Duneblast

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Custom Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

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

Combos Browse all

Related Questions

Duneblast

Sorcery

Choose up to one creature. Destroy the rest.

Duneblast Discussion

xSindrix on Atraxa’s Supertroopers

2 months 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

5 months 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!

8 months 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.

Skullion123 on Ramos Engine

10 months ago

Forced Adaptation or Hardened Scales maybe? I know they're mono-colored and add less counters to Ramos, but they have the added benefit of giving him more counters over time. I think a lot of the 2-color guild charms could be dropped for other spells with more colors that also help out what your deck does more. The clan ascendancy enchantments such as Temur Ascendancy would be a lot more beneficial than, say, Azorius Charm.

I also think the deck could use a few boardwipes. Some cards that would work well with Ramos' ability would be Child of Alara or Duneblast.

Arcbound Wanderer would also be a good card for this deck. When it dies, you can move its +1/+1 counters to Ramos and reuse them to make more mana.

SynergyBuild on Atraxa - +1/+1 counters

11 months ago

Okay, I would suggest you try to make the deck as consistent as possible, while also having a lot of interaction. Given your manabase being split between four colors, effects such as Counterspell are a bit hard to cast. Countermagic though should be run. Arcane Denial is a card I recommend, as it generally doesn't draw too much hate, doesn't cost double , and replaces itself as a card.

This is the type of logic I implore you to use when deciding the power level of cards. I assume you have the same dilemma most have when deck building of card attachment. Because of this, I will give you a list of cards I would drop in the list, for more powerful interaction, ramp, and card draw.


Here we go:

  • Citadel Siege - This is a +1/+1 counter deck, and this puts +1/+1 counters on your creatures, it makes sense why it is run, but you have so many effects in this nature, that this card I don't think makes the cut. This deck has a lot of creatures, and this card doesn't put a +1/+1 on up to two creatures, both of which could be proliferated later, instead it only puts two on one creature. I don't hink it is worth 5 mana.

  • Brave the Elements - Vigilance is a good ability, but for a 2 mana enchantment, this would have to do much more than this to be worth it in my opinion. Dropping it for more ramp allows you to be more aggressive, and get your opponents on the defensive, rather than you having to defend yourself.

  • Duneblast - Cool card, yes, but in this deck I don't think saving one of your creatures is worth a whopping 3 more mana and an extra color symbol than Day of Judgment or a similar effect. I personally would rather see Languish in this deck, as it can kill most creatures, while your generally are larger, or Black Sun's Zenith, which puts -1/-1 counters on your opponents' creatures you can proliferate over time.

  • Disdainful Stroke - Okay, this next part might get into a bit of math, but here is why Disdainful Stroke is nearly strictly worse than Arcane Denial, and it has to do with card advantage. If Disdainful Stroke was a Counterspell for just a , I would still run Arcane Denial over it. An effect like Disdainful Stroke leaves you down a card, and your opponent down a card, with two other opponents up a card. Since Arcane Denial replaces itself, and give two card to an opponent, at the cost of one, you are only down a card to one opponent, instead of two.

  • 2-4 lands - A deck of this CMC normally needs only 35-37 lands to get all of their spells cast on time. I don't have the statistics on me right now, so trust me or not, but that has been my experience and the experience of many others.


Okay, so what should you add in? I would run more counterspells, like Delay, Mana Leak, Swan Song, or anything you want to run for versatility like Unsubstantiate or Supreme Will. Removal like Swords to Plowshares, Chain of Vapor, Beast Within, or Aura of Silence can also be useful, as well as card draw like Windfall, Brainstorm, Ponder, or Preordain. The creature base seems fine, I suggest a Sunscorch Regent because it is insanely fun, but otherwise keep it up!

Oh yeah, you wonder what to do against Inalla, Archmage Ritualist? Torpor Orb, Tocatli Honor Guard, and Hushwing Gryff shut them down efficiently, also they only hurt 6 of your cards, being Prime Speaker Zegana's draw ability, Juniper Order Ranger, Elite Scaleguard's bolster ability, Armorcraft Judge, and a couple creature's evolve ability. The reason effects such as Fertilid's enter the battlefield with two +1/+1 counter ability or similar abilities across your deck is due to them not being triggered abilities. They happen 'as' the creature enters, instead of immediately after. It is a little weird.

Against graveyard decks, consider Relic of Progenitus, Leyline of the Void, Rest in Peace, Grafdigger's Cage, and Ground Seal. They are pretty self explanatory, but run the ones you want to, all have ups and downs. For instance, though you may know that tokens disappear if they leave the battlefield, they still go to the graveyard when they die, immediately after they disappear, which is why effects like Deathgreeter trigger when 3 tokens die. This means Leyline of the Void won't stop Deathgreeter gaining life when tokens die, but Rest in Peace will. Differences like this are minor, but may make you decide between different forms of graveyard hate.

Containment Priest is a creature that can stop Kaalia of the Vast, but not Muldrotha, the Gravetide or The Mimeoplasm, but you might want to consider it too, despite it's price tag.

Good luck!

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Duneblast occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%