Devastating Summons

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

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Set Rarity
Rise of the Eldrazi (ROE) Rare

Combos Browse all

Tokens

Devastating Summons

Sorcery

As an additional cost to cast Devastating Summons, sacrifice X lands.

Put two X/X red Elemental creature tokens onto the battlefield.

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Devastating Summons Discussion

Konjiikhan on Gruul Zoo

1 month ago

Devastating Summons is great late game help for this deck. used to play naya zoo /burn alot .

djewell on Power Devour Pounding Hour

1 month ago

Hey!

Solid deck, I like the idea of using devour creatures as a backup for your voltron. Too often I see Voltron decks get shut down because of removal so its good to see some utility backup plans that also require tokens as your commander does.

I could definitely see you putting in some more token generators such as:

Arachnogenesis, Broodhatch Nantuko (remember that although he is a 1/1 that he takes all the damage its assigned as long as the attacking creature doesn't have trample), Hornet Nest is like that, too. Carrion can be used on your devour creatures to switch back to prossh or use to make even bigger devour creatures, since your devour creatures are more than devour 1. also Korozda Guildmage for the same reason. Devastating Summons (Maybe) it would be used mostly for getting that last few damage you need to swing in with commander lethal. Elemental Mastery pairs well with your devour creatures.. just use the elemental tokens to fuel either another devour or your commander. It would be nice to give your commander trample, maybe try Fists of Ironwood? Parallel Lives is an auto include of course. Sylvan Offering works in a pinch as well.

Also Fling needs to go in. You can potentially smash a player with a devour and then fling the creature after combat to another player's face.

happy building!

Hobbez9186 on The Gruul Aid Man

2 months ago

So here's a fun trick from my landfall Commander Deck:

Turn 2 play Scouting Trek, pull 20-30 basic lands and put them on top of your library.

Turn 3 play Countryside Crusher.

Turn 4 all of those lands will drop into your graveyard from the Crusher who is now massive. Hopefully you can play Mina and Denn, Wildborn (who I'd recommend as your commander. Leave some basics in your library just in case nobody kills him because you'll mill yourself out, but a 30+/30+ on turn 4 draws a lot of attention. Let him die, feign disgust, he's done his job. You'll seem like you aren't a threat anymore and you'll have a few turns to make your next move.

Now that your deck is thinned you should be able to get to Omnath, Locus of Rage quickly. Make sure you can follow it up with Splendid Reclamation to drop 20-30 Elemental Tokens. Even better if you also have Zendikar's Roil to also make a ton of 2/2's. Now you are a ticking time bomb. A board wipe will kill everyone but you. If you have Radiant Flames or Breath of Darigaaz or even Hour of Devastation you can detonate everything yourself. Of course you can also just attack... but that's no fun.

Rampaging Baloths is almost just as good as Omnath at making a gigantic pile of creature tokens.

Valakut, the Molten Pinnacle can also just explode with that same trick, as can Tunneling Geopede.

Another fun way to sustain drops is with Crucible of Worlds and the new Ramunap Excavator and then Seismic Assault to throw and play land from your graveyard to get damage and landfall triggers. Some way to sacrifice land again to continue the cycle helps like Cosmic Larva, Devastating Summons, and Greater Gargadon.

Anyway, just a few things to chew on. Decks like this really want at least 40-45 land. Seems high but you want as much as possible. Good luck :)

Hybrow on Purphoros, Goblins of Pain

3 months ago

This is my favorite deck to run, makes for such quick games. You can take a look at mine, we have a lot of overlap, and both basically have the same heroes (Norn, Descent of Dragons, Grinning Ignus, etc) The Fat Red Line - Purphoros EDH

Devastating Summons works... you can sac zero lands and two 0/0 elementals will still hit the board, so will do 4 damage to all your opponents for 1 mana, way better than Thatcher's Revolt I think

Mana Geyser - Its a quick way to get a lot of mana, only really works if you are playing 4-5 player games.

Chandra, Flamecaller - little more expensive (both $ and mana) than Pyromancer, but get 2 creatures right off bat.. so 4 damage to everyone

Chaos Warp - only way red can get rid of pesky enchantments

Warchief Giant - comes with Haste and Myriad, again, works best in a 4-5 player game, not great for 1v1

Pentavus - Kinda mana expensive, but you can then bounce a 1/1 creature back and forth. Can be a gamewinner with enough mana


I love Thopter Assembly from your build, it may have to find a spot in my deck

Matrixxx999 on Fire From Olympus: Purphoros EDH

3 months ago

IQuarent

Scab-Clan Berserker is probably worse then Eidolon of the Great Revel and Harsh Mentor and his Renown ability is the drawback it is true, but still he can stop (or hurt prety much) an any fast combo deck (especialy storm decks). In early game, this creature can become renown very easy, especialy considering that it has haste. In late game... well, as this decks builder said: "Burn them fast or die bright!" :P. I think this card is just corresponds to the general philosophy of the deck. But I have to admit that some time ago I cut this guy out of my Grenzo deck after some testing. But if AlmightyTentacle will decide to cut this card, then I would suggest to swap it for Viashino Heretic, Kari Zev, Skyship Raider or Mindsparker.

