Brimstone Volley deals 3 damage to target creature or player.
Morbid--Brimstone Volley deals 5 damage to target creature or player instead if a creature died this turn.
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Brimstone Volley Discussion
2 weeks 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.
1 month 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
1 month ago
So, with Goblin Electromancer, Apostle's Blessing becomes a "Pay 2 life, probably win the game" kind of draw. You won't need Exclude if you plan to just evade opposing creatures so I would go -2xExclude, -2xFlurry of Horns (which is the weakest spell in the deck IMHO) for a +4xApostle's Blessing. I would also probably swap the Brimstone Volleys for a 1 mana pump spell or Mutagenic Growth (which is pay 2 life for an additional 5 damage in this archetype).
1 month ago
Hey, I saw your comment on my page. Sorry it's taken so long for me to get back to you on that!
I also agree with a lot of what Austin_Smith_of_Cards said. I also have a few comments on specific card choices. But overall, I think that a philosophy lesson may help you become a better deckbuilder :)
2) Every card with CMC greater than 5 must almost-singlehandedly win the game (outside of HEAVY mana ramp, and mono-green decks). If the card isn't impactful enough to warrant its high mana cost, it will clog up your hand and damage your board development. The one major exception is in reanimator decks.
3) Find a median level of reliance on your commander. It is your most reliable card, because you have it every single game (even more so after the tuck rule was amended). But if you rely too heavily on it, it's easy for your opponent to cripple you with a Counterspell or Song of the Dryads.
4) Combo pieces are only playable if 1) The combo immediately wins the game upon resolution, 2) You play a significant number of tutors, and/or 3) Each individual combo piece synergizes well with the rest of the deck. I see people fall into this trap a lot: they load their deck full of combo pieces, then fail to draw the remainder of their combo.
And 5) Before you start building, have a strong idea of what you want the deck to do (though of course the deck will evolve). Decide where you want the deck to go, and the cards will come naturally. Do you want to win with creatures, or with combos, or with your commander specifically? Do you want to have it be fast and vicious, or slow and grindy? To find cards, EDHRec is good (in moderation), TappedOut lists are solid, and Gatherer is your best friend :)
Now, on to specific suggestions!
1) I would not cut Lightning Bolt. It's one of the most under-appreciated cards in EDH (but it's an extremely efficient kill-spell 99% of the time).
2) I'd either cut Sanguine Bond or add many more tutors - see Point 4 above.
4) You really, really, really do need more ramp (particularly ramp that can give you black mana). You don't have a Sol Ring in here...fix that ;)
5) If your mana base can support it, there's no better black "draw" than Necropotence. The card is bonkers.
7) I might be able to help more if you tell me about your meta :)
Overall, a very very good first EDH deck! :) You get my +1, definitely!
1 month ago
Hellrider isn't a goblin, so I suggest removing him to avoid wasting tribal bonuses.
Here's my goblin deck, check it out:
1 month ago
Looks like a classic RDW mono-red setup. The big secret to budget deckbuilding is sideboarding aggressively. Just accept some matchups as lost and double down on hating out the most popular decks- Smash to Smithereens, Forked Bolt, Electrickery, Dragon's Claw, Tormod's Crypt are all good. Your creature selection is good, and spell selection is great, but the synergy neccesary to make both work is a little off, losing a turn to shrine then waiting 5 spells for a payoff isn't great when you want to win asap- with creatures on the field, the morbid trigger from Brimstone Volley will outdamage both shrine and staggershock, and Flame Javelin, Flames of the Blood Hand or Browbeat are other alternatives. Searing Blood is going to have trouble finding targets it can kill that aren't tokens. Magma Jet is really good- the scry stabilizing your draws is incredibly good in a deck that otherwise doesn't have that kind of tool.
Depending on budget, it might be better to go for one of the 8-whack (Goblin Bushwhacker/Reckless Bushwhacker goblin tribal lists) or mono-green stompy, or pseudo 8-rack depending on preferred playstyle- there is a lot of teir 2.5 lists that are playable for ~$50 thanks to the ever rotating standard. So take your time and figure out what you enjoy, then build to that.