|Commander / EDH||Legal|
Printings View all
|Archenemy: Nicol Bolas (E01)||None|
|2012 Core Set (M12)||Rare|
|Premium Deck Series: Fire and Lightning (PFL)||Rare|
|Promo Set (000)||Rare|
Combos Browse all
Creature — Human Wizard
, , Exile two cards from your graveyard: Grim Lavamancer deals 2 damage to target creature or player.
Grim Lavamancer Discussion
1 week ago
Yeah, backing up an heckproof's comment, you should include a playset of Arid Mesa and take out 4 Mountain s. You also could take out 3 additional Mountain s to finish a playset of Searing Blaze and add a Grim Lavamancer , but that's optional. 18 lands is generally the right amount for a burn deck, any more will decrease consistency.
1 month ago
Having an extra Shard Volley would be cool but I'm only running 18 lands so its a double edge sword or perhaps Thunderous Wrath but it's a dead opener or if flipped with Light Up the Stage . I can't really think of any other good 1 drop burn spells, let me know if you have any ideas.
Switching Grim Lavamancer for Eidolon of the Great Revel is probably the best scenario since it's such a good card in modern, but too often do I find myself in a position where I'm racing my opponent and if you end up on the draw game 1 you won't be able to cast it. I used to run only 2 but felt lacking but so far have been pretty happy with 3, I almost always move them to sideboard if I'm on the draw and if on the play I throw out Light Up the Stage and use 4 Eidolon of the Great Revel since the interaction beetwen the two is not good at all.
1 month ago
cplvela0811: the deck thinning effect of a fetchland is so small its negligible.
DragonChampions: Wooded Foothills can grab a Blood Crypt or Sacred Foundry , making it a potential source of black or white mana, not only red or green. hence why its better than a mountain. additionally, fetchlands put cards in the grave so that they can later be used for the effect of Grim Lavamancer .
1 month ago
> weird mashup of ramp into semi-big threats with suboptimal control elements.
That's actually a great definition of what Ponza is all about! I usually describe the deck more like "aggressive ramp into bulk rares that you would never expect could be good in Modern, with an overlay of annoying mana-denial Control", but yours will certainly do. The thing is, it works surprisingly well in many metas.
> besides fetchlands, what activated or triggered abilities are you hoping to stop with Repudiate / Replicate
I actually laid that out in the deck description, but in case you missed it here it is again:
- Opponent transforms a Thing in the Ice? Repudiate the triggered ability and our team stays on the field.
- Opponent wants to make us sac' a creature with Lili, put a Terminus on top with Jace, or ultimate whatever random Planeswalker they have? Repudiate the activated ability and we've totally turned the game around.
- Opponent tries to Modular a ton of +1/+1 counters onto their attacking Inkmoth Nexus, wipe our board with an Oblivion Stone, Equip a Batterskull, Crew a Smuggler's Copter, etc, etc, etc? Repudiate gives us answers (or at least options) we never had in 'normal' Ponza.
Here are more details though, looking at the top meta decks in turn ...
- UR Phoenix: Often game-changing vs. trigger of Awoken Horror . Often good vs. triggers of Snapcaster Mage and Arclight Phoenix .
- Dredge: Often game-changing vs. trigger of Bloodghast and Narcomoeba (if opp has multiple Prized Amalgam in the graveyard) or Prized Amalgam (if there's only one). Often good vs. triggers of Creeping Chill and Stinkweed Imp , and activated ability of Shriekhorn .
- Tron: Often game-changing vs. -X of Ugin, the Spirit Dragon or activated ability of Oblivion Stone . Often good vs. triggers of Wurmcoil Engine , Ulamog, the Ceaseless Hunger , activated ability of Walking Ballista , Expedition Map , and Relic of Progenitus , and -3 of Karn Liberated .
- Humans: Often game-changing vs. trigger of Kitesail Freebooter , Meddling Mage , Phantasmal Image , and Reflector Mage , and activated ability of Aether Vial . Often good vs. triggers of Champion of the Parish , Noble Hierarch , and Thalia's Lieutenant (plus Anafenza, the Foremost , Deputy of Detention , Kambal, Consul of Allocation , and Sin Collector , if they have them).
- UW Control: Often game-changing vs. actived ability of Celestial Colonnade . Often good vs. +1 (since they're tapped out the next turn) and -3 of Teferi, Hero of Dominaria , and 0 of Jace, the Mind Sculptor (if we think they have a Terminus ).
