Dormant Volcano

Legality

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

Printings View all

Set Rarity
Commander Anthology 2018 (CM2) Uncommon
Commander 2014 (C14) Uncommon
Visions (VIS) Uncommon

Combos Browse all

Dormant Volcano

Land

Dormant Volcano enters the battlefield tapped.

When Dormant Volcano enters the battlefield, sacrifice it unless you return an untapped Mountain you control to its owner's hand.

: Gain .

Dormant Volcano Discussion

TypicalTimmy on Card creation challenge

2 months ago

Dormant Volcano - (Yes I know the name is already used. I can't think of another name. Sorry.)

Land

Dormant Volcano enters the battlefield tapped.

: Add

Whenever you cast an instant or sorcery spell, put a pressure counter on Dormant Volcano.

Remove all pressure counters, : Dormant Volcano deals X damage to each creatures, Planeswalker and player where X is the number of pressure counters removed from it. Sacrifice Dormant Volcano.


How about a spoopy card for Halloween?

TypicalTimmy on Ajani Vengeant, and his signature ...

5 months ago

Commenting here rather than on your page.

I don't mean to sound so overbearingly critical, but your deck is overall lacking in substantial board presence. Oathbreaker is a format in which you want to protect your Planeswalker at all viable costs. You have four creatures. That does not make for a very strong base. I'm going to rip into this deck, but I am also going to offer you suggestions on how to greatly improve upon it :) I hope that you don't take offense to anything I am saying, but I felt like I can do you some good here.

Next, I notice that a lot of your lands are either bounce lands or lands in which you can sacrifice them to get an additional mana for that turn. I am concerned with this style of play, because the bounce lands sort of equal out to the same amount of mana for the turn, and in some cases don't even move you ahead. Sacrifice the lands for extra mana sets you back. Allow me to explain:

  • T3: You have two lands out. You tap both to add to your pool, then play Boros Garrison . The rest of the turn doesn't matter, we are merely focusing on land presence and mana potential.
  • T4: You replay the land you just bounced last turn. Now you have a total of three lands that can produce a total of 4 mana.

The issue here is that you set yourself back on tempo on T3 to become caught up on T4. Rather than producing 3 mana on T3, you only produced 2; And for your efforts on T3, you are no better off on T4 than if you had just played a basic land.

Dormant Volcano and Karoo are even worse, because you have 16 of your 26 lands that contain specific subtypes, each one only being represented on 10 Plains and 8 Mountains. So if you have a Dormant Volcano in your hand but you don't have any lands with Mountain as their subtype, you literally can not play it. Even worse, it has to be an untapped land you return AND it still enters the battlefield tapped. So not only do you lose a land, you don't even get the mana from it and it's highly more restrictive than Boros Garrison .

Additionally, Temple of the False God literally does you no good if you get it out before you have five total lands. Shrine of the Forsaken Gods is better absolutely all around because at least it produces you something.

Now we need to discuss your "pay-to-play" lands; Crystal Vein , Dwarven Ruins & Ruins of Trokair . The issue here is that you may have immediate access to ramp, but you trade that for immediate downfall as you slip farther and farther behind because you no longer have lands on the battlefield. These cards should never go in any deck that doesn't have some means to return them, such as Crucible of Worlds / Ramunap Excavator or Wrenn and Six .

So overall I called out Boros Garrison , Dormant Volcano , Karoo , Temple of the False God , Crystal Vein , Dwarven Ruins & Ruins of Trokair . So let's find some replacements!

This sets you down to 22 lands, which in all of my playing of Oathrbeaker is ideal. This also increases your stones up from 4 into ~6. We will be working on this in a moment.

I get it, you want to blow up lands so your opponent can't play the game. But do you need 10 cards that do that? 11 with Ajani?

Cut out the following, for their listed reasons:

As mentioned before, you want more artifacts that produce mana. You currently have the following:

Remove both.

