Brimstone Volley deals 3 damage to target creature, player or planeswalker.
Morbid — Brimstone Volley deals 5 damage to that target instead if a creature died this turn (was put into the graveyard from the battlefield.).
|Want (2)||KingSavage , JazzCrimes|
Printings View all
|Double Masters (2XM)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Brimstone Volley Discussion
3 months ago
For less card gain but more card draw you need more wheel effects, where you discard your hand and draw the same number of cards. For two or three manna you will be able too turn all the cards in your hand into damage without losing advantage due to your commander. You can take out something like Brimstone Volley that doesn't have much damage. I made a budget deck similar to yours yesterday and the card I used as my commander is great for this deck. Arjun, the Shifting Flame You can check out the deck if you want to compare the two and maybe switch out some cards.This Deck Draws Over 20 Cards Every Turn >60$<
2 years ago
Cool looking deck, though your inspiration from Seth's deck basically assumed the best thing to do with the Funnel was donate it via Harmless Offering or maybe at a push some weird Bazaar Trader / Liquimetal Coating deck...
You want to use it's discount so maybe Myr Servitor / Kuldotha Rebirth to give you some extra fuel... Maybe Tragic Slip / Brimstone Volley as targeted removal and Gruesome Discovery could be brutal, since Morbid is easy in this deck, that might be the keyword to look for...
Anyway, that a few random musings from me...
2 years ago
2 years ago
Hi. I'll comment assuming this is not meant to be a standard legal deck.
Me and my friend came back to magic in the first innistrad block as a form of gathering again. We established some rules: each one choses a pre-constructed deck from the innistrad block and we could buy 2-3 booster por month and only use those cards to build our decks and we could only trade with each other. That aside, I choose the WR agressive humans deck and my all-star card was (4 copies, of course) Brimstone Volley.
The deck objective was to aggro early on and put my friend down to 10 life or less. After that it was pretty easy to close the games since I would have 3-4 week creatures and they would have 1-2 bigger ones, allowing me to attack with all and putting them in the spot where they needed to block but knew I would have Brimstone Volley with morbid online! (I actually won a game dealing 13 damage with 3 Volleys. Wasn't 15 because I didn't need the morbid in the last one :P)
If you manage to have tons of humans, then Champion of the Parish is your men. Boros Elite, Wojek Halberdiers, Ash Zealot, Thalia's Lieutenant, Stormblood Berserker, Glory-Bound Initiate, Unruly Mob, Lightning Mauler, Silverblade Paladin, Nearheath Pilgrim.
Legion Loyalist, Goblin Guide, Thalia, Guardian of Thraben and Thalia, Heretic Cathar (yeah, I know what you said about budget, but I'm just listing), Bomat Courier, Skyknight Legionnaire is nice (and actually remembers me about the new dude from Ixalan Sky Terror). I love Hellrider, especially if you can get wide. Maybe build around Oketra's Monument? Charging Monstrosaur could be the top end of the deck's curve. In my deck back in the day, Zealous Conscripts was the top end. Speaking of 5-drops and top end of curve Glorybringer, Urabrask the Hidden, Thundermaw Hellkite and Stormbreath Dragon.
You need to change your mana base cause there are too many taplands. Some Sacred Foundry would be nice, there is Kaladesh's Inspiring Vantage. Otherwise I would say to use a few taplands, like 2-3 and get some Evolving Wilds. If the land is going to be tapped, at least Evolving Wilds will thin your deck so you have more chance to draw spells rather than lands.
3 years ago
I would probably go down a Brimstone Volley for a land because 19 is a little low for a deck with 3-4 CMC cards, but that's probably just me. I usually run 20-21 lands for an average 2 CMC deck.
3 years ago
I play Zurgo a lot in 20 life, and I know that the format is very different, but in general we want to be doing the same things. In 20 life you can very reliably go for a heavy burn plan and have it work out well. This strategy is in my opinion very sub-optimal at 30 life. I think you basically want to be as heavy on the beatdown plan as possible. 30-life zurgo was basically a meta-gaming deck, if you see a lot of control decks, this is were you want to be, Green meta-game = not so much. From what I understand of the format for 1v1 commander online, it is heavily slanted to control(vial smasher etc), and somewhat combo (baral). This means that Zurgo is in a good spot, however if the Nissa/Azusa decks get very popular, or more hate bear style decks come up Zurgo will get much worse.
