Detonate

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Detonate

Sorcery

Destroy target artifact with converted mana cost/mana value X. It can't be regenerated. Detonate deals X damage to that artifact's controller.

Skinken on

4 years ago

Really unique modern deck, +1 from me!

I have my concerns about Vexing Devil . It has little to no real synergy with your deck, and giving your opponents choices is generally bad unless you expect them to mess up. People shouldnt mess up devil though, its often a case of "do I have bolt/push". It also turns on all of their creature removal like Lightning Bolt and Fatal Push . I would definetely play the full playset of Rift Bolt and maybe some other burn spells instead, or replace it with more conventional burn creatures. Eidolon of the Great Revel is a beast and super complicated too. Makes the chance of your opponents messing up their choices bigger. The same can be said about Monastery Swiftspear since prowess is awesome

Detonate should be replaced with Smash to Smithereens if thats the type of effect you want. For modern it is almost strictly better in every scenario.

Depending on how controlling you want to be you could consider Skred . You are running all mountains anyway, so it's just a very good removal tool.

byxorna on Jhoira Eldrazi Funhouse

6 years ago

Scour from Existence is way too expensive imho. Better removal like Pongify, Rapid Hybridization, and Chaos Warp exists. I see no answers to jhoira hate; you probably need some sort of a counterspell package to protect Jhoira, because you are so dependent on your commander. Detainment and anything that shuts down activated abilities will freeze Jhoira out, so you probably need to pack in some anti-enchantment/artifact/creature hate as well to counter Arrest, Lavinia of the Tenth, Cursed Totem, etc. Note that UR are entirely devoid of things to deal with enchantments, so you are gonna wanna counter shit before it hits the table.

Spawning Breath seems cuttable. Swerve is interesting, but curious how useful this is compared to straight countermagic. If you want to go this route, look at Fork, Reverberate, and Wild Ricochet.

Suggestions to add: Treasure Cruise Vandalblast Smelt Shattering Spree

Suggestions to cut: Abstruse Interference Adverse Conditions Demolish Detonate Bash to Bits

Fun things to think about: Conjurer's Closet, Archaeomancer and Pull from the Deep for spell recursion

SailorJoeV on

7 years ago

Thanks for your input!

I put Detonate and Shattering Spree in there because I see Ichorclaw Myr and Corpse Cur as a common staple in infect.

The idea behind the deck is to throw up as many low cost blockers as possible for long enough to sack or immobilize all potential attackers. Then it's death by many small cuts.

Izu_Korasu on

7 years ago

not sure why Detonate and Shattering Spree are in the main, those are sideboard cards (and dead draws against infect?)

Blessed Alliance is a more versatile form of Celestial Flare and isnt as taxing on your manabase.

not sure how your creature base helps with infect, most of them are too small to have any impact.

Compulsory Rest, Prison Term, Reverence, Path to Exile, Opal-Eye, Konda's Yojimbo, Archangel of Tithes, Aurelia's Fury,

also aside from using burn/reflect spells, how do you win?

cesario- on That 70s Burn (Please Help)

7 years ago

Hi Sicohippy, of course, I'd love to help out with that.

As far as burn goes, it is very simple, direct, and hard to beat if it's a fast deck. So, some of the biggest threats to burn are enchantments or artifacts that grant the opponent hexproof or otherwise make them undamageable by spells. Some of these biggest threats are Leyline of Sanctity and Witchbane Orb . Also, Chalice of the Void can seriously damage your burn. Also, Dragon's Claw can make an all-red deck sad. To deal with artifacts, I'd suggest adding some artifact removal cards to your sideboard, like Detonate or Smash to Smithereens . Unfortunately, as far as I can find, red does not have a single answer to enchantments. The best way to deal with this is probably by adding a splash of green, but I don't know if that's a problem that your sideboard can solve. Green has a million low-cmc enchantment-destroying artifacts. Also, if you splash green, you can get some great cards like Atarka's Command and Destructive Revelry . Hope that helps!

dreamistt on

7 years ago

I'd remove:

