Darkblast

Legality

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

Printings View all

Set Rarity
Guilds of Ravnica: Guild Kit (GK1) Uncommon
Ravnica: City of Guilds (RAV) Uncommon

Combos Browse all

Related Questions

Darkblast

Instant

Target creature gets -1/-1 until end of turn.

Dredge 3 (If you would draw a card, instead you may put exactly three cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.)

Darkblast Discussion

TitaniumChopstick on Replacing Looting in Mardu Pyro

3 weeks ago

Maybe some sort of Dredge package along with Dreadhorde Arcanist? Not really card selection like Looting would be, but more of a focus on just filling up the bin with cards. Maybe something like Darkblast could work for a free Pyro Elemental every turn, in addition to extra fuel for Arcanist. Maybe Liliana, the Last Hope to help Darkblast kill bigger things as well as get back creatures from the bin?

Dekkee on Gitrog Dredge Combo [Primer]

4 weeks ago

@the_ouroboros:

The same as main combo, just replace frog with Bone Miser and salvage with Darkblast / Life from the Loam

Dekkee on Gitrog Dredge Combo [Primer]

4 weeks ago

Bone Miser + Darkblast / Life from the Loam + Sac Outlet is the new win con. Even without frog and salvage.

Xica on Modern hogaak help

4 weeks ago

Creeping Chill is pretty bad if you cannot "mill" it from the top of library. You have 4x Stitcher's Supplier & 1x Darkblast to enable it. In such a deck the cad is somewhere btween bad and terrible.

For comparison dredge runs at least 2 playsets of creatures that allow it to mill 4-5 cards from the top each turn.

loricatuslupus on Jund hogaak

1 month ago

Maybe something like this (which I'd love to try out if I could afford it)? You'll note that I've dropped Vengevine entirely, as I don't think getting the trigger is going to happen that often without Gravecrawler around, and added Creeping Chill plus Raven's Crime . I can see this doing some serious work with Wrenn and Six , especially if you can get Dakmor Salvage involved...

2x Assassin's Trophy

3x Blackcleave Cliffs

3x Blood Crypt

4x Bloodghast

2x Bloodstained Mire

2x Blooming Marsh

4x Creeping Chill

1x Dakmor Salvage

1x Darkblast

4x Faithless Looting

2x Field of Ruin

1x Forest

3x Hogaak, Arisen Necropolis

3x Inquisition of Kozilek

4x Lightning Bolt

1x Mountain

2x Overgrown Tomb

3x Raven's Crime

2x Rotting Regisaur

4x Stitcher's Supplier

2x Swamp

3x Verdant Catacombs

1x Wooded Foothills

3x Wrenn and Six

Funkydiscogod on Shared Fate theme deck

2 months ago

I have a slightly different take on the Shared Fate archetype. The traditional method of making the deck is to not have any win conditions, and win by stealing your opponents' things. The problem is that this leaves you open to all the opponents' mischief. And any removal spell that you can use to slow them down will be used against you when you cast a threat from their library. This almost guarantees the opponent will always have a superior board position: anything you have that is good against their board before Shared Fate will be good against you after.

So, what you want are cards that break the symmetry:

  • Suspend: Suspend cards can only be suspended from your hand. An opponent could not suspend Ancestral Vision , and could not cast it for its mana cost, effectively making it a blank card under Shared Fate. Other suspend cards like Ith, High Arcanist or Mindstab , the opponent would have to wait many turns before being able to cast, if it even did them any good.

  • Flashback: These are generally symmetric. Before Shared Fate, you can cast it twice. After Shared Fate, the opponent can cast it, and then you can cast it. Lingering Souls is the best one, because it's cheaper for you to flashback then for them to cast.

  • Aftermath: I'm sure you heard this before, but the opponent can get the first half of the spell, but only you can get the aftermath half. These vary wildly in usefulness, but Never Cut Rags Spring Farm Start are all worth considering, especially because you can still get the first half before Shared Fate is on the battlefield.

  • Eternalize: These cards work differently from your graveyard, allowing you to actually have win conditions. Consider, for example: Proven Combatant . Before Shared Fate, you have a 1-mana 1/1. After Shared Fate, your opponent gets a 1-mana 1/1, but you get a 6-mana 4/4. Bonus points, because it's a zombie and cannot be targeted by Victim of Night , allowing you to have removal spells that can kill the opponent's creatures, but the opponent cannot use to kill your eternalized creatures. Of these, Adorned Pouncer , Sunscourge Champion and Dreamstealer are the pretty good, but Champion of Wits is absolutely nuts: eternalizing it with Shared Fate on the battlefield is "draw 4" with no drawback.

  • Dredge: You can choose which draw replacement effect replaces your draw, allowing you to dredge even from under Shared Fate. This means you can always get your Darkblast . Bonus points if you're using Aftermath and Eternalize cards.

  • Origins Flip Planeswalkers: This cycle of 5 specifically says to return it to the battlefield under its owners' control, so an opponent could never control them in their planeswalker form. I saw you had the blue one in your deck, but only Liliana, Heretical Healer  Flip can be forced to transform against her controller's will (the opponent will still get the 2/2 zombie she makes).

  • Cycling: Cards that cycle must be in your hand, but there are a few important cards to consider: Gempalm Polluter and Krosan Tusker don't have any abilities for casting them normally, only cycling. Faerie Macabre isn't really cycling, but it is important because it is one of the few graveyard hate spells the opponent cannot use from under Shared Fate.

  • Recover: These cards from Coldsnap allow you to keep putting the card back in your hand from your graveyard, if you have the mana to do so. None of the cards its printed on are particularly good, but of these Sun's Bounty , Krovikan Rot and Grim Harvest might be the closest to playable. It's too bad there aren't more good cards in red for Shared Fate, because Rekindled Flame is pretty sweet.

  • Other: Fragmentize can kill a Leyline of the Void but not a Shared Fate . Damping Matrix and Damping Sphere work regardless of who played them. You'll be able to cast Panglacial Wurm when cracking a fetchland you got from the opponent's deck. If you have any targeting spells or abilities that only you can repeatedly use (like Darkblast ), or ways to exile it from your graveyard that only you can use (like Bone Dragon ) then Eternal Scourge can provide a lot of value.

You're probably wondering about how any or all of these ideas fit the theme of Shared Fate, and the answer is simple: unlike the traditional style, where you're trying to beat them with their deck, these ideas center around a Shared Deck; both you and the opponent will be playing your cards, and it doesn't really matter what's in their library. Sure, their cards give you more options, but the idea is that you can win without ever casting anything of theirs.

clayperce on

3 months ago

deaddrift
I've become a fan of 1-2x Flamekin Harbinger recently, as a way to fit additional cards into the sideboard. It can of course find Wispmare or Ingot Chewer as needed if they have hate, but can also find Vengevine if they don't.

Also, I'm running Darkblast in the slots where you have Stinkweed Imp ... I'd appreciate any thoughts you have on pros/cons of Imp vs. other options!

Thanks!

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Darkblast occurrence in decks from the last year

Modern:

All decks: 0.06%

Commander / EDH:

All decks: 0.0%

Golgari: 0.12%