Here are my suggestions for your deck, cut the following:
- Bomat Courier
- Chandra, Fire of Kaladesh
- Countryside Crusher
- Grenzo Havoc Raiser
- Hazorent the Fervent
- Jaya Ballard Task Mage
- Legion Loyalist
- Sin Proder
- Dangerous Wager
- Faithless Looting
- Kari-Zev's Expertise
- Lava Spike
- Molten Rain
- Wheel of Fortune
Some of these are too slow(Wheel of Fortune, Skullclamp), some of there just aren't efficient enough for 30 life(Lava Spike), and some are just outright bad (Bomat Courier, Sin Proder etc.).
What you want to look for in your cards is the following; repeatable sources damage (mostly in the form of creatures though artifacts and enchantments are great sources as well) or the ability for your instants/sorceruies to kill creatures as well as deal damage to players.
Here is what I would add to the deck:
- Lightning Mauler
- Mardu Scout
- Mudbrawler Cohort
- Speedway Fanatic
- Valley Dasher
- War-Name Aspirant
- Thriving Grubs
- Hellspark Elemental
- Eidolon of the Great Revel
The deck's best hands are turn one zurgo, turn two 2-cmc creature (preferable hasty) so I've tried to maximize the number of 2-cmc creature to ensure this happens as often as possible. If you end up wanting more 2-cmc creatures I suggest looking towards Ember Hauler or Goblin Bushwhacker
Next lets add a little beef to your threats:
Hero is essentially, Hellrider # 2 so it is great. Heelcutter is great at allowing you to spend you mana every turn, and also Superb against single blockers. Koth is just an outstanding card that allows you to diversify your threats in the face of wraths and can win games single handedly.
Instants and sorceries you should add:
These are efficent and you are already playing effective copies of 3 of the cards. If you find yourself running into more blockers, or the meta game is more green, I would look to the following cards: Flametongue Kavu, Chandra, Torch of Defiance, Flame Slash, Mizzium Mortars, Roast. These are great at clearing paths for your creatures to get through uncontested.
Personally I am not a fan of either Chandra, Pyromaster or Outpost Siege as they feel tough to maneuver around counterspells and are very slow against combo. As a result I would cut them and play Flame Slash and Forked Bolt (which feels great against many of the x/1 of the format).
In terms of your mana base, if you are playing grim Lavamancer, you should be to play all the red fetches. Encroaching wastes should be wasteland (I'm sure budget is a big concern here but even still I would just cut it), Rishadan Port is another great land you aren't playing. Mutavault is excellent to help with flooding. Hellion Cruicible seems a little underwhelming, and honestly most of the creatures in the deck have hast so Hanweir Battlements seems like a pipe dream to try to meld, however I think it is mostly a free roll if you are dead set on playing it. Barbarian ring is another card you could be playing, and so is teetering peaks. I also tend to play 37 lands as it is roughly equivalent to 22 lands in 60 card decks, and you are trying to cast 4 drops in this deck but 36 should theoretically work.
Best of luck!
3 years ago
We even have 5 damage burn spells for 3 or less. That's Tribal Flames, Browbeat, Shrapnel Blast, and Brimstone Volley. There's even Fated Conflagration, Thunderous Wrath, and Beacon of Destruction that are higher up in the chain.
I think 6 damage for 3 CMC is probably the baseline you'd need for a burn spell to be worth cutting a 2 CMC burn spell for. It has to not be complete shit or have other other modes/benefits.
I doubt WotC would ever print such a card, to be honest. It'd be a nightmare for Standard. Play any 1-drop on turn 1 that can potentially deal damage, any 2-drop on 2, attack, then go "Oops? I guess I won when I drew 3 copies of a ridiculous burn spell and just shoot you 3 times in the face, for a total of 18?"
You just have to connect twice with the 1-drop or once with the 2-drop and your opponent is staring down lethal if they tap out after turn 2. It's worse if the 1-drop and 2-drop are burn spells and not creatures.
3 years ago
HurricaneZachI could take out 4 Goblin Electromancer and 3 Brimstone Volley to add 4 Delver of Secrets Flip, 1 Mutagenic Growth, and 2 Gitaxian Probe... having 14 1 drops makes me feel that the goblin is not needd