Lava Axe

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Frontier Legal
Pauper Legal

Printings View all

Set Rarity
Magic 2015 Common
Magic 2014 Common
2012 Core Set Common
2011 Core Set Common
2010 Core Set Common
Tenth Edition Common
Ninth Edition Common
Eighth Edition Common
Seventh Edition Common
Beatdown Box Set Common
Starter 2000 Common
Starter 1999 Common
Urza's Legacy Common
Portal Second Age Common
Portal Common

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Related Questions

Lava Axe

Sorcery

Lava Axe deals 5 damage to target player.

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Lava Axe Discussion

evilpyro16 on RDW

2 days ago

could use more Lava Axe ...and more cow bell

JararoNatsu on Lucky 13

3 weeks ago

A big issue that I see is that your win-con is so predictable that it can be completely shut down. Both Tree of Perdition or Triskaidekaphobia can be continuously destroyed or countered and then you would have nothing to do aside from preventing combat damage, and even that has its limits.

Silence may be helpful here as a means of preventing people from messing with your board on turns where you plan on playing out your win-con permanents.

This deck will perform much better if it isn't solely focused on pulling out your win-con, which is currently how it's set up. You should have low-CMC creatures that will protect your board, rather than preventing damage (which will get REALLY old and annoying really fast. I personally would not enjoy playing against this deck because of it). Also, don't forget that preventing combat damage does not protect you from burn, such as Lava Axe, and since you are sacrificing life to pull your cards (also, considering your instants/sorceries, you are more likely to end up at 13 life before your opponent does), you would be screwed against a decent Burn deck.

In order to pull this deck off, you have to get an opponent to 13 life via Tree of Perdition, keep them at 13 through their turn (which may not be easy to do), and THEN end the game on your next upkeep with Triskaidekaphobia. That looks easy on paper, but in practice there are so many things that can make this combo incredibly difficult for you. Lifegain decks would be nearly impossible to compete with, especially if they know what's coming and save cards like Angel's Mercy for their turn. Cards like Extirpate and Memoricide would completely ruin your win-con. Leyline of Sanctity would prevent you from using Tree of Perdition on your opponent.

Simply put, this deck is incredibly easy to counter. If you want it to work like you want it to you would need to put a lot of work into making it difficult to stop your win-con.

JararoNatsu on Startled Awake by a Guttersnipe

4 weeks ago

I'll start with the obvious: You're not at 60 cards, which leaves you plenty of room to throw in more instants and sorceries. You can use Red for burn, obviously, with cards like Lightning Bolt and use Blue to hold off creatures and other threats (Icy Blast is one that I tend to be fond of).

You have two different things going on here: Straight up burn, and mill. Both are viable means of winning a game, but you would benefit from focusing on one or the other. Looking at the deck now, it's more heavily focused on burn, with only one card focusing on mill and in the time it would take you to sufficiently mill someone down with it you can have burned them down by other means.

Keep in mind that Wizards tend to focus heavily on the use of instants and sorceries, oftentimes including the use of those already in your graveyard. Wizards like Academy Elite, Augur of Bolas, Battlefield Thaumaturge, Delver of Secrets  Flip, and Disciple of the Ring are all prime examples of this. Simply put, you can create a deck that burns the opponent and then utilizes to use instants/sorceries from the graveyard. Using creatures that lower CMC would also allow you to throw in heavier-hitting burn like Banefire, Lava Axe, and Devil's Play, for example. You already have some creatures that reduce CMC for instants/sorceries, so take advantage of this.

I hope this helps!

warren667 on Burn it Down

2 months ago

In the description you said your main goal is to Burn the opponent down and creatures are just a backup plan. If this is truly the case here are a few suggestions.

Every deck with red has Lightning Bolt because it is the strongest common and you should consider investing in them.

-2 Assembled Alphas -1 Clear a Path +3 Guttersnipe gutter snipe is faster than the alphas in multiple ways and fits the flavor very well.

