Grim Lavamancer

Legality

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

Printings View all

Set Rarity
Archenemy: Nicol Bolas (E01) None
2012 Core Set (M12) Rare
Premium Deck Series: Fire and Lightning (PFL) Rare
Torment (TOR) Rare
Promo Set (000) Rare

Combos Browse all

Grim Lavamancer

Creature — Human Wizard

, , Exile two cards from your graveyard: Grim Lavamancer deals 2 damage to target creature or player.

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E01

M12

PFL

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Grim Lavamancer Discussion

RunningPigeon on Black Flames

1 week ago

Hey up mate, like I stated earlier can spare the Surgical Extraction, so I guess they replace the Rakdos Charm, do you keep black after that, I'm sure Slip/Bump can be replaced with something (not too sure what right now though).

If you're staying in black, it opens up options for Vexing Devil + Claim / Fame if you want to push more into creatures.

Oh by the way if we need to keep mana reliable for splash costs why not run a playset of Manamorphose between the main and sideboard, sets up more prowess triggers, effectively just reduces the deck to 56 cards (once you hit the second mana that is!) and becomes a exile target for Grim Lavamancer, in fact considering who aggressively a single white source land can be removed with Assassin's Trophy, Field of Ruin and Ghost Quarter floating around it may actually enable Boros Charm and Lightning Helix if you find yourself screwed off of white.

Just thinking, you were looking at Atarka's Command too right, maybe Morph would be the card to enable it, that and eases the reliability of Firewalker too.

Ragamander on Blue/Black

1 week ago

The first thing I'll say is that with 21 lands, you probably can't expect to get the mana to launch Army of the Damned or a really powerful Mind Grind or Torment of Hailfire. Well, at least without Organ Harvest, of which you're only sporting one copy. (If you don't play with teammates, or if you don't play with silver-bordered cards, you might replace it with Culling the Weak.) For reference, the math on Army of the Damned is that about 1/3 of your cards are lands = 8/24, meaning you need to survive to turn 17-18 (have seen a total of 24 cards between your opening hand and your draws each turn) to hit that 8th land. That’s a long time in a Magic game.

Second, Mind Grind, while fun, is questionable here, since none of your other cards will mill your opponent. Many people play with 4 copies of many of their cards, so milling them might not cut them off from their game plan unless you mill them so much they might die. And for that, you would need more support for the mill plan or a LOT more mana. (This is possible, but a big change. Look for cards like Glimpse the Unthinkable and Mind Funeral. Otherwise, I'd cut it for cards that affect board-state or life-totals.)

Third, your overall game plan appears to be to stall in the early game for more powerful plays late, since your low cost cards are generally defensive. This means you'll want more lands in your deck so that you don't stumble on your way to those big plays. I'd remove Coral Atoll and put in four Dimir Aqueducts. It's not the ideal play, but it's cheap and there's a lot of upside if your opponent doesn't Ghost Quarter it or something. Anyways, that will take you up to 24 lands AND increase your average mana output a little more, letting you rely on 4CMC, 5CMC, and 6CMC plays to dominate the game.

Finally, on to individual cards:

Kraken Hatchling, Mausoleum Wanderer, Pharika's Chosen, and Will-o'-the-Wisp are all fine defensive one-drops, but they all do something a little different. Thornbow Archer is a little more aggressive than the rest of your deck wants, so maybe drop it and pick your favorite of those first four and add a second.

Fogwalker is okay on defense, though it's not the best two-drop out there. I'm not a fan of Olivia's Dragon, especially outside of madness/reanimator decks. Rancid Rats just doesn't offer enough oomph for the mana (skulk is not typically a very useful ability). Graf Rats is bad unless you have Midnight Scavengers, so it's really about how much you personally want to meld them. Ultimately, I'd rather replace them with better blockers like Wall of Tears, Wall of Souls, Contraband Kingpin, Dragon's Eye Savants, Gifted Aetherborn, or the absolute top-tier Baleful Strix. Other value options include Omenspeaker, Sigiled Starfish, and Augur of Bolas. Other fun options here are Surge Mare, Riptide Mangler, Lazav, the Multifarious, Fathom Feeder, and Ludevic's Test Subject  Flip. Choose your favorites. Alternately, spot-removal like Doom Blade, Victim of Night, Cast Down, Go for the Throat, and sometimes Dimir Charm are pretty effective.