We added in Heart of Ramos and Tooth of Ramos . We also added in Boros Cluestone and Boros Signet . We now need to look for stones that cost less than . Here is what you add:

Now we still have four card slots open from before. We are sitting now at a total of six stones. We want eight. We will use two slots to add the following:

We now have 22 lands and 8 stones. 30 mana producing cards in a 58 card deck. This means you will SERIOUSLY ramp in Boros.

We still have two slots open. Use these to fit in draw spells. Keep in mind that with Mind Stone and Boros Cluestone , you already do have two cards that can draw if you need it.

  • Faithless Looting : Because it can be played twice, due to Flashback
  • Dawn of Hope : Another 2 CMC permanent that can be used in conjunction with Ajani Vengeant 's -2 for card draw on non-specific colors of mana. Then you can also use it to create tokens with self-fulfilling conditions since they have lifelink. This means you don't have to rely on Ajani going down, and you can still progress the boardstate.

As for a win condition outside of Form of the Dragon , there is also Martial Coup . Since you are snuffing out all of your opponent's lands anyway, as well as their creatures, why not create a literal army of tokens that now stand unopposed?

There is also Curse of Bloodletting , which makes your Form of the Dragon deal 10 damage instead.

You may also want to consider replacing Mudhole with something more viable. Perhaps Lightning Helix ? It burns and gets you life. Acts as another win condition, makes it harder for your opponent to win in the process as your life totals grow farther and farther apart, and plays nicely with the aforementioned Dawn of Hope .

This took me like 40 minutes, so I hope it helps.

triproberts12 on Look out Rat Tribal, a new jank tribal is here

10 months ago

This is a challenging tribe to build around. I would recommend checking out Saffron Olive's video on finding the competitive advantage of your tribe. Also, Tomer built a phoenix tribal deck for Commander Clash not too long ago. Watch the end to see how he wins, because it's pretty great.

In terms of specific cards, I think Mana Echoes would go well, since you need a lot of mana to enable phoenixes. Thundermaw Hellkite could be good. Lose Temple of the False God and Dormant Volcano , though, because those are awful cards. The former because it's useless as a 3rd, 4th, or 5th land, and the latter because it's just asking to be strip-mined and is both slow and makes colorless mana.

Finally, you might want to consider adding a second color. For example, in blue, you gain access to Favorable Winds , Gravitational Shift (It's freaking Elesh Norn, Grand Cenobite in your deck), Sprite Noble , Stormtide Leviathan , Windstorm Drake , Warden of Evos Isle , Windreader Sphinx , Kindred Discovery , Call to the Kindred , Distant Melody , Mistform Warchief , Faces of the Past , Riptide Shapeshifter , Saheeli's Artistry , Sakashima's Student , Sakashima the Impostor , Metamorphic Alteration , Phantasmal Image , Clone , Quicksilver Gargantuan , Protean Raider , Mirror Image , Gigantoplasm , Stunt Double , Clever Impersonator , Dack's Duplicate , Phyrexian Metamorph , Coastal Piracy , and Bident of Thassa .

In white, you get Archon of Redemption , Energy Storm , Magus of the Moat (and Moat if you have unlimited money), Radiant, Archangel , Serra Aviary , Soulcatcher , Spirit of the Spires , Harsh Mercy , Shared Triumph , Kindred Boon , Mirror Entity , Radiant Destiny , . Going into Jeskai also gives you Teferi's Moat and Thunderclap Wyvern .

Tibor and Lumia would be my choice for an Izzet commander, Aurelia, the Warleader would be my choice for Boros, and Kraum, Ludevic's Opus + Ishai, Ojutai Dragonspeaker would be my choice for Jeskai.

Magna13 on Fumiko the Lowblood EDH

1 year ago

I see what you're going for, and I appreciate it. Here's some thoughts I had that might help:

First off, Chaos Warp is just really good removal, which this deck lacks at the moment.

As nice as Foriysian Totem is as a mana rock/blocker, I think Silent Arbiter would be a better option. It's great for slowing down the game when you need to slow it down, and you can just pop it with one of your artifact destroyers when it's your turn to go in.

If you can afford it, I'd cut Sokenzan Spellblade and replace it with Daretti, Scrap Savant. You have enough artifacts that I think it would be worth the slot. Hell, with the prevalence of artifacts, you could even run Hellkite Tyrant as a surprise, cheeky wincon for when you've not been able to properly set up your wall of attackers.

