Lavaball Trap

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Lavaball Trap

Instant — Trap

If an opponent had two or more lands enter the battlefield under his or her control this turn, you may pay {{3,2R}} rather than pay Lavaball Trap's mana cost.

Destroy two target lands. Lavaball Trap deals 4 damage to each creature.

DuTogira on

7 years ago

Terrain Generator
Rites of Flourishing
Nissa's Renewal

remove:
Lavaball Trap
Burning of Xinye
Ring of Three Wishes
(xin is double edged LD which you dont want, and ball is super slow. Same issue with ring)

aholder7 on 1 OF DAM BETTER DAM TIER 1.5 TURN 1 KILL LAND DECK

7 years ago

Hey. I'm back. This time I wanted to see if I could help with the sideboard/maybe board. But before I start listing off suggestions I'd like to ask why the cards you have currently are there. This should help me get a better idea of what cards I should and should not suggest. For example: I know why Autumn's Veil is in there. But Tunnel Ignus is a bit confusing to me. I say that because in my mind, I'd see ignus as a way to hurt people who fetch and try to do so in response to my LD spells. So I'd see the problem here as them avoiding LD. But whenever ignus would trigger you could also cast Lavaball Trap which IMO serves your purpose better. But you may have a perfectly valid reason for playing it besides what i mentioned. So I was hoping to get some insight from you so that I can make meaningful suggestions.

aholder7 on 1 OF DAM BETTER DAM TIER 1.5 TURN 1 KILL LAND DECK

7 years ago

Mikeal. I understand your reasoning for Wrecking Ball. you've made clear that you won't remove it unless a there's a 3-5 mana card that has the ability remove land and stop creatures. I see now that my previous suggestions didn't fit these conditions. So I would like to offer some other possible ideas.

Storage Matrix: it doesn't remove lands or creatures. So why add it to this list? Well because when you cast it your opponent has to make a choice between creatures and their land now. So if they choose creatures, then you've essentially kept them off of their tapped lands. If they choose lands in an attempt to try and use some of their other spells, then any creatures they attack with will no longer be a threat. You will always choose lands as you don't need to attack unless you are in the end game and have a charm breaker out. At which point you should basically have it in the bag. Pros: forces your opponent to make tough choices between mana and creatures. It doesn't really affect you. Cons: your opponent gets to make the choice still. Doesn't help against decks that don't play creatures.

Icy Manipulator: this doesn't remove any threat permanently but it can deal with anything for the price of 1 mana per turn. It also can hange targets if you find that there's something more pressing that you want to stop. Say you play it and tap down their land during their upkeep. You keep tapping this land and using your other spells to destroy their other lands. Eventually you draw more LD than they have land. So now you can destroy the land you were tapping and use icy to tap down other troublesome things like creatures. Pros: always has value. Your choice what to hit. Has the ability to change targets depending on what is the most threatening in a given situation. Cons: requires 1 mana per turn.

Incendiary Command: offers a multitude of options. Destroys a land. Wipes board of all creatures with 2 or less toughness which I would imagine would be the most prominent type of creature that can be played with the amount of mana you usually leave your opponent with. It can cycle your hand if you're getting flooded or if you're looking to dig for your end game lock. Can hit face for 4. Not something I expect you to choose often, but it's nice to have options. Pros: land destruction plus anything else you want. Will always be useful. Wipes out wide strategies (like affinity and zoo). Cons: might not be able to kill a goyf that landed early or a gur may that was delved with all their destroyed land.

Lavaball Trap: 8 drop? That's not part of the conditions. Well the trap cost is 5 and I think with the prominence of fetches you should be able to get it off reasonably easily. It destroys 2 lands and will kill just about any creature your opponent can land. No need to choose between the two. Pros: insane value. Two lands and a creature. All destroyed for 5 mana. Cons: might not always be able to do what you want it to.