Searing Blaze, Lightning Storm, Magma Jet, Skullcrack, Shard Volleythese are all great cheap burn spells that can replace Weapon Surge, Tormenting Voice, Cathartic Reunion, Hijack Lava Axe, Lightning Talons Seismic Stomp, Talons of Falkenrath, Hammerhand

-2Speedway Fanatic -2 Scourge Wolf + 4Hellspark Elemental-2Rummaging Goblin -2 Dragon Hatchling + 4Keldon Marauders-2Ruinous Gremlin -2 Insolent Neonate +4 Spark Elemental

12 Creatures is plenty for a burn deck so any extras I didn't name can become burn spells.

With all of that said it looks like you are a actually pushing for a more creature dmg based deck with all of the combat tricks and enchants that you added in the original deck. If this is the case I would direct you to this deck for something to gain inspiration from https://www.mtggoldfish.com/deck/474720#online

pinecone2k3 on Devil Burn

5 months ago

Personally, I'd ditch Lava Axe. Sure, it does 5 damage, but at 5 mana to cast, and being a sorcery instead of an instant, there are more efficient burn spells out there. Lightning Bolt, Lightning Strike, Searing Spear, Skullcrack, Incinerate... They may not deal as much damage, but at 1-2 mana each, they'll free up more of your mana and reduce the likelihood that a single burn spell is the only thing you're casting that turn.

Baneslayer3712 on Yidris, Maelstrom Wielder

5 months ago

Alright I'm gonna see if I can help you with this. first of all my biggest problem is your mana to colour ratio. if your that low on green then you shouldnt have that much green mana available. The problem there is that burn, especially in a 3+ player format is very mana intensive, considering your trying to hit 40 life per oppenent. it depends on your budget, which I see you've kept this deck under 100 bucks, but i would suggest Tempt with Discovery Collective Voyage and New Frontiers. They help the table but they really get the lands going for you, hopefully puking all your mana on the table. next will be mana doublers. Mana Flare Keeper of Progenitus Heartbeat of Spring Magus of the Candelabra will sky rocket the amount of mana you produce. i would drop a lot of the single target removal you have and i would drop the single target burn spells you have like Lava Axe. instead go for spells like Blasphemous Act and Chain Reaction. they hit the table in a more meaningful way and if you have a Stuffy Doll on the field (which you should) youll annihilate an opponent. id also suggest spell copiers like Echo Mage Dual Casting Wort, the Raidmother and the like, as well as Reiterate. the nest big thing to deal with will be card draw. you're covered by wheel affects but id also suggest a Rhystic Study or Mind's Eye as they will give you a lot more cards in hand. also since your wheeling, i would put in a Nekusar, the Mindrazor and enchantments that feed off discard like Liliana's Caress and Megrim. just nets you a little more value. the wincons here should be found in spells like Fireball cometstorm and Banefire paired with stuff like Furnace of Rath and Dictate of the Twin Gods. i hope this helps

dreamistt on Riku SpellBox

5 months ago

I'd remove:

- Acidic Slime - > Reclamation Sage (unless you want to specifically destroy lands)
- Elvish Aberration (late game ramp is better done with things such as Boundless Realms)
- Giant Adephage sucks if you are not in a aggro deck.
- Kazuul, Tyrant of the Cliffs is not all that useful in most cases, specially since the tokens do not flip
- Hua Tuo, Honored Physician meh. (Outclassed by ETB Eternal Witness or Skullwinder)
- Magmatic Force (not only expensive $-wise, but has a very high CMC)
- Deconstruct (even though getting some mana back seems great, restricted removal is bad removal)
- Detonate (same thing, even worse that you have to pay the mana cost of the artifact)
- Lava Axe (same thing, even more restricted)
- Monstrous Growth (???)
- Searing Flesh (this card is so terrible... go to my "other cards" section and pick something else)
- Stream of Life (pure lifegain only delays the inevitable)
- Carbonize (meh. Same thing that I said about Searing Flesh)
- Comet Storm (use Rolling Thunder instead)
- Evolution Charm (it's simply bad in your deck)
- Fog (you would be better off with Druid's Deliverance if you go with some of my suggestions)
- Heat Ray (ugh, fireball limited to just ONE creature? Really?)
- Lava Burst (ugh, fireball limited to just ONE creature? Really?)
- Turn to Dust (repeat after me: "Specific removal is bad removal")
- Cast Through Time (cost intensive, low rewards)
- Mirror Sheen (only copies instant/sorceries targetting you)
- Volition Reins (does not make any sense in here, plus high mana cost)

I'd add:

RAMP/REDUCING COSTS

+ Mizzix of the Izmagnus
+ Galvanoth
+ Jace's Sanctum (plus scry)
+ Everflowing Chalice (gets you 0.5 of your mana investment back, meaning you can go from 6 mana to 9 mana the following turn, 10 if you get your land drop)
+ Izzet Signet / Simic Signet / Gruul Signet (color fixing and ramp)
+ Sol Ring or Worn Powerstone (budget friendly)
+ Curious Homunculus  Flip (if you copy him with Riku, the copy won't be able to flip, but it's still useful)