Wharf Infiltrator can be good sometimes. You can leave it in for fun or replace it.

Eternal Scourge has its uses, but I don't think this deck is optimized for it. Ideally you'd want a few things that can exile it from graveyard or hand, such as Gurmag Angler, Soulflayer, Tombstalker, Scavenging Ooze, Grim Lavamancer), Azor's Gateway  Flip (from hand), or the most hilarious option, Serum Powder. As it stands, it's just difficult to kill outside of combat, like a bad shroud or hexproof. Honestly, I don't think you need a 3/3 to be immune to removal. Replace with a finisher, which I'll discuss in a bit. Alternately, one of my favorite defensive 3CMC creatures is Graveblade Marauder, since its offensive capabilities can rapidly increase.

Markov Crusader isn't actually very good even in the rare case when you do have another vampire, and you only have one other one. Compare to 4CMC utility wunderkind Kalitas, Traitor of Ghet, 5CMC finishers (like Archfiend of Depravity, Glyph Keeper, Ob Nixilis, the Fallen, Vengeful Pharaoh, and maybe even Serra Sphinx), and 6CMC game-winners (like Noxious Gearhulk, Dread, Kokusho, the Evening Star, Wurmcoil Engine, Grave Titan, or even Vengeant Vampire, though that last one is much worse than the others). Sure, none do exactly what Markov Crusader does, but some are close and they all have incredible upsides. Even something like Shriekmaw might ultimately gain you more life by just killing something outright, plus it's super-flexible. Heck, Soul Ransom and Mind Control are strong cards too, at least against creature decks. Anyways, Markov Crusader is a card to replace.

Midnight Scavengers is okay, especially if you have a lot of disposable deathtouchers to bring back, but it still doesn't compare favorably to the above finishers unless you really want to meld it with Graf Rats. Remember, doing things you want to do is an important part of MTG. But if you don't care to meld, I'd look to replace it.

Ob Nixilis, Unshackled is fine. In most cases it doesn't compare favorably to the 6CMC critters above, but it has its uses. If you've got a lot of little deathtouchers (Pharika's Chosen, Typhoid Rats, Dire Fleet Poisoner, it can grow really out of hand. Also, Field of Ruin forces a library search.

Elder Deep Fiend is fine. Usually you play it in a deck that has plenty of creatures you don't mind (or are better off) sacrificing (for example, Priest of the Blood Rite, Relentless Dead, Doomed Dissenter, Stormbound Geist/Geralf's Messenger), then you emerge it early and tap down lands. That's not really your plan here, so it's probably not the best choice. Some good choices for replacements are above, but within the category of emerge creatures, I think Distended Mindbender fits your deck better.

Organ Harvest is a powerful card, but has some drawbacks. Most importantly, a lot of people don't play with or against silver-bordered cards. They're not legal in any official tournaments. Tournament legal variations are Dark Ritual, Culling the Weak, and Ashnod's Altar. Other than that, it's a card that is useless in many situations and completely changes what you're able to do when you actually can make use of it, and that can be awkward from a strategy perspective. If you don't have creatures, you can't cast it. If you don't have a big spell in your hand, you don't need to cast it and you'd rather have almost any other card. So it wants your deck to be full of disposable creatures and big spells, like an emerge deck or a zombie deck really making use of Army of the Damned and From Under the Floorboards. But for the most part that is not this deck, so unless you want to build around the card, I'd remove it, either replacing it with Dark Ritual which is always useful when drawn early, or something else that's cheap and effective: Dead Weight, Apathy, Doom Blade, Pharika's Chosen, or whatever.

