Duneblast

Duneblast

Sorcery

Choose up to one creature. Destroy the rest.

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Printings View all

Set Rarity
Commander 2020 (C20) Rare
Commander Anthology 2018 (CM2) Rare
Commander 2016 (C16) Rare
Khans of Tarkir (KTK) Rare
Promo Set (000) Rare

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Legality

Format Legality
Block Constructed Legal
Frontier Legal
Pioneer Legal
Duel Commander Legal
Penny Dreadful Legal
Vintage Legal
Casual Legal
Highlander Legal
1v1 Commander Legal
Canadian Highlander Legal
Modern Legal
Oathbreaker Legal
2019-10-04 Legal
Unformat Legal
Magic Duels Legal
Commander / EDH Legal
Legacy Legal
Tiny Leaders Legal
Leviathan Legal

Duneblast occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Duneblast Discussion

slashdotdash on 5 color no theme deck

1 month ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

dzapf2008 on Atraxa Planeswalker

5 months ago

KayneMarco, out of those 5 cards, which ones would you add? I'm leaning towards Spike Weaver because it fits with the Atraxa proliferate ability, or Knight-Captain of Eos because of the synergy with Elspeth planeswalkers. What should I remove to include these cards? Take out one of my other removal cards, like Duneblast, Supreme Verdict, or The Elderspell? Or do I have some weak cards that don't quite fit the deck?

xSindrix on Atraxa’s Supertroopers

1 year ago

I would suggest Norn's Annex and maybe Ensnaring Bridge . You might also reconsider your decision not to attack with a Atraxa. If you put in Guildmages' Forum and Opal Palace , you can cast Atraxa with a counter(s) on her and proliferate them. Swinging with a big lifelink creature every turn gives you health to fuel a Necropotence too. Duneblast and Divine Reckoning would give you boardwipes that leave Atraxa in play.

Phroggy1 on

1 year ago

this is the best wrath effect for these commanders i have found Duneblast .a lil spendy, but.....

AkaAkuma on Reyhan&Ishai | Where Unstoppable Meets Immovable!

1 year ago

ZendikariWol: Well you have some points. But apart from muldrotha who I'm still play testing, Rashmi that I just enjoy playing because of the card draw and cheat minigame and Gisa who indeed is very situationable, the rest has a solid function in this deck.

And for in the two years where I have intensively played this deck I think I know how to run it and what works or not.

Ajani is not really there for the +1, but it's -1 has erased me opponents before though.

Umbra's are amazing by the totem armor itself, my playgroups play allot of fieldwipes and this enables me to either have one creature with allot of counters, or having them think twice about wiping.

Gift of Immortality brings me a death trigger, enter the battlefield effect and it "untaps" afterwards. It's far better than e.g. Indestructibility could be and a valuable asset.

I think you should reconsider your value in Gyre Sage and Selvala also. For one the sage never has her counters to tap by evolve alone. And in magic, never play your hand empty as well. But that's why we add card draw to also replenish.

Deathbringer Regent is just my way of playing Wrath of God. It's just a Duneblast in a 5/5 flying body. It's exactly what I want: one surviving creature in heated times.

And predator Ooze has never wronged me. It's that sitting object on the table no one can easily rid off. People think their fine until ajani gives it double strike and flying.

But I'll take a look to your decks, maybe I'll see something of interest.

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