TUTORING

+ Dizzy Spell (just for the TRANSMUTE. You can fetch Lava Spike with it)
+ Muddle the Mixture (again, TRANSMUTE it into Desperate Ritual... or simply use it as a counter if you need to)
+ Vedalken AEthermage (just for the WIZARDCYCLING. Gets you any wizard you might want)
+ Eerie Procession is a must if you want to pull of your splice into arcane combo.
+ Bring to Light allows you to cast something from the deck for free, which could be interesting as well. (gets you anything from an Izzet Guildmage to a Mizzix of the Izmagnus or a Mnemonic Wall)
+ Signal the Clans (may seem inefficient, but if you copy it with Riku, basically translates into "Pick 4 creature cards and put 2 of them at random in your hand", which is not bad)

UTILITY

+ Mindclaw Shaman
+ Mulldrifter (cast it for the EVOKE cost and copy it with Riku to draw 4 cards for 2U(+ GU) and get a 2/2 flyer)
+ AEthersnipe (again, EVOKE it. With Riku it becomes 1UU(+ GU) for a 4/4 and 2 bounces)
+ Avatar of Fury (easy to cast, copy- able 6/6 creature)
+ Inferno Titan (lightning bolt on a stick)
+ Conjurer's Closet (essential when dealing with lots of ETB creatures)
+ Rude Awakening with Riku allows you to get some extra fuel for your next spell and might even become a win- con if you manage to attack someone with the lands.
+ Talrand, Sky Summoner gives you some creatures for each instant/sorcery casted
+ Docent of Perfection  Flip is almost the same thing, with the added bonus of buffing your wizards on the flip side.
+ Young Pyromancer is a Chandra fanboy... just like you :P
+ Lunar Mystic might be worth considering since it allows you to fill back your hand
+ Trail of Evidence nets you some clues for emergencies
+ Dynavolt Tower is Kaladesh's way of saying "every 2.5 instant/sorceries you should be allowed to cast a lightning bolt"
+ Sphinx-Bone Wand finishes games (ask Cian about it)
+ Honden of Seeing Winds increases your draw.

REMOVAL

+ Pongify and/or Rapid Hybridization and Reality Shift (instead of having to spend X to kill a creature, simply destroy it or exile it)
+ Curse of the Swine (again, removal is of utmost necessity in EDH)
+ Unsummon or Vapor Snag also help with targeted removal
+ Cyclonic Rift can be a little expensive ($- wise), but it's a staple for a reason
+ Vandalblast (overload is OP)
+ Ixidron gets rid of enemy creatures with ease, as they won't be able to be turned back face up.

OTHER CARDS

+ Rise from the Tides might give you a bunch of creatures if used at the right time.
+ Talrand's Invocation gives you 2 2/2 flyers for 4 mana. Yeah, they are vanilla creatures, but sometimes that's all you need.
+ Past in Flames allows you to cast things from the graveyard
+ Burn from Within (you can cast it with X=0 to stop someone's sacrifice-combo or even use it to get rid of some pesky indestructible creature)
+ Ground Assault and Gruul Charm are cheap and useful damage dealers
+ Impact Resonance allows you to get a ride on someone else's damage and redirect some damage.
+ Price of Progress might be interesting. I'd say it should be an easy way to deal 6~10 damage.
+ Chandra's Ignition is also very strong, specially if you manage to double cast it on Riku himself or by casting it on Ixidron after it had just ETB.

Bhaal666 on How to build Superfriends?

5 months ago

i only did superfriends a little while since i got frustrated with mine but when it was successful The Chain Veil and Contagion Engine were amazing cards to have. i was heavy artifact and you may not want to go that route but i found Tezzeret the Seeker to combo well with Mycosynth Lattice + The Chain Veil + Scorched Ruins to give infinite loyalty ability uses. just add in one more walker that does something like Saheeli Rai +1 to win. obviously you cant use saheeli but there are plenty of others to choose from she just came to mind as an example.

running more than 30 walkers would be detrimental to most decks. I would stay around 20-25.

you want a lot of control, run effects that make your opponents spend mana to attack you or a walker you control. give yourself shroud or hexproof to protect you and your walkers from Lava Axe. Ajani Steadfast emblem + Orbs of Warding = take no creature damage and only 1 from everything else. Silent Arbiter to keep from being overwhelmed by a million 1/1s. Price of Glory since your "spells" are walker abilities.

just some thoughts of course but these are the things that seemed to work best for me. oh and i wouldnt put too much effort into protecting atraxa maybe a Whispersilk Cloak to put on her but most your protective effects should be for walkers. Darksteel Plate might be fine too since you will wrath the board whenever it gets too scary.

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