|Commander / EDH||Legal|
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|2012 Core Set (M12)||Rare|
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Creature — Human Wizard
, , Exile two cards from your graveyard: Grim Lavamancer deals 2 damage to target creature or player.
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Grim Lavamancer Discussion
6 days ago
Everything other than the mana is fine. I'd run 9 fetches(many lists run up to 12), 4 vantages, 2 foundry, 5 mountains. You won't need 16 fetchable/mana producing lands as you're aiming to win by turn 4 or 5. Plus, although it is exceptionally minor you do thin out your deck a little more with more fetches for consistency. This also allows you to run Grim Lavamancer in the sideboard since you won't just be putting spells in the graveyard. The lands in the yard can mean a lot. For side, I'd run some Path to Exile, some Deflecting Palm, Kor Firewalker and Rest in Peace. You could add one Stomping Ground maindeck so you have access to Destructive Revelry for pesky cards... I'm talking to you Leyline of Sanctity....
6 days ago
Definately Eidolon of the Great Revel, but if you can't affort him I get that.
Another Searing Blood just because.
Grim Lavamancer is somewhat underwhelming without Fetches, but as a 1 (maybe 2) of, it's still playable, and good against Lantern control.
Shard Volley is another "playable" burn spell. It's not that great, but in the end it does what you want it to.
Shrine of Burning Rage Ain't bad, but it's a meta card. If you play a lot of slow matchups, it's your best card, if not, it's mediocre.
Searing Blaze I'm reluctant about. It's basicly an RNG Sorcery removal when you lack fetches... (Probably the reason you don't run it yourself anyways)
You pretty much already run all the best cards, (except for Eidolon.) So all you need is to choose your filler, really.
1 week ago
i'd cut some of the Bedlam Revelers and repplace them with more Grim Lavamancers because early game Bedlam Reveler is a dead card in your hand he only becomes good if the game progresses but Grim Lavamancer can be dropped on turn 2/3 without major downsides.
2 weeks ago
yeah thats right the evasion might be worth it because of those creatures. You also dont want to cut any spells so the deck should be better without Swiftspear.
What about running 3 copies of Electrolyze in the SB?I would cut Exquisite Firecraft (i cant think of a spezific matchup where you want it) and Grim Lavamancer (is also good against small creatures but vulnerable to creature removal, you dont want to have it against decks where you also board in relics which be be the same matchups, and it doesnt synergize with your gameplan)
2 weeks ago
I have some suggestions. Keep in mind, I'm not saying any of these cards are better than the ones you have going on or even that they are "good" cards, but that they are worth investigating/playtesting to see what you like and what works. They are all budget-friendly, so none of them will break the bank to test out.
-Dangerous Wager: okay not the best card, and Browbeat does more for the cause, but the difference between 2 and 3 mana could be a lot. youre only running 19 lands and trying to kill fast, so i'm thinking you'll be stuck on 2 lands more often than desirable. (i know this from experience, unfortunately).
-Chandra's Phoenix: decent haste flyer that keeps coming back. allows you to get a little more value if you stall out on turn 4 or 5. again, might be tough to rock this 3-drop with 19 lands, but hey. might be worth it.
Shrine of Burning Rage: This thing adds up really quick. it's better than it seems, if youve never actually played with it. can be slightly slower, but every spell you play, every turn you take, its a clock for you.
Abbot of Keral Keep: again, slightly slower, but he's got prowess, card advantage, and can progress your game if you're stalling out.
-Depending on the decks you're playing against at your LGS/playgroup, i would suggest Anger of the Gods (abzan company/living end/other GY decks) or Pyroclasm (tokens/aggro) over Bonfire of the Damned. Bonfire is amazing, but you're not gonna have enough mana or reliably miracle it to make it worthwhile. the other 2 options should fill in where you need them to.
-Leyline of Punishment is a good SB card against decks that run those pesky Auriok Champion, Burrenton Forge-Tender, or Kor Firewalker. Also a bonus against random good stuff like Kitchen Finks and the entire Soul Sisters deck. Really gotta luck out and have it in your opening hand and/or mulligan down to it, within reason, against some of the more heavy lifegain decks. i know you have Flames of the Blood Hand and Skullcrack in the main to help against that, but sometimes you need a static effect to shut that shit down.
-i wish Relic of Progenitus wasnt like $4 rn for whatever reason. its been printed like 5 times! that would be the ideal GY hate for you, i think. it triggers prowess, replaces itself, and is 1 mana. if you can panhandle for 10 bucks, you could probably pick up 3 SP copies of it somewhere on TCG.
-some utility burn dudes are Ash Zealot, Harsh Mentor, Young Pyromancer, Soul-Scar Mage, Thermo-Alchemist, Bedlam Reveler, Guttersnipe, and one i really like Grim Lavamancer. They all do some neat stuff and they all are <$1, except lavamancer, who you can find for about $2.50 in some places. none of them are game breaking (usually) but they could all be looked at, individually, and sorted out from there.
3 weeks ago
Skullcrack is an excellent sideboard card for dealing with infinite life combos and lifegain in general. Typically, you don't want them maindeck in Delver. Naya Burn likes them main, however.
Grim Lavamancer is a great choice. He works best when you have fetchlands (on top of a high amount of instants and sorceries).
Jori En, Ruin Diver isn't bad, only he gets hit by every kill spell in the format (Fatal Push, Lightning Bolt, and so on). If you really want to play Jori En, Ruin Diver, toss it in the sideboard. Bring it in against decks like Fish or Collected Company that tend to go light on cards that outright kill things.
