Cave-In

Cave-In

Sorcery

You may remove a red card in your hand from the game rather than pay Cave-In's mana cost.

Cave-In deals 2 damage to each creature and each player.

Browse Alters View at Gatherer

Printings View all

Set Rarity
Mercadian Masques (MMQ) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
2019-10-04 Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Cave-In Discussion

Jlje9 on Ral, Storm Conduit/Fury Storm cOBK

10 months ago

As you can see, I also took Cave-In out for Gut Shot .

Although it is true that this deck is oriented to win on turns 3 or 4, it is quite fragile to interaction, and sometimes your opponents can frustrate your tries to combo off in the early game. It is in this situations that cards like Cave-In and Chalice of the Void come in, giving you extra value in addition to being free spells in case you need them (Chalice can sometimes shut off entire decks).

If you find that yourself rarely being in this situation (depended on the meta you are playing in) feel free to switch some of these cards. Swan Song is a perfectly good substitution since it helps to protect the combo as well as turning off opponent's combos

Soulless_Grimm on Ral, Storm Conduit/Fury Storm cOBK

10 months ago

Oh, I didn't see the thing that way... I already played this deck a lot (with one little difference: Swan Song instead of Chalice of the Void (by the way, what's the use of this card in the list?)), and in fact, when I have the opportunity to start a combo with the help of a free spell, I don't even have to worry about its effet... It's just not important since my opponents die before its resolution...

But more importantly, I never had to use a free spell like Fireblast or Cave-In outside of this situation, because I never faced a deck that could potentially kill me before turn 4 with a swarm tactic, for exemple.

Because of this, I would probably take Cave-In out, because the "exile card" is oftenly more problematic than the "sacrifice two mountains" (thanks to the fetchlands, Volcanic Island and Steam Vents ).

What's your opinion about this ?

Jlje9 on Ral, Storm Conduit/Fury Storm cOBK

10 months ago

I think the two best candidates are Cave-In and Fireblast , it depends on the meta of your playgroup (for example, cave in is better in a meta with a lot of token decks or go wide strategies)

Soulless_Grimm on Ral, Storm Conduit/Fury Storm cOBK

10 months ago

I was wondering... isn’t Gut Shot a excellent card, here ? Because I sometimes have problems with free spells like Cave-In because of the « exile card » downside, and Gut shot doesn’t require that.

If you had to add Gut shot, which card would you take out ?

Suns_Champion on Neheb Didn't Start the Fire

2 years ago

Yeah Neheb is the best! Poster child for mono red EDH.

Your deck is for sure faster than mine. Looks like you like to win turns 5, 6, 7... mine is much better equipped to go into the long game, but with a god-hand still able to pop off turn 5. You seem weak to interaction-anyone messing with you-which mono red has a problem with already. But on the other hand, your speed probably takes people by surprise, especially those who underestimate mono red, getting you wins. My meta has stopped underestimating me and Neheb so I've had to make mine more sustainable. Pros and cons to both strategies I suppose :)

Shivan Gorge is honestly lackluster, it's true. I still run it because we sometimes play 8-player games haha! The Throne and Arch are for sure backup plans. They'll keep you going in the late game in the cases where people messed with you early on and you've burnt out. Since they only take up land slot(and you don't run many utility lands anyways), you can toss them in the deck and never worry about them hurting your mana or taking up spell slots.

Sad about poor Grenzo :( I always love him when I can turn 2 him.

Cave-In is cool, hadn't seen it until I saw your list. It's definitely a part of the win faster philosophy, as you can tap out for Neheb and still cast it, and maybe pop off right then and there. Not really suited for my deck, and I'm concerned about the card disadvantage. I'd rather just play a Sizzle. with 3 opponents Sizzle Nets you 6 mana for the cost of one card, whereas Cave-in nets you 6 mana at the cost of 2 cards. The ratio only get worse for Cave-in as you increase the number of opponents. So it's only more powerful than normal damage spells at certain times.

Also, one last shout out to my boy Generator Servant. Definitely give it a try.

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