As amazing as Dualcaster Mage is, idk if he runs enough Instants/Sorceries for it to be worth it. Like yeah you can copy Starstorm or Chain Reaction for the big boy damage, but you could produce a similar result (with repetition even) by running Pyromancer's Goggles. Like yeah you could copy Scour from Existence or Wild Swing as well, but idk.

In my opinion, Dormant Volcano is always a bad land. Mathematically, the benefit of DV is the same as if you ran another basic land. However, I think this deck is actively hurt by its inclusion. You use Snow-Covered Mountain for triggering so many different effects like Goblin Charbelcher and Glacial Crevasses so having to sacrifice one for a land that doesn't even come in untapped is just not good.

Overall, solid list! I like the strategy.

LaShrew on Omn Nom Nom

1 year ago

I think your deck relies too heavily on Omnath’s Landfall ability to make elementals, so I would recommend taking out some of the ramp spells and artifacts and putting in a few more elemental creatures and elemental generators. I would suggest:

Additionally, these would increase the or enable the damage dealt by Omnath’s abilities:

You have a lot of ramp spells, but there are defiantly some better ones you might want put in instead of the some of the ones you have are:

Bounce lands and sac lands would work really well here as well:

I would also recommend:

Octrate on Daretti, Fun with Artifacts

1 year ago

I would look to add Shimmer Myr, Lodestone Golem, Gamble, Mirage Mirror, Paradox Engine, Expedition Map, All Is Dust, Combustible Gearhulk, Chaos Warp, Ruination, and Blood Moon.

I'd drop some of the following lands just for more basics: Dormant Volcano, Evolving Wilds, Terramorphic Expanse, Smoldering Crater. I'll understand if you keep the Urza lands, but I'm not a huge huge fan. You could consider also adding Arch of Orazca, and Maze of Ith.

Cards to cut: Myr Turbine, Hellkite Igniter, Metallic Mastery, Nim Deathmantle, Ashnod's Altar, Kurkesh, Onakke Ancient, Myr Battlesphere, and Thopter Assembly.

Just as a start.

defwalter_white on Omnath, FACE SMASHER

1 year ago

replace your tap lands with bounce lands. i wish there was a landfall commander in three colors, because then you could trigger landfall as many times as you're allowed to drop lands with burgeoning it's hard to hit every land drop, but with bounce lands, you can trigger landfall and get a land back in hand, without losing any tempo and gaining you card advantage. Gruul Turf Dormant Volcano Jungle Basin

Howdie91 on Daretti's Supreme Scrap Superstore

1 year ago

Individual Card Comments:

  • Wayfarer's Bauble - Too Slow. Each time you recur it, it still costs 2.
  • Contagion Engine How many cards can be affected by proliferate? If low, I'm not sure it is worth it.
  • Spine of Ish Sah - Technically it goes to the yard, then the return to hand trigger goes on the stack. Find a way to bring it back to the battlefield before the bounce trigger resolves. Sculpting Steel copying Spine will cause Steel to come back to hand when sacrificed. Very useful.
  • Impact Resonance - Really specific damage. I think it removes things after you need them to be removed.
  • Unstable Obelisk - Even if you bring it back, it still costs 7 mana to remove something.
  • Word of Seizing - Mindslaver is a good card because it is recurrable in your deck. This isn't. There are other gain control cards that are more useful. This and mindslaver both require you to play someone else's deck, which is a gamble whether it is worth it.
  • Conjurer's Closet - How many ETB creatures do you have? Is this worth it?
  • Alhammarret's Archive, Reliquary Tower, and Thought Vessel - I don't think you have enough draw to really abuse any of these. For the Archive, do you have any lifegain sources?
  • Darksteel Colossus - This will never hit the graveyard, so you will always be hard casting it. Not sure if that works with your gameplan. The shuffle effect is a replacement effect, not a trigger so it doesn't use the stack.
  • Hoard-Smelter Dragon - Meh, only works well with high CMC artifacts, and most of the time you'll be killing your own stuff.
  • Kuldotha Forgemaster - What are you going to tutor for this that will win you the game?
  • Kurkesh, Onakke Ancient - Good card, but copying what activated ability will win you the game?
  • Scrap Mastery - This card is gold, and is a definite win condition in your deck. Make sure you have a way to preemptively sacrifice all of your creatures/discard your hand/mill yourself for most of your deck before resolving this.
  • Unwinding Clock - Good card in this deck, but how many artifacts with tap abilities can you exploit using it?
  • Karn, Silver Golem - I would only keep this for any combos associated with it. In a vacuum, he's just a good blocker.
  • Skyshaper - Is create for the alpha strike single shot, I've got several big ass creatures or a shitload of tiny ones, but other than to give Blightsteel Colossus evasion, is this card super impactful?
  • Phyrexia's Core, and Throne of Geth - I wouldn't consider either of these sacrifice outlets, because they are single use per rotation, and the Core costs mana. If you want sacrifice outlets I'd shoot for Ashnod's Altar, Altar of Dementia, and things that say "Sacrifice a creature:."
  • Dormant Volcano - From seeing it in use, seems like you only want to see it really early on.
  • Carnage Altar - I know you're in red and draw is at a premium, but 3 mana for a card is not the best.