Eidolon of the Great Revel is a very good card (especialy in burn strategy and especialy in multiplayer), the goal of using such (sometime suicidal) damage dealers is to create the conditions under which You are losing life, but Your opponents losing MUCH MORE! Its like playing with Pestilence. Actualy for this reason I would like to suggest cards like Rolling Earthquake or Earthquake.

Can't say confidently about Burning Earth, cuz I never played with this card, but from what I see I can tell that this card can punish decks that realy greedy for mana, for example it can shut down or slow down some infinite mana combos (Peregrine Drake, Palinchron and infinite High Tide combos say hellow!). But for me it seems like it is to slow spell, but I may be wrong.

Never seen befor this card - Devastating Summons, pretty interesting. For sure I would create two 0/0 tokens and punch for 4 in each opponents face. Actualy this card could create triggers not just fo ETB but for LTB too: (6/15/2010: You may sacrifice zero lands as you cast Devastating Summons. If you do, youll put two 0/0 creature tokens onto the battlefield as the spell resolves. Unless some effect (such as the one from Glorious Anthem) is boosting their toughness, theyll be put into the graveyard as a state-based action. Abilities that trigger when a creature enters the battlefield will trigger, as will those that trigger when a creature leaves the battlefield.). And all this for 1 red mana, pretty juicy.

I have to agree with AlmightyTentacle about copy spells. Unfortunately You can't be aggresive with copy spells in Your hand when there is nothing to copy. In the deck like this one copy spells will be dead draw very often. And You will have to rely on the opponents spells, which is pretty situational I think.

Also, Sudden Demise is a graet spell, don't understand why I didn't see it befor! Need to test it in my Grenzo deck. :)

IQuarent on Fire From Olympus: Purphoros EDH

3 months ago

Cards that stood out to me:

Scab-Clan Berserker. Without the Renown, it's completely useless.

Eidolon of the Great Revel. I've never understood the use of this card in decks with a curve this low; you'll be dealing so much damage to yourself that it doesn't seem worth it. Then again, I've almost never seen this card in practice, so I could easily be wrong.

Burning Earth. Redundant and over-costed. It's also a nombo with your Magus of the Moon/Blood Moon. I think almost anything would be better than this.

Devastating Summons. I assume the point is to make two 1/1s for 1? That's decent, but if that's not why it's here, personally I would cut it. Aiming for big elementals with this card rarely pays off.

Shivan Harvest. Does this card really belong in a deck with two Blood Moon effects and Price of Progress? That's up to you.

When you have those copy spells, don't be afraid to be aggressive with them. If you have the mana to copy a Dragon Fodder, you absolutely can. Copy spells are a lot better with cards with X in their cost, speaking of which... Sudden Demise. This card should be in every mono-red EDH deck. It's incredibly useful.

Also, where is Valakut, the Molten Pinnacle? It wins games by itself, and it certainly pushed the damage farther.

Skullcrack is really good. Not much more to say than that, just be careful if you're relying on an Glacial Chasm because it becomes nullified once Skullcrack Resolves.

LeoSushi on Sek'Kuar, The Meat Master

4 months ago

and Devastating Summons has potential to be strait up lethal w/ a pandemonium effect on the field

Whiskerbro on [Community Discussion]: What makes a ...

4 months ago

ZaueskiYes, the card is risky, and it can be very bad in certain situations. But your methods of card evasion are very flawed here. In a topdeck losing mode, this card is bad. So are many eternal staples. Goblin Guide is a bad topdeck when you are behind. Dark Confidant is a bad when you are behind. Devastating Summons isn't too horrible. For an aggressive deck, where you don't really need to many lands, you can easily sack a few and get 2 fairly sized blockers to buy you time on board. Worst case scenario, you don't safely have enough lands to sac many, and just give up one for two 1/1s. But in an aggressive deck, if you are in topdeck losing mode, you probably lose the game no matter what.

Saying Devastating Summons is win more is also a fairly ignorant statement. Win more cards are those that only benefit you when you can already win the game from your current position. For Devastating Summons, this is not the case. Just because you have a few extra lands to sac does not mean you are ahead. In a low curve deck, you will frequently have a few random lands sitting around that you don't need for anything, and can easily sac for some very large creatures.

You clearly don't like the card, but saying it's as bad as Doom Cannon or something is just flat out dumb. Devastating Summons sees some modern play, and while risky, is clearly not unplayable.

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