Dynavolt Tower

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Standard Legal
Frontier Legal

Printings View all

Set Rarity
Kaladesh Rare

Combos Browse all

Dynavolt Tower

Artifact

Whenever you cast an instant or sorcery spell, you get EE (two energy counters).

T, Pay EEEEE: Dynavolt Tower deals 3 damage to target creature or player.

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Dynavolt Tower Discussion

usurphling on Land Destruction

22 hours ago

Is Dynavolt Tower working on you? I think Tireless Tracker is better...but how does it become less consistent?

TehRealZ3r0 on [AER] Izzet Control (Dynavolt) (Splash Black)

2 days ago

@Trap7x, Baral, Chief of Compliance is a interesting thing some games he does absolutely nothing, and other games a turn two Baral into a turn three Thing in the Ice  Flip and half price Harnessed Lightning gives my control deck the stronger boardstate. In control mirrors, where I see his value the most, he gets killed instantly by Dynavolt Tower or whatever lingering burn the other player has. I'm definitely leaning towards removing him.

Shielded Aether Thief is great on paper but in practice it's irrelevant. A turn two flash block that deters attacking for one maybe two turns before a G/R Energy Aggro deck has a Bristling Hydra with five power, and against Mardu F*** Vehicles or G/B Snake the issues are the same. I dropped my playset of Shielded Aether Thief for 3 Thing in the Ice  Flips and one more land (yeah I started my first event running 23 lands with control - don't judge, I already admitted I was a dunce).

That all being said, I feel like my best options are dropping 2 Baral, Chief of Compliances and 3 Galvanic Bombardments and adding 2 lands and 3 Harsh Scrutinys. The only issue now is where to fit in 2-3 Radiant Flames and how to edit the manabase so it fits the deck better. Drop 1 Unlicensed Disintegration and 1 Negate (or 1 Disallow?) for 2 Radiant Flames? With that I'm looking at 7 counters, 7 card draw, 8 single target removal, and 2 board wipe (5 if you count Thing in the Ice  Flip). 7 creatures from 9 creatures and 26 land from 24 land. How does that sound?

jubale on Disappearing Torrential Gearhulk

3 days ago

Forget Authority against combo decks. They will remove it, and it does almost nothing while it lasts. Authority is GREAT against aggro decks. Dynavolt Tower is a better answer to Saheeli combo. Yes they can also remove it, but it has great value while it lives, gaining you energy for every instant you cast, and you can burn your opponent if there's no creature to target.

But maybe just Negate, Disallow, and Gearhulk into Disallow is all the answers you really need. Brutal Expulsion is quite good against GB decks.

Noctem on AER - Grixis Control

3 days ago

So last night I brought this list with a minor change to the SB for FNM. I removed Metallurgic Summonings and added a second Release the Gremlins. Deck went 3-1. It lost the finals and ended up in second place because the pilot never drew a torrential in game 3. If he had, he would have been first with 4-0. He played against nothing but aggro of various kinds. My friend played the list while I played something else so I won't be able to give as much detail as I would normally. I'll be playing it next standard.

Match 1 vs G/W tokens

Lost the first game, won both second and third after sideboard. To the Slaughter was very useful here to kill the PW's as they came down and tried to create a token. It gave us multiple ways of dealing with Gideon, which was important.

Match 2 vs G/B aggro (with Nissa)

Won 2-0. The g/b player kept a questionable hand filled with late game in g2 which meant that by the time he tried playing it, our hand was full of answers. Didn't go well for him.

Match 3 vs Mardu Vehicles

lost the first game, won the second and third after sideboard. The sideboard change paid off here.

Match 4 vs Mardu Vehicles

Lost 2-1. No Torrential Gearhulk game 3 caused the loss of the match.

Overall, we were both pleased with the list. Some changes we discussed:

Contraband Kingpin was useless in all the matches we played vs decks he's supposed to be used against. The amount of quality removal for creatures currently in standard means that he really isn't a problem to deal with by other decks. The creatures being used nowadays, when attacking, won't have only 1 toughness (outside of Veteran Motorist but that's going to be used to crew and not attack directly anyway in most cases) and our gameplan to kill or counter everything the opponent plays also means that his job as a wall is kind of redundant since he's not a win con himself. The mana cost could also be annoying to play if we don't have one of the 2 colors on turn 2-3 when you actually want to play him. The lifelink is basically meaningless since you won't want to attack with him as he's a defensive tool. The scry won't matter since you have 3 6CMC artifacts in a 75 card deck. SO, our thoughts were to put in Thing in the Ice  Flip instead. At least that can flip into a win con by doing what we're going to be doing anyway and you keep the 4 toughness wall angle. -2 Contraband Kingpin +2 Thing in the Ice  Flip for the SB imo.

Metallurgic Summonings is too cute and greedy imo while another Release the Gremlins was very useful vs matchups with high artifact counts like Mardu Vehicles but also including outlyers like Aetherflux Reservoir, Dynavolt Tower and Aetherworks Marvel lists.

All in all the deck went against the top decks of the format and did pretty darn well. You should be proud of your list.

n4pesto on Honey Bunches of Nope

4 days ago

Instead of generating clues you could go for building up some energy with Dynavolt Tower. And if you mechanize the tower... oboy!

Maqi on Grixis Control

5 days ago

I would go Dynavolt Tower and Renegade Map and focus back on Energy. Renegade Map fixes the mana, triggers revolt and adds damage for Unlicensed Disintegration. Dynavolt Tower deals better with Saheeli Rai than Shock I think. Consider Tears of Valakut for the sideboard against Heart of Kiran and Archangel Avacyn  Flip.

BigBo811 on U/B Dynavolt Control

5 days ago

Emphaze Originally it didn't perform very well against either one of these decks. Don't get me wrong, this deck would put up a fight, but in the end would just not have enough to keep them in check. However, this is why I added in Dynavolt Tower for the planeswalkers. Since this addition, this deck has performed brilliantly against both G/B Counters and Mardu Vehicles. This is especially true after we sideboard. I've played each of these decks twice with the current build and won all four. Thanks for the upvote! I will be playing this weekend at a PPTQ, and I will make sure to report back how it does. I'm sure I will be seeing both G/B and Mardu this weekend.

ticked-off-squirrel on Standard AA deck

1 week ago

Boza well not all vehicles and/or artifact creatures will die via Fatal Push. even if Revolt kicks in it wont be able to kill Bastion Mastodon. plus some of the artifacts are not even creatures to begin with like Consulate Turret and Dynavolt Tower. I do agree Release the Gremlins is a great artifact removal but it is not easy to get. and I don't know what Jund Energy is so I wont really make it.

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