Blast Zone

Blast Zone

Land

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.

Browse Alters

Trade

Have (2) Horizon97 , Oloro_Magic
Want (1) 7utur3

Printings View all

Set Rarity
War of the Spark (WAR) Rare

Combos Browse all

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Standard Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Blast Zone Discussion

Profet93 on Live to Die

4 days ago

Welcome to Magic the Gathering, where magical ..... well, you know Btw. The strategy you are reffering to is known as Aristocrats.

Rings of Brighthearth - Synergizes with your commander. If you are were to add fetchlands (lands which grab other basic lands from the deck) such as Prismatic Vista, Verdant Catacombs and others, you can get 2 lands for each fetchland by using rings. You sacrifice the fetchland putting the ability on the stack, then pay 2 mana and copy the ability with rings.

Urborg, Tomb of Yawgmoth - Makes all of your lands, including itself swamps. The reason for this is mainly to help you ramp with Cabal Coffers

Imp's Mischief - This card does a lot of 2 mana. Lots of spells in MTG target. Removal such as Path to Exile, draw spells like Overflowing Insight, extra turns like Time Warp and even Counterspells target. A cool thing you can do aside from redirecting a spell that has 1 target is the following..... You cast your commander, they cast Counterspell, targetting your commander. You then cast imp's mischief, changing the target of the counterspell to imp's mischief. Imp's mischief resolves. Counterspell tries to resolve and counter imp's mischief but because it is removed from the stack, the counterspell does nothing. Then your commander resolves. Very useful card! Do not overlook it!

I see you already have some decent tutors which is good. Tutors ensure consistency, help you get a combo like Exquisite Blood and Sanguine Bond. They also help you get whatever you need when you need it, it is black's greatest strength in EDH. Now to discuss weaknesses.....

Black has almost no way to get rid of artifacts and enchantments. If an opponent plays Rest in Peace or something similar, you will find yourself in a tough position. As such, having cards such as Blast Zone, Karn Liberated, Ugin, the Spirit Dragon, Ugin, the Ineffable, Meteor Golem, Ratchet Bomb, Lux Cannon and others can be extremely useful.

I don't know what your meta (the group of people you play with) are like and how powerful their decks are, this seems pretty casual. There are lots of cuts and many more cards you can add depending on what you're going for exactly. If you want ideas of other cards to add and/or what to cut, let me know. Mono black EDH is my favorite.

Ashcashcash on Titania EDH

3 weeks ago

Profet93

Thanks for noticing! I should really document my reasons for deck list updates, but I haven't in a long time.

I removed Blast Zone because the card has never done what I wanted. I thought the card would be a great form of recursive removal with Titania at the helm. Instead, Blast Zone is over costed, doesn't remove tokens, and as a colorless source, hinders the early gameplay by restricting my access to colored sources. I replaced it with Desert of the Indomitable as a place holder for now because cycle lands help to dig for better cards, but sucks that it enters tapped. I'll probably replace it with Harmonize or a Forest in the future to be honest.

I removed Natural Affinity because it was more of a gotcha card. It wasn't a bad card. There were several times that it won me the game. Other times, you use it to fuel a Craterhoof Behemoth or have instant speed blockers. I've had my fun with Natural Affinity , but I would rather have more recursion in the deck, and removing it doesn't hurt my deck. That's why I replaced it with Reclaim .

Thank you for your suggestion of Noxious Revival ! I didn't know that it worked on any graveyard. That makes it a lot better than I thought. I'll most likely swap it into the deck when I get a hold of one, which I just did through TCGPlayer after reading your comment!

Profet93 on Norin Ping

4 weeks ago

Jovikila

This list is a decent start but let's look at mono red's weaknesses, card draw and enchantment removal. You have LOTS of cuts to be made, lmk if you want ideas on what to cut or more things to add.

Arch of Orazca - Card draw that only takes a land slot

Commune with Lava - Can be used on end of opponents turns, usually good for 3-5 depending on how much mana you have and your curve.

Endless Atlas - Reuseable, cheap to play, cheap to actives

Hedron Archive - Card draw and ramp

Humble Defector - Draw with politics

Ignite the Future - Very good "draw" as it can be flashbacked

Light Up the Stage - Similar to above

Mind's Eye - Re-useable, fun with wheels

Skullclamp - Cheap easy card draw, fun with myrs

Solemn Simulacrum - Card draw and ramp

Tome of Legends - Your most powerful draw engine in the entire deck

Lastly, with all your enchantments you might want to consider Crystal Chimes

Profet93 on Ghet Aristocracy

4 weeks ago

Murderous Rider > Hero downfall

Imp's Mischief - Counters counterspells, redirects removal, redirect some extra turn spells and some draw. Very powerful! > Exlir of immortality

Demonic Tutor or any cheaper variant you desire

You have no artifact or enchantment removal, consider the following....

Nevinyrral's Disk , Oblivion Stone , Blast Zone , Ratchet Bomb , Lux Cannon , Karn Liberated , Ugin, the Spirit Dragon Meteor Golem and Ugin, the Ineffable to deal with RIP and other problematic artifacts/enchantments

Profet93 on Whispers of the Dead

4 weeks ago

Cabal Coffers - ramp , cut temple of false

Deserted Temple - untap coffers , cut bog. If GY shenanigans are prevalent in your meta, then keep it. I would still try to add temple over it because there are other GY hate cards

Imp's Mischief - redirect removal, counter counterspells, redirect some extra turns. All for 2 mana that no1 sees coming. Cut bad moon as it is win more

No Reliquary Tower or Necropotence ???

Your biggest issue at the moment is dealing with artifacts and enchantments. You should add some of the following....

Ugin, the Spirit Dragon

Karn Liberated

Ugin, the Ineffable

Ratchet Bomb

Blast Zone

Meteor Golem

Lux Cannon

Nevinyrral's Disk

Oblivion Stone

If you want more ideas or ideas for cuts lmk

Profet93 on Torbran, Thane of Incremental Damage

1 month ago

How do you deal with artifacts and enchantments?

  1. Nevinyrral's Disk
  2. Blast Zone
  3. Ratchet Bomb

I see you run chaos warp but redundancy is very nice. There are a couple other options but they are not budget. Unstable obelisk in your maybeboard is nice.

Mind Stone - T3 Commander, draw and ramp in one. I noticed you didnt care for Hedron Archive or Arch land, but at least consider this.

Profet93 on Torbran Turboslug

1 month ago

WexAndywn

Arch of Orazca - Re-useable late game card draw

Commune with Lava - See above

Endless Atlas - Repeatable card draw, comes down early.

Hedron Archive - Ramp and card draw in one

Humble Defector - Card draw and politics

Ignite the Future - Card draw that can be re-used

Light Up the Stage - Similar to above

Mind's Eye - Repeatable card draw

Solemn Simulacrum - Ramp and card draw in one

Outpost Siege - Draw

Stranglehold - Stops tutors, land fetching, fetch lands

Chandra, Torch of Defiance - Ramp, removal, draw and wincon all in 1

How are you getting rid of enchantments? Nevinyrral's Disk , Oblivion Stone , Blast Zone , Lux Cannon , Ratchet Bomb and Meteor Golem all help you in that regard

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