Blast Zone enters the battlefield with a charge counter on it.
: Gain .
, : Put X charge counters on Blast Zone.
, , Sacrifice Blast Zone: Destroy each nonland permanent with converted mana cost equal to the number of charge counters on Blast Zone.
|Have (2)||winterwind10 , GoblinElectromancer|
Printings View all
|War of the Spark (WAR)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Blast Zone Discussion
15 hours ago
Here's some cards you may want to add to the mana base: Temple of the False God 'cause extra mana. Forge of Heroes + Opal Palace for the easy +1/+1 counter on Pir/Toothy. Novijen, Heart of Progress to give any creatures a +1/+1 counter on entry. Bonders' Enclave + Karn's Bastion for card draw & proliferate on demand. Nesting Grounds to shift any of your counters around. Castle Garenbrig + Castle Vantress for extra mana to activate abilities and some scry on demand. Mosswort Bridge's Hideaway is very easily fulfilled by Toothy. Blast Zone should help if you find a horde of tokens blocking the way. Misty Rainforest if you want a fetch land. Fabled Passage + Terramorphic Expanse to increase the basic fetching.
Additionally, since it seems you are mainly aiming to put lots of counters everywhere, here's some cards that may be useful towards that end (in no particular order): Crystalline Giant + Nesting Grounds + Vivien, Monsters' Advocate lets you start moving various keyword counters around your creatures. Hornbash Mentor + Wingspan Mentor give other creatures a flying or trample counter respectively, then start handing out +1/+1 counters to any creatures with those keywords. Avian Oddity + Titanoth Rex give the same keyword counters as the above pair when cycled. Skatewing Spy + Trollbred Guardian give everyone that has +1/+1 counters flying and trample respectively. Additionally, Longshot Squad gives reach to creatures with +1/+1 counters, Herald of Secret Streams gives unblockable, and Crowned Ceratok + Pridemalkin + Tuskguard Captain give trample as well. Ominous Seas pumps out tokens twice as fast with Pir around. Primal Empathy either gives you card draw or an extra +1/+1 counter. Contagion Clasp + Contagion Engine for additional proliferate on demand. Sword of Truth and Justice also works when you really start pounding people. Primal Vigor is a second Doubling Season, but beware that it affects all players. Song of Freyalise is a time bomb finisher that also activates any of your passive buffs for creatures that have +1/+1 counters. Branching Evolution doubles any +1/+1 counters you generate. Inspiring Call makes all your creatures with +1/+1 counters indestructible, as well as drawing you a card for each one. Give / Take lets you draw at least three cards (four with Pir on board) if you need to dig for something quickly. Vivien of the Arkbow + Vivien, Arkbow Ranger + Vivien, Nature's Avenger are all great support Planeswalkers. The two arkbow Viviens have removal with their minus ability (note that Arkbow Ranger can hit planeswalkers!), and the avenger grabs the top creature in your deck with her minus. Nissa, Voice of Zendikar isn't as great at putting counters on your creatures as the Viviens, but the tokens should prove useful blockers, and her minus puts counters on everyone instead of just one creature. Additionally, since you'll probably be drawing lots of cards, Jace, Arcane Strategist will also be handing out counters with his passive. Kalonian Hydra doubles everyone's +1/+1 counters every time it attacks. Also, Rite of Passage is great if you find your creatures constantly taking nonlethal damage, as it gives them an extra counter for surviving.
Hope this helps finish your deck! :)
4 days ago
As BellicoseBunny mentioned, Promise of Bunrei as well as Hallowed Spiritkeeper works great in the deck. If you want to go down an aristocrats route then Ashnod's Altar and Altar of Dementia with some Blood Artist effects can pull the game away. For lands Karn's Bastion and Blast Zone have been great for me. Seems like there's not tons of card draw so Midnight Reaper to go with the Haruspex could net you some more cards and Yawgmoth, Thran Physician can double up as card draw and removal as well Necropotence is well worth it especially with the amount of lifegain you have. Hope this helps!
5 days ago
Hey man took a look at the list vs. Shrine of Uro and I'd say the biggest threats are the hand hate cards, it can slow down the plan a bit but other than that there isnt much here that worries me. Shrines can be vulnerable to heavy and fast aggro but not much else from what I've played so far.
You dont have any creatures to threaten my life total with if I get a Sanctum of Stone Fangs to stick. You might say Banishing Light or Doom Foretold are your answers but Elspeth Conquers Death, my own Banishing Lights, Ruinous Ultimatum or Ugin, the Spirit Dragon deal with them very well.
Have you thought about going Mardu... () yourself? It opens up a lot of possibilities for damage in red but more importantly Ruinous Ultimatum which can cripple decks, shrines included.
Blast Zone could be another consideration for you as it is removal with a good amount of flexibility.
It's an ambitious deck in my opinion, creatureless ones always are, good luck and have fun with it.