Comments:

  • Too much Ramp
  • Not enough Draw and Removal
  • Does the deck work without Daretti? If no, find a way to protect him, or other artifact recursion sources.
  • You WinCon category doesn't really have many cards that win you the game, just really impactful cards. Look for combos, or Insurrection like cards, or the dreaded MLD type effects. Basically cards that, if it resolves, win you the game.
  • You have a lot of categories with one or two cards in it. I'd clean those up into more general things to get a more clear idea for what you're trying to do.
  • You should probably be running more utility lands.
  • Think about adding some sacrifice outlets. If this is a recursion/reanimation deck, you need to be able to kill shit when you want to.
  • Red is really good at making temporary tokens, specifically artifact tokens, of things. Might be worth looking into.
  • I try not to include lands in categories because they aren't abusable enough to be consistent. It gives you false category numbers. If you have 10 draw cards, but 3 are lands, you really don't have enough draw. But that's just my opinion.
  • I'd try to find more "to the battlefield" recursion cards, instead of to your hand. Recasting those cards every turn causes mana problems. The "to hand" effects are still good though, just slower.
  • Isochron Scepter would be good with some of the spells you have like Scrap Mastery, and Trash for Treasure.
  • Tuktuk the Explorer and Feldon of the Third Path go well together, but the fact that the artifact is legendary sucks.
  • Turning nonartifact cards into artifacts using effects like Liquimetal Coating is an interesting direction to look into, and there are a few cards that do similar things. Probably several useful combos to do with that. Especially if you ever get the Daretti emblem.
  • Do you ever plan on getting a Daretti Emblem? Obviously you would like it, but to you, is it worth dedicating some card slots into cheating out loyalty counters to get him to 10? The problem is that he will very rarely get to 10 through use of his +2 alone. And even with Contagion Engine, people will attack him before he's at 8. Just something to think about. If you get the emblem, you've very likely won the game, so that can definitely be a win condition to pursue.
  • "Control" is too ambiguous. Chaos Warp, and Steel Hellkite are removal, and Liquimetal Coating is protection(?).
  • Red's draw is usually the looting (draw a card, then discard a card) and pillaging (discard a card, then draw a card) effects. These also aren't great, but using artifact recursion, cards like Mind Stone become very good draw effects if you can recur them every turn/rotation. Other abusable draws are Tamiyo's Journal, and Seer's Sundial. It might suck to give other people cards, but Howling Mine may also be worth it.
  • It seems counter-intuitive, but Vandalblast might be useful, especially with Scrap Mastery.
  • Are there more cards that let you cheat out artifacts from your hand like Copper Gnomes, if so that sounds like an interesting direction as well. Sneak Attack comes to mind, but

Combos:

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Dormant Volcano occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Red: 0.13%