- Acidic Slime - > Reclamation Sage (unless you want to specifically destroy lands)
- Elvish Aberration (late game ramp is better done with things such as Boundless Realms)
- Giant Adephage sucks if you are not in a aggro deck.
- Kazuul, Tyrant of the Cliffs is not all that useful in most cases, specially since the tokens do not flip
- Hua Tuo, Honored Physician meh. (Outclassed by ETB Eternal Witness or Skullwinder)
- Magmatic Force (not only expensive $-wise, but has a very high CMC)
- Deconstruct (even though getting some mana back seems great, restricted removal is bad removal)
- Detonate (same thing, even worse that you have to pay the mana cost of the artifact)
- Lava Axe (same thing, even more restricted)
- Monstrous Growth (???)
- Searing Flesh (this card is so terrible... go to my "other cards" section and pick something else)
- Stream of Life (pure lifegain only delays the inevitable)
- Carbonize (meh. Same thing that I said about Searing Flesh)
- Comet Storm (use Rolling Thunder instead)
- Evolution Charm (it's simply bad in your deck)
- Fog (you would be better off with Druid's Deliverance if you go with some of my suggestions)
- Heat Ray (ugh, fireball limited to just ONE creature? Really?)
- Lava Burst (ugh, fireball limited to just ONE creature? Really?)
- Turn to Dust (repeat after me: "Specific removal is bad removal")
- Cast Through Time (cost intensive, low rewards)
- Mirror Sheen (only copies instant/sorceries targetting you)
- Volition Reins (does not make any sense in here, plus high mana cost)

I'd add:

RAMP/REDUCING COSTS

+ Mizzix of the Izmagnus
+ Galvanoth
+ Jace's Sanctum (plus scry)
+ Everflowing Chalice (gets you 0.5 of your mana investment back, meaning you can go from 6 mana to 9 mana the following turn, 10 if you get your land drop)
+ Izzet Signet / Simic Signet / Gruul Signet (color fixing and ramp)
+ Sol Ring or Worn Powerstone (budget friendly)
+ Curious Homunculus  Flip (if you copy him with Riku, the copy won't be able to flip, but it's still useful)

TUTORING

+ Dizzy Spell (just for the TRANSMUTE. You can fetch Lava Spike with it)
+ Muddle the Mixture (again, TRANSMUTE it into Desperate Ritual... or simply use it as a counter if you need to)
+ Vedalken AEthermage (just for the WIZARDCYCLING. Gets you any wizard you might want)
+ Eerie Procession is a must if you want to pull of your splice into arcane combo.
+ Bring to Light allows you to cast something from the deck for free, which could be interesting as well. (gets you anything from an Izzet Guildmage to a Mizzix of the Izmagnus or a Mnemonic Wall)
+ Signal the Clans (may seem inefficient, but if you copy it with Riku, basically translates into "Pick 4 creature cards and put 2 of them at random in your hand", which is not bad)

UTILITY

+ Mindclaw Shaman
+ Mulldrifter (cast it for the EVOKE cost and copy it with Riku to draw 4 cards for 2U(+ GU) and get a 2/2 flyer)
+ AEthersnipe (again, EVOKE it. With Riku it becomes 1UU(+ GU) for a 4/4 and 2 bounces)
+ Avatar of Fury (easy to cast, copy- able 6/6 creature)
+ Inferno Titan (lightning bolt on a stick)
+ Conjurer's Closet (essential when dealing with lots of ETB creatures)
+ Rude Awakening with Riku allows you to get some extra fuel for your next spell and might even become a win- con if you manage to attack someone with the lands.
+ Talrand, Sky Summoner gives you some creatures for each instant/sorcery casted
+ Docent of Perfection  Flip is almost the same thing, with the added bonus of buffing your wizards on the flip side.
+ Young Pyromancer is a Chandra fanboy... just like you :P
+ Lunar Mystic might be worth considering since it allows you to fill back your hand
+ Trail of Evidence nets you some clues for emergencies
+ Dynavolt Tower is Kaladesh's way of saying "every 2.5 instant/sorceries you should be allowed to cast a lightning bolt"
+ Sphinx-Bone Wand finishes games (ask Cian about it)
+ Honden of Seeing Winds increases your draw.

REMOVAL

+ Pongify and/or Rapid Hybridization and Reality Shift (instead of having to spend X to kill a creature, simply destroy it or exile it)
+ Curse of the Swine (again, removal is of utmost necessity in EDH)
+ Unsummon or Vapor Snag also help with targeted removal
+ Cyclonic Rift can be a little expensive ($- wise), but it's a staple for a reason
+ Vandalblast (overload is OP)
+ Ixidron gets rid of enemy creatures with ease, as they won't be able to be turned back face up.

OTHER CARDS

+ Rise from the Tides might give you a bunch of creatures if used at the right time.
+ Talrand's Invocation gives you 2 2/2 flyers for 4 mana. Yeah, they are vanilla creatures, but sometimes that's all you need.
+ Past in Flames allows you to cast things from the graveyard
+ Burn from Within (you can cast it with X=0 to stop someone's sacrifice-combo or even use it to get rid of some pesky indestructible creature)
+ Ground Assault and Gruul Charm are cheap and useful damage dealers
+ Impact Resonance allows you to get a ride on someone else's damage and redirect some damage.
+ Price of Progress might be interesting. I'd say it should be an easy way to deal 6~10 damage.
+ Chandra's Ignition is also very strong, specially if you manage to double cast it on Riku himself or by casting it on Ixidron after it had just ETB.

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