Sorcerous Sight is worse than Peek and Gitaxian Probe, but I don't think any of those are particularly good in your deck. If you want to know what's in your opponent's hand, play Telepathy. Otherwise, there's better card draw: Preordain and Ponder are the best cheap spells, but it might be worth spending more mana for more effect with Sign in Blood or Chart a Course.

Cemetery Recruitment isn't particularly good with so few zombies. You can add more zombies, or switch to Ghoulcaller's Chant/Find / Finality/Recover/Disturbed Burial/Death Denied to simulate the effect, or just do card advantage the old-fashioned way, with stuff like Sign in Blood/Consult the Necrosages/Read the Bones/Notion Rain/Secrets of the Golden City. Alternately, shred your opponent's hand (and lose friends) with Hymn to Tourach or punch your opponent for cards with Shadowmage Infiltrator. If you're committed to bringing creatures back from the dead, look to Zombify, Extract from Darkness, or Isareth the Awakener, which can randomly run away with the game if your opponent doesn't have an answer. The most efficient reanimation spell is Unburial Rites, but you'd need to splash white for it to be better than the above options.

Contingency Plan doesn't actually net you any cards in hand; you just control what you are going to draw later. Since you're not very graveyard-focused, there's little benefit. The more flexible version is Dimir Charm, and the more powerful version is Lim-Dul's Vault. If you want to stack the top of your deck for 2CMC without wasting a card to do it, there's Diabolic Vision, but the 1CMC Preordain and Ponder are worthy as well. Alternately, raw card advantage is an option. Any of the options I've already listed are fine, but here are some more: Chemister's Insight, Foresee, Deep Analysis.

Mind Grind attacks on an irrelevant axis. Recommend replacing it with a finisher unless you add more mill. If you want a non-creature finisher, Ob Nixilis Reignited is pretty cool. If you just want something that can't get Murdered, there's Sphinx of Jwar Isle.

Torment of Hailfire is possibly workable if you go to 24 lands with Dimir Aqueducts. X=3 is pretty much the bare minimum, and if they have cards in hand even that might not be enough. This is a possible swap for a finisher, as above.

Army of the Damned is hard to cast at 8CMC. Recommend replacing it with a cheaper finisher unless you're all about Organ Harvest.

Apathy is pretty decent at 1CMC. Probably not as good as just casting Doom Blade/Go for the Throat to kill the thing, but definitely more interesting and fun. It can stay in, though swapping it for something more reliable is technically the correct decision.

Strange Augmentation is bad in your deck. While +3/+3 for 1CMC is fine in a very aggressive deck, that doesn't seem like your game plan. Ideally, your finishers are big enough to win without the extra P/T. If they're not, these could be replaced with kill spells to make sure they are.

Tormod's Crypt is useless unless you frequently play against graveyard-based decks. Even then, with only one in the deck, you're in bad shape. I'd swap it for Relic of Progenitus or Sentinel Totem if you really need graveyard hate. If a creature is reliable against those graveyard decks, Deadeye Tracker, Nezumi Graverobber, or Withered Wretch can do some work. Agent of Erebos is another option. If the only things you need to exile are creatures, then Cemetery Reaper, Dimir Doppelganger, and the powerful Kalitas, Traitor of Ghet are options. Otherwise, cheap kill spells, counterspells, or even more expensive exiling removal (e.g. Sever the Bloodline, Silence the Believers) are options. Phyrexian Scriptures is another card I'll mention, just 'cause it does lots of stuff.

Nevinyrral's Disk is pretty good. Go ahead and keep that in there.

Gridlock is okay, but it's basically a Darkness you can use aggressively. I think Sleep is generally better at that. Alternately, if you want a mass-defense spell, Yahenni's Expertise, Languish, and Damnation are the go-to sweepers.

Outwit is way too narrow; most decks don't target players. (The primary exceptions are burn and mill, so if you play against them a lot, it might be fine.) If you want a dollar-cost-effective counterspell in that slot, play Counterspell or MAYBE Dimir Charm for flexibility.

Turn Aside is okay, but mostly outclassed by Dive Down or Counterspell.

