Brimstone Volley

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Conspiracy Common
Innistrad Common

Combos Browse all

Brimstone Volley

Instant

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

MrCharizard000 on SacN'Blast

1 day 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.

AmbientCrepes on 1v1 Zurgo Bellstriker

1 month 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
  • Thermo-Alchemist
  • Dangerous Wager
  • Skullclamp
  • 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:

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!

sylvannos on How much damage would a ...

2 months 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.

ChrisClement on Kiln Fiend

3 months 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

HurricaneZach on Kiln Fiend

3 months 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).

Daedalus19876 on Proliferating Vampires (EDH)

3 months 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 :)

1) Every card must actively justify its existence. Its cool is fine and proper, but doing this too often will weaken your deck. You should be able to write a paragraph about the inclusion of every card in the deck. It's a good exercise in both writing and deckbuilding :)

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.

3) Chandra, the Firebrand and Retreat to Hagra seem a bit odd here. Why are they included?

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.

6) Red Sun's Zenith and Brimstone Volley seem a tiny underwhelming here. Burn is...rare in EDH.

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!

javiergodas on Boom goes the goblin!

3 months ago

If you want to improve this, x4 Lightning Bolt is a must. I'ld switch that for Brimstone Volley.

I also suggest that instead of copying spells with Reverberate, you get x4 Goblin Grenade and deal the 10 damage directly instead of hoping you'll get to copy what you need.

Goblin Bushwhacker and Reckless Bushwhacker are goblins that can kill on the spot.

Tarfire or Rift Bolt can be great replacements for Galvanic Blast and Pillar of Flame.

Hellrider isn't a goblin, so I suggest removing him to avoid wasting tribal bonuses.

Here's my goblin deck, check it out:

Fanatic Goblins

lagotripha on Monored budget burn, no side

3 months 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.

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