3 weeks ago
BabyK I think annoy people it's good for me. xD I'll use the mono blue merfolk in the future. I'll use these cards you mentioned in my Izzet deck.
Thanks for your answer! =D
Catalog9000 What card is that ??? It's amaziiinng!!! I loved this card in the first sight! Thanks guy for your suggestion! =D
PatrickBuerke Hello Patrick, thanks for your suggestion! I'll use the Electrolyze and Stormchaser Mage in my Izzet deck. I think the Siren Stormtamer is good for my Azorius deck maybe. Thanks! =D
sylvannos Hello sylvannos!! Thanks so much for your explain and suggestions! I liked your answer. It'll help me a lot. I'll use your mentioned cards in my Izzet deck. Sometimes, I have difficulty in dealing with aggro decks. I use AEtherize every match and it's save my life! What cards do you know to deal with aggro decks in multiplayer mode? Now, I prefer the cheap cards than the expensives ones.
What do you think about these cards bellow in Izzet deck aggro/control?
- Dynavolt Tower
- Goblin Charbelcher
- Aetherflux Reservoir
- Homing Lightning (Is it good against token decks?)
- Grim Lavamancer
- Jori En, Ruin Diver
Thanks you! Your suggestions help me a lot! =D
4 weeks ago
You're basically playing U/R Delver. Cut your creatures down to:
Then, switch a few of your spells around:
You also won't need so many lands. The ones you have are also kind of a problem because a lot of them always come into play tapped. Modern tends to have fewer turns than other formats, so you having lands that can never enter play untapped will lose you a lot of games. Any lands that do enter the battlefield tapped need to do something really good to warrant this. Therefore, I'd change:
-4x Swiftwater Cliffs
-4x Izzet Boilerworks
-0-1x Halimar Depths
+4x Wandering Fumarole OR Sulfur Falls OR Steam Vents OR Shivan Reef OR Spirebluff Canal
+1x Desolate Lighthouse
+1-2x Island (depending on if you cut Halimar Depths)
You have more blue cards than red in your deck, so you'll want to play more blue lands than red ones if you can't get a hold on any dual lands.
You may find Turn / Burn to be a bit heavy on the mana requirement. Consider replacing these with low-cost counter cards, such as Dispel, Negate, Spell Snare, Spell Pierce, Squelch, Chart a Course, or Remand. If you do cut Turn / Burn for one of these other cards, remember to cut another Mountain or two and replace them with Islands. Otherwise, you'll have too many games where you can't cast anything despite having 90,2183,989 bajillionzillion lands in play.
Lastly, you'll need a sideboard. These are the cards that are useful for your deck, but only against specific kinds of threats. You're allowed to swap cards in and out of your deck between games after the first in a match (tournaments are best 2-out-of-3).
An example sideboard would look like:
2x Mizzium Meddler (for Boggles)
1x Counterflux (stops control and midrange)
1x AEtherize (you'll want these against aggro decks and tokens)
These four just get moved to your sideboard from your main since you only want them in specific situations2x Abrade (vs. Affinity)
3x Ceremonious Rejection (vs. Tron, Affinity, and Eldrazi)
1x Dispel (vs. Burn and control decks)
1x Magma Spray (stops Kitchen Finks and Dredge)
3x Tormod's Crypt/Relic of Progenitus/Grafdigger's Cage (you bring these in against any graveyard bullshit shenanigans)
2x Spell Pierce
(These last three are for beating Control, Combo, and Midrange decks, along with Burn)
From here, you should have a decent deck to take to your local shop to play with, but there's still some things you'll need:
- Serum Visions is beast mode in Delver because it's one of the most consistent ways to flip Delver of Secrets Flip in Modern. They're a 4-of, but fluctuate between $2 and $8, depending on the market. They're pretty cheap right now due to being reprinted in Eternal Masters, but they've definitely been higher. You should be playing these over Peek and if they're within your budget right now, go get them.
- Snapcaster Mage is a card that cranks up the power level of your deck. End of your opponent's turn Lightning Bolt -> Snapcaster Mage -> Lightning Bolt -> untap -> attack has ended a lot of games in Modern.
- Scalding Tarn + Steam Vents will fix almost all of your mana problems. You can play off-color fetchlands as long as they're blue and you have Steam Vents (such as Flooded Strand). Not only can you save on your life total by fetching up basic lands, this also opens up the option for a 3rd. color or maindeck Blood Moons. Fetch lands also act as fuel for Grim Lavamancers and Jace, Vryn's Prodigy Flip.
- Speaking of which, Jace, Vryn's Prodigy Flip functions as the 5th. through 8th. copies of Snapcaster Mage. He can also be somewhat of a "budget" option, although he works best when you're playing both cards.
- Sword of Fire and Ice and the other swords in the cycle can go a long way. An Insectile Aberration is nothing to fuck around with. An Insectile Aberration with +2/+2 and protection from 2 different colors will end the game.
- You'll also want Remands (likely 2 or more) at some point, but it's not high on the priority of cards to get. They act like Time Walks when your opponent taps out to play something and misses a land drop. This buys you time to lay down the beats with your small critters.
- Ancestral Vision is also a solid pick. You're looking to stall the game out long enough to kill your opponent with 3/2s and 1/1s, why not refill your hand halfway through the game?
Hope this helps! I'm sure I'm missing something that experienced Delver players can recommend.