|Commander / EDH||Legal|
Printings View all
|Ultimate Masters Promo (UMAP)||Mythic Rare|
|Ultimate Masters (UMA)||Rare|
|Modern Masters 2015 Edition (MM2)||Rare|
Combos Browse all
Creature — Elemental Shaman
Sacrifice Fulminator Mage: Destroy target nonbasic land.
Fulminator Mage Discussion
2 days ago
Temur elementals feels the way to go. It also gives access to Young Pyromancer which gets a little silly with reef.
Its worth looking at turns 1-2-3 and planning around that- elementals has amazing options;
Old spellslinger cards like Nivmagus Elemental , value like Voice of Resurgence , Flickerwisp and Mulldrifter , a blink subtheme with Shorecrasher Elemental , tribal cards like Brighthearth Banneret and Rage Forger , staples like Fulminator Mage , weird synergy/combo like Vesperlark / Reveillark or Necroskitter , a land animation subtheme( Wind Zendikon , Sylvan Awakening , etc), combo ramp in Soulbright Flamekin / Runaway Steam-Kin / Storm Entity , take over the game cards like Spawnwrithe , graveyard strats like Vengevine / Splinterfright / Thunderkin Awakener .
There is enough support for pretty much anything from control to aggro- it just needs a dig into what synergies you need and what supporting cards make that good.
1 week ago
Just a couple of things
Fulminator Mage will be really good in a few matchups, and somewhat useless in others, making it more of a sideboard card than anything else. Also, if you aren’t running any delve creatures, I would recommend playing Opt or Serum Visions instead of thought scour
2 weeks ago
2 weeks ago
I think you're a little heavy of removal and light on kill potential. Also, Fulminator Mage doesn't work with Thunderkin Awakener because it's strictly lesser than toughness. I don't normally like the self plugs, but my list and yours differ so much I want to see your opinion Value/Combo Balls
2 weeks ago
Overall, I really like the deck. It's a solid concept that has some great synergies. There are, however, a few changes I would make. First, you probably want to add some Thoughtseize . Sieze can take more than Inquisition, especially things like Cryptic Command or Jace, the Mind Sculptor , and this change makes your disruption stronger. Not sure how many is correct though. Ball Lightning and Spark Elemental are both cute, but I'm not sure how much work they really do here. Some number of Ball Lightning could be good to pressure your opponent, but I don't think the Spark Elemental s are worth it. I would replace them with Fulminator Mage s. Fulminator seems so good to run in the main here. It works great with both Unearth and Thunderkin Awakener , giving this deck a land disruption dimension that also improves game one against tron. Then, I would add Kolaghan's Command . KCommand gives us another way to rebuy our elementals and also serves a variety of other roles at the same time. It's perfect here. I would also remove the Dragonskull Summit s and throw in one or two more fetchlands that can get swamps (this also pairs well with Fatal Push ), as well as more basic swamps (cut a mountain if you need to). This is where the sideboard comes in. With the Fulminators removed, You have a bit more space. Add a fourth Leyline of the Void to maximize your chances of starting with one. Some of the Claim / Fame s, if not all, should go too, as they can't get a Ball, Skelemental, or Fulminator back- basically all your best reanimation targets. Then, add in 3-4 Blood Moon , depending on the meta. Your two-color manabase, with the basic swamps, gives you yet another way of disrupting your opponent's mana. I also think that this means you can take the Damping Sphere s out, as your tron match-up is looking excellent with the blood moons and Fulminators. Add in a pair of Surgical Extraction if you can for even more graveyard hate. The Anger of the Gods is not a great interaction with your recursion, so I would swap them with Sweltering Suns , which doesn't exile and also can be cycled, and perhaps a Terminate or two to deal with larger threats. The other thing I worry about with this deck is that there aren't enough good ways to discard elementals to be brought back. Faithless Looting is excellent, of course, but swapping two of the Lightning Bolt s for Lightning Axe gives you another route to discard as well as a way to deal with larger threats mainboard. Put this all together and I think you have a very strong deck, with the ability to dish out large amounts of damage quickly, as well as use your hand-attack, KCommand, Skelemental, Fulminator (recurring every turn to blow up lands), and Moon to lock your opponent out of the game completely. Flamekin Harbinger serves as the glue to this disruptive machine. One interesting card I found as I was looking for other options was Bloodpyre Elemental . You can't hardcast it, so you'll have to get it back with Awakener, but it can be tutored for with Harbinger. One copy in the sideboard seems interesting.
Anyway, those are just my thoughts. The deck seems sweet and potentially very powerful, and I'm excited to see what it can do.
1 month ago
1 month ago
ToolmasterOfBrainerd, a user at MagicSpoiler commented that 11 mythic rares have been revealed, thus far, so, presuming that this set shall have 15 mythic rares, there are four that have not been revealed. I wonder if there shall be four more swords, or if WotC shall complete the cycle over several sets.
1 month ago
The sword isn't very exciting to me, but I'm a modern and legacy player, so the bar for being exciting is pretty high.
Hexdrinker is kind of scary. The potential to be a really powerful card is there. I want to try to use it like a True-Name Nemesis , but I'm not quite sure what to do with it yet. Could it be played like a Delver of Secrets Flip? A small creature that becomes a deadly threat if left unchecked?
I wonder what the black mythics will be.
Fulminator Mage occurrence in decks from the last year
All decks: 0.04%
Commander / EDH:
All decks: 0.0%