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
3 days 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.
5 days ago
Was thinking about your deck, and decided to look for some more possible ideas.
Firecat Blitz provides more hilarious jank. Although the Cats don't die on their own, you can use one of your sac engines to consume them. The Flashback gives you a lot of options later in the game too.
Rakka Mar generates Elementals that don't leave the battlefield at end step, and she has Haste, too.
Tempt with Vengeance seems to fit the theme of this deck, and with all the ramp you have pumping a lot of mana into it shouldn't be too much of a problem for you.
That's all I've got for now. Next time, I'll try to help you cut some cards from your deck to make room for others.
4 weeks ago
1 month ago
Alright Zaueski, i know your comment is like a month old, but seriously, you think Devastating Summons is never playable ever? It has a steep cost but is a fantastic RDW card, at least a solid 3.5/5 card, and in no way a card with too devastating of a drawback to ever be useful. That's ridiculous.
1 month ago
Nice list- you considered Nihil Spellbomb to grow those goyfs? Volcanic Fallout or Jund Charm in place of Kozilek's Return, to dodge the 3 mana Anger of the Gods hitting your own creatures although you did mention minor mana issues? I don't really have much to add, the deck reads like a 'best 1 and 2 drops in modern, so its gonna be interesting to streamline. Sitting so low on the curve leaves me feeling like there might be some dumb options for cards, but my mind is pulling a blank. Devastating Summons is one of the few cards I could see working here as a 1-of to take advantage of the low curve if you're finding your hand regularly empty and lands useless, but the slot would usually be better as a Raging Ravine in that case. Only thing I'd change would be adding my filter lands, but I'd test Violent Outburst as a way to get a free card at instant speed- Bloodbraid Elf was broken as all hell, theres no reason its little brother couldn't find a place when curves are lower.
2 months ago
Im assuming you've already looked at these; but just in case, I know Devastating Summons was used in the deck back when it was standard, and Reckless Bushwhacker could add some consistency with Goblin Bushwhacker.
2 months ago
If I may direct the conversation the other way a little bit... I do think that there are inherently great cards that you should have a very good reason for cutting like Sol Ring or Serum Visions if you're in their colors. However on the opposite side of the spectrum, there are cards that are inherently bad and are almost never played except by people making decks to attempt to prove a point.
Cards like Alabaster Leech, Doom Cannon, Scornful Egotist, Devastating Summons, Orcish Artillery and many others have way to high of a drawback to ever be useful. Now I'm sure someone somewhere will disagree with me but unless you design the deck around making it playable those are never cards that you instinctively turn to. Like clayperce brought up, its because the vast majority of the time they fail 3 or 4 of those tests and require way to much probability manipulation to ever pay off in a reliable way.
2 months ago
All modern legal now!!
A friend got me a playset of Valakut, the Molten Pinnacle, so that's in there now. This means that sometimes it is important to have the dual lands to actually be mountains in their cardtype, thus the addition of Cinder Glade and Steam Vents.
It's too bad I had to take Titania, Protector of Argoth and Orcish Lumberjack out, to make it modern legal. The had the (very) cool effect of making use of lands as they go TO the graveyard, as apposed to only when those land come back into play. Now the deck is more landfall oriented, although not entirely. Slightly disappointing. But I have left them in the maybeboard, in case you don't care that it is modern legal, I would definitely sub them back in.
Also. Roil Elemental could be an incredible board switch. If you're opponent has a bunch of creatures and you manage to get out a Splendid Reclamation with the roil elemental on the field... All their base are belong to you.
I'm looking at replacing Mana Leak. While it is fantastic, this deck can sometimes go late game, and opponents might just pay that extra mana. There are 2 criteria: I want the spell to only cost one blue (everything in the deck only costs one colored mana, except for the doozie creatures), because then it is easy to have the right manna to play it. I also want it to be a counter-all. Just in case I'm worried about a creature, artifact or enchantment.
Finally, the deck is getting a little expensive. Still not insane, but if you want a more budget option I would cut down on the fancy lands.