- Burn: Often good vs. trigger of Monastery Swiftspear and Eidolon of the Great Revel , and activated ability of Grim Lavamancer .
- Hardened Affinity: Often game-changing vs. Modular of Arcbound Ravager and trigger of Hangarback Walker , and activated ability of Inkmoth Nexus . Often good vs. triggered ability of Arcbound Worker , and activated ability of Walking Ballista , Steel Overseer , Welding Jar , Animation Module , Throne of Geth , and Blinkmoth Nexus .
- Grixis Shadow: Meh. Perhaps good vs. trigger of Snapcaster Mage or activated ability of Mishra's Bauble .
- Amulet Titan: Often game-changing vs. trigger of Primeval Titan . Often good vs. trigger of Amulet of Vigor , Trinket Mage and Bojuka Bog , and activated ability of Walking Ballista , Engineered Explosives , Gemstone Mine , Ghost Quarter , Slayers' Stronghold , and Sunhome, Fortress of the Legion .
- RG Rock: Often game-changing vs. +1 and -2 of Liliana of the Veil , +1 and -2 of Liliana, the Last Hope . Often good vs. triggered and activated abilities of Kalitas, Traitor of Ghet , triggered abilites of Tireless Tracker , and activated ability of Scavenging Ooze , Hissing Quagmire , and Treetop Village .
- Whir Prison: Meh. Perhaps good vs. trigger of Bottled Cloister and activated ability of Engineered Explosives , Mishra's Bauble , Tormod's Crypt , Welding Jar , and Inventors' Fair .
- Old-school Affinity: Often game-changing vs. Modular of Arcbound Ravager , Equip of Cranial Plating , and activated ability of Inkmoth Nexus . Often good vs. trigger of Signal Pest and activated ability of Welding Jar and Blinkmoth Nexus .
- Ad Nauseum: Meh. Perhaps good vs. activated ability of Simian Spirit Guide .
- Spirits: Often game-changing vs. trigger of Phantasmal Image , Reflector Mage , and Spell Queller , and activated ability of Mausoleum Wanderer and Aether Vial . Often good vs. trigger of Mausoleum Wanderer , Noble Hierarch , Rattlechains , Geist of Saint Traft , and Deputy of Detention , and activated ability of Selfless Spirit .
All that said, it's clear that in many cases a 2-mana counterspell (e.g., Negate or Mana Leak ) is better than a 2-mana stifle effect ... certainly UW Control has found that to be the case! What's not clear to me yet is if that's the case in UG Control as well ...
2 months ago
- 4 Ghitu Lavarunner
- 4 Vision Skeins
- 1-2 Comet Storm
- 1-2 Icy Blast
- 1 Magma Jet
- 1 Baral, Chief of Compliance
- 4 Lightning Bolt
- 4 Opt
- 4 Nimble Obstructionist
- 2 Spell Snare
- 2 Wandering Fumarole
- 1-2 Adeliz, the Cinder Wind
2 months ago
What's your opinion on Harm's Way ? It can possibly one-and-a-half-for-one the opponent by making them burn their own critters. Goblin Guide , Grim Lavamancer and Eidolon of the Great Revel all get btfo. Monastery Swiftspear is the only common creature that could survive it.
Opal-Eye, Konda's Yojimbo has an effect that might be useful to the strategy: it can soak Lava Spike s and other player-only damage (unlike Spellskite ), and can't be countered by Skullcrack (unlike prevention and lifegain). And while on the subject of damage redirection, Empyrial Archangel would be nearly impossible for Burn to win through. And it can be pulled out with Angel's Herald if you can run Bant colors. This is might be too slow for modern, and might require too much of a rework.
One amusing possibility might be Hedron-Field Purists . With one counter on it, it turns all their Lightning Bolt into Shock . It also hates Grapeshot , Empty the Warrens and Walking Ballista , potentially making this more competitive against other decks.
2 months ago
kumenatheman The Lands are a little weird for sure. Since I'm running 10 fetches, and I'm technically only splashing black for Bump in the Night , I can mix and match shocklands for sideboard cards. Maybe put in a single Stomping Ground for a Destructive Revelry , or maybe a Sacred Foundry to get things like Rest in Peace . I haven't really thought about the sideboard much but having more fetches helps with land flexibility for the sideboard.
Grim Lavamancer occurrence in decks from the last year
All decks: 0.19%