. A competent king back from Rome with a plan has inherited an assembly of landowners who cannot read a map, hold a meeting or go on a quest without coming home the next day: Perceval, Karadoc, Léodagan, Bohort, Lancelot, Merlin and the Dame du Lac nobody else can see. The Grail Quest is the great project of the reign. It does not move.
- La Quête du Graal: tap a knight — if no card with that name has advanced the Quest this game, put a quest counter on the Quest artifact. Twelve counters and you win. The lock is the name, not the permanent: blinking a knight does not reset him, bringing him back does not either, and every Chevalier de Kaamelott token shares one name, so an army of them is worth exactly one counter. The win is achievable on paper; it needs twelve different people willing to go.
- La Table Ronde: Réunion abilities cost {1} less for each untapped Knight with a different name you control — and with fewer than three, the meeting is adjourned and nothing happens. The cost is paid, the creature is tapped, the ability resolves to nothing. The only mechanic you can activate correctly for no result, which is exactly the subject.
- Two combos: La séance ne sera jamais levée — La Table Ronde, Le Règlement Intérieur and Le Maître d'Armes draw your deck in one meeting that decides nothing. Douze chevaliers différents — Angharad and Le Siège Périlleux send knights back under other names until the Quest is done.
Why Esper
White is protocol: precedence, quorum, the minutes, a kingdom run by people who confuse procedure with result. Blue is the plans that never work — a court enchanter who has not managed one spell in three years. Black is what it costs: a Lancelot who does not slam the door but asks for leave. Nineteen cards print or grant the Quest ability; six hold a Réunion.
A complete 100-card Commander deck plus 4 tokens, tuned for Bracket 4, available as a digital print-yourself edition or a printed physical deck, and offered in 10 languages.
Fan-made proxy — not intended for official tournaments
All 82 Cards in the Kaamelott Deck
Every card is also available individually as a single Magic proxy.
- Arthur Pendragon, Roi de Bretagne
- Perceval, le Gallois
- Karadoc de Vannes
- Léodagan de Carmélide
- Bohort de Gaunes
- Le Père Blaise
- Merlin, Enchanteur de Kaamelott
- Guenièvre, Reine de Bretagne
- Lancelot du Lac
- Dame Séli de Carmélide
- La Dame du Lac
- Élias de Kelliwic'h
- Méléagant
- Le Maître d'Armes
- Yvain, Fils de Léodagan
- Gauvain, Chevalier de Kaamelott
- Calogrenant, Chevalier de Kaamelott
- Angharad, Messagère du Lac
- Loth d'Orcanie
- Attila le Hun
- Venec, Homme d'Affaires
- Roparzh et Guethenoc, Voisins
- Goustan le Cruel
- Ygerne de Tintagel
- Sire Grüdü
- Le Répurgateur
- Caius Camillus, Émissaire de Rome
- Le Tavernier de Kaamelott
- Kadoc de Vannes
- Dame Mevanwi
- Demetra, Maîtresse du Roi
- Azénor, Fiancée Insistante
- Le Roi Burgonde
- Le Duc d'Aquitaine
- Le Barde de Kaamelott
- Chevalier de la Table Ronde
- Écuyer de Kaamelott
- Garde de Kaamelott
- Paysan de Carmélide
- Moine Copiste
- Recrue du Maître d'Armes
- La Quête du Graal
- Excalibur
- La Table Ronde
- Le Sceau Royal
- Le Cachet de Kaamelott
- Le Sceau de la Carmélide
- Le Registre du Père Blaise
- Le Chaudron de Karadoc
- Le Coffre de Venec
- Le Heaume de Bohort
- Le Règlement Intérieur
- La Trahison de Lancelot
- Le Siège Périlleux
- La Bretagne Unie
- Le Protocole de Kaamelott
- L'Ordre de Mission
- Démission Collective
- Convocation Générale
- C'est Pas Faux
- Coup d'Épée dans l'Eau
- Exécution Sommaire
- Réunion Extraordinaire
- Le Repas de Karadoc
- La Quête Interrompue
- Kaamelott, Forteresse du Roi
- La Salle de la Table Ronde
- La Taverne de Kaamelott
- La Forge de Kaamelott
- La Carmélide
- Orcanie, Royaume de Loth
- Vannes, Fief de Karadoc
- Rome, Capitale de l'Empire
- Le Lac de la Dame
- Le Chemin du Graal
- Plaine
- Île
- Marais
- Chevalier de Kaamelott
- Repas de Kaamelott
- Trésor
- La Quête et la Table Ronde