Murder is fine. (Card-wise, not morally!) Technically Hero's Downfall is better if you can get one.

Liliana Vess is fine, but she's a little slow. I'm not sure whether she's better or worse in this deck than Jace, Unraveler of Secrets, Ob Nixilis Reignited, Ob Nixilis of the Black Oath, or even Ashiok, Nightmare Weaver. My inclination is that those are stronger as you increase the median quality of the cards in your deck (making Vess's -2 less important).

Here's one inexpensive, somewhat-boring take:

4x Pharika's Chosen

4x Baleful Strix

4x Graveblade Marauder

2x Archfiend of Depravity

2x Glyph Keeper

1x Noxious Gearhulk

1x Ob Nixilis, Unshackled

1x Tetzimoc, Primal Death

1x Silumgar, the Drifting Death

1x Liliana Vess

1x Jace, Unraveler of Secrets

1x Ob Nixilis Reignited

2x Dimir Charm

2x Doom Blade

2x Agony Warp

3x Notion Rain

1x Extract from Darkness

1x Silumgar's Command

1x Profane Command

1x Nevinyrral's Disk

2x Field of Ruin

4x Dimir Aqueduct

9x Island

9x Swamp

That's just one take on the general strategy. Ultimately, (I think) you're playing Dimir Midrange, and so you're looking for about 40% (24) lands, 30% (18) things that keep you alive until you have 4-6 mana, 20% (12) things that kill your opponent and are themselves hard to kill, and 10% (6) things that put you ahead on cards just in case you're not drawing the right part of your deck.

ArchonBlue on

1 week ago

I agree that Sylvan Advocate looks pretty bad. Also Burst Lightning is strictly better than Tarfire. Needle Spires is pretty bad too, might want to throw in a check land or shock land instead. Any of the creatures suggested above would help, as would additional copies of Tireless Tracker and Grim Lavamancer.

Chasmolinker on Jund Midrange

3 weeks ago

Thanks for testing the deck for me itachi45!! That's awesome to hear. I will do some playtesting of my own against your deck. I recently cut the second Push for Abrade to better my chances against Hollow One and still have removal for Aggro. If Infect becomes more problematic/prevalent in my meta I could see going back to Push.

It's a pretty even-ish match-up. Depends on how much removal I draw into. Grim Lavamancer and Anger of the Gods come to mind for sideboard options. Bloodbraid Elf is pretty bad in this match-up so I would probably board 3 BBE for 2 Anger and Lavaman.

ToolmasterOfBrainerd on Ultimate box toppers

4 weeks ago

Worldly tutor would be a good reprint. I have no idea how likely it is, but I'd love to see it happen.

I'm hoping for another path to exile reprint. I firmly believe it should be a $5 card, yet it keeps creeping up to $7 after every reprint. Not like it's that big of a deal, but still.

I'd also like to see some reprints of burn spells because someone should be and able to build mono-red burn in modern for well under $50 if they don't play goblin guide. Stuff like Lava Spike, Grim Lavamancer, even Skullcrack.

Cafelattis on 12 Bolts

1 month ago

Sure, i get it. Grim Lavamancer was actually a bit of an investment from me (poor student), glad i could be of any help! Happy burning!

jomnepo on 12 Bolts

1 month ago

I decided to not run Grim Lavamancer due to budget reasons, but I agree that it is really good with this deck. And with Flame Jab I'll look into it. Thanks for the suggestions. :)

Cafelattis on 12 Bolts

1 month ago

Yo, i have the same deck and i would recommend whole heartedly Grim Lavamancer. It is a 1/1, but he is a wizard, so he turns on Wizard's Lightning, he is amazing in the longer grindier matchups. Since you do have a lot of discard with Faithless Looting and The Flame of Keld so you almost always have ammo for Grim.

And actually Flame Jab, i know it looks super janky but honestly it is crazy. Again works with discard and gets more dmg (even if it is one). The nice thing about this is you can keep casting it since it does not exile it. It has closed games with me but i only run 1 copy. Might take it out but i really like it.

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