5 days ago
+1 for a rarely seen commander :) one thought I had: Would be nice if you could put all those lands into play that you draw, so maybe Burgeoning and/or Exploration would be nice fits. Land-based removal comes also with Blast Zone, this helps to remove nasty tokens. Green Sun's Zenith helps to find key pieces. Last but not least, Concordant Crossroads can really suprise by granting haste to everybody, which also supports your group hug theme ;)
1 week ago
Looks really sweet! I like that Umori, the Collector gives you a good blocker to protect your walkers as well.
I can see you haven't really played with the mana base yet. I think I would spend some time and look closely at the lands, there's a lot one can do there. First of all there are plenty of spell-like effects that are good to have when you're restricted to only planeswalkers (stuff like Blast Zone, Khalni Garden, Ifnir Deadlands etc) and second they synergise really nicely with Windgrace. I think since you'll want to hit all your land drops and don't have much ramp you could probably up the land count a lot. It's hard to get flooded with Windgrace, so you can comfortably run well over 40 I reckon.
3 weeks ago
I was driven to comment because I am in love with this idea, Song/Bobo/Rielle looks like tons of fun. I am writing this mostly to lay down my thoughts about how I would make my own version, and if you disagree with any of my points of course ignore me and play whatever cards you want.
As an experienced Yorion player I have some suggestions for tweaks, beginning with the inconsistency of 80 card decks and how to make them reliable. 32 lands is not enough, especially with the land synergies you have here. There are a few cards that, while powerful, don't necessarily line up with the strategy. Sad to say, Field of the Dead is banned in pioneer, so I'll start with those ideas.
-1 Field of the Dead, -2 Questing Beast, - 4 Gallia of the Endless Dance, +2 Breeding Pool, +2 Ketria Triome, +1 Blast Zone, +1 Borborygmos Enraged, +1 Rielle, the Everwise. Gallia is good and has discard synergy, but requires one drop creatures to actually begin triggering in any reasonable amount of time, and our early game is better spent setting up for the silliness later. This puts us at 36 lands, but I think 38 is where we want to be.
Cavalier is powerful and aggressive AF, but not something we want to see all the time. -1 Cavalier of Flame, +1 Sheltered Thicket, -1 Temple of Epiphany, +1 Lotus Field (don't want to miss out on squeezing this amazing land in somewhere). that's 37.
Unfortunately, while he is adorable, Buccaneer is an objectively bad magical card. Luckily, there is another 3 drop 2/4 who loves lands. The switch is synergistic and keeps to curve, -4 Glint-Horn Buccaneer, +4 Courser of Kruphix.
The next point is that Song is its own engine, that its downside is large, and that Rielle terminates the drawback of being without a hand during our opponent's turns. The adventure creatures are also neat in this regard; they dodge the discard. With that in mind, Ox could be cut. If we control Rielle and Song, we want the first thing we discard to be Song's trigger after we've drawn cards with Uro, who will be hogging our graveyard anyway. Benthic gets the boot, we want to play lands from anywhere. -3 Ox of Agonas, -3 Benthic Biomancer, +1 Uro, Titan of Nature's Wrath, +4 Ramunap Excavator, +1 Sheltered Thicket. In my opinion, this is the correct amount of lands.
The new list aggressively loots and ramps for Bobo, as well as Judgment, all while threatening our opponent with a 6/6 that never dies and an annoying 5/1 fearie with with flying, first strike, and trample. If only I could have this in Arena.
3 weeks ago
Hey Fran_RuGu, when you''re in a control heavy meta I'd consider cards like: Stranglehold, Defense Grid, Blast Zone, Homeward Path, Sanctum of Eternity, Artifact Blast, Magus of the Moon, Mogg Salvage, Burnout even cards like Alpine Moon are an option if they're running things like The Tabernacle at Pendrell Vale or pillowfort cards like Glacial Chasm or get them with some poke damage with things like Mutavault. There are alot more cards that can go inside your 99 in control heavy metas.
Your suggestions with Deflecting Swat and Sudden Shock are quite viable. From my experience the card which gets countered the most is Krenko, Mob Boss and in this case the Deflecting Swat is kinda expensive but in a control heavy meta I'd say still viable.
3 weeks ago
+1 for the description alone. I like the very low Avg CMC, not often seen in Norin builds. As a fellow Norin player, I have a few suggestions that you might find helpful....
As you noted yourself, red doesn't have much card draw. As such, I would recommend at least some of the following...
Arch of Orazca - Doesn't take up a slot, good late game
Hedron Archive - Ramp and draw, both of what you need
Also a note about confusion in the ranks, be wary that 1) It's not optional and 2) Triggers on itself, giving you an enchantment of your choice in exchange for Confusion in the ranks.
I see you have a focus of additional damage dealers. Some is ok, but going overboard with them, making them too redundant is taking away from slots that can help streamline your deck and make it more functional.
Blast Zone - Get rid of enchantments
Ancient Tomb > Temple of false - Upgrade
I got more ideas for cuts and additions, lmk if you're interested