Crack the Earth: I personally don't like this card as it will put you down a land but I thought I'd at least mention the pros and cons of it since it's mentioned in an above post. This is not a turn 1 play as much as it looks like one. This is a turn 3 or 4 play. If you play it turn 1 you are taking both you and your opponent back to T0. Now you have to try and build back up to three mana for stone rain before your opponent gets 2 mana for goyf. Which is not as easy given you have 1 less land than before. However it's insanely good T1 if you cast it using simian before you play a land. But that's not consistent enough that I'd plan for that. No the best use is T4ish time when you've destroyed their land and they have nothing but a big creatures left that you couldn't destroy. Now you cast it knowing that they'll have to sac the creature and you'll still have enough mana to play a LD next turn if needed. Pros: cheap can hit creaturesCons: you opponent gets to choose what it hits. You lose a land. Can't be effectively played before T3 anyways barring great opening hands.

Wild Swing: random effects are not that great usually. But this card will destroy either a land or a creature. So I thought I'd add it to the list. pros: hits both types and sits comfortably at 4 mana. Con: random.

Primal Command: is sort of the a jack of trades card. Doesn't quite do anything perfectly but will always be mildly useful. returning a land to the top of the library would be a common option. I know it doesn't remove it permanently but by putting it back on top you've put them behind a land and they lose a draw. Since they could have drawn a land to begin with, this is essentially the same scenario as destroying a land. I would not advise the shuffle effect even though it would get rid of the land on top, because it will fill there library with land and possibly still result with a land on top. This card can tutor up your death touch slime and gain you 7 life so that you survive and can play the creature that will kill their creature. It can also put the land on top and tutor slime if you're not in any danger of losing to whatever creature they've played. Even without a creature on field you can simply return their land and tutor slime/exarch/char breaker to start your end game phase. Or possibly just gain 7 life to stave off burn or combo decks like storm. Not the best removal or LD but versatile enough to do both with some success. Pros: versatile. Cons: about medium effectiveness at everything it does.

Those are about all the suggestions I have for 5 or less mana. Although there were a few 6 drops that were very promising. But those would come down to late to be truly effective.

I should probably also mention a few things that I might not have made clear because I was fairly tired when I posted last night. The edits to the mana base were only intended to be made if you took out Wrecking Ball and Spell Burst since you wouldn't need anything besides green, red, and colorless. On that note I may be mistaken in assuming this but judging from the wording of your last post (unless you ninja me) you sound like you're implying City of Brass and Mana Confluence would help get colorless mana for Mirrorpools effects. That's not the case and I'm not certain if you meant to imply that, but I know several people who have made that mistake before so I wanted to clarify that in case someone else was reading through and wasn't aware. Also with the inclusion of citadels getting the colorless mana is less of an issue anyways.

Also I should have suggested this when I advised taking out Spell Burst but you have other sideboard options that should kill affinity. And other decks that play threats at 0 and 1 mana.

Pyroclasm: cheap and effective. Kills almost every threat that can be played for 0-1 mana with the notable exceptions of Gurmag Angler/tasigur delved. It doesn't get rid of man lands though as its not instant speed. but you're an LD deck. I hope lands aren't too much of an issue.

Volcanic Fallout is good if you're looking to clear a board through counter spells.

Well if burn or other non creature decks are taking over with 1-2 drops then maybe sideboard Trinisphere. There are no more problems assuming you can keep them off three mana (if you can't, then something else went horribly wrong).

Hopefully some of these cards prove useful. If not, oh well. I just wanted to make sure you were aware of your options.

Clawed6 on Boom, no more lands

7 years ago

Icefall is a cool idea. I consider it SB as it is best for artifact decks. I would need to drop a Shatterstorm. I had Shatterstorm for decks with artifacts that are not activated but cause problems, example Ensnaring Bridge decks and of course decent for affinity. I will think about this one.

Cryoclasm yes good, will replace Seismic Spike in SB.

Lavaball Trap - this one I don't like. Opponents usually crack fetches on your turn, in which case you can't use alternative casting cost. So to use this, need to keep 5 mana untapped and hope opponent puts a fetch into play AND cracks it on their turn. And if they don't, you could have cast Stone Rain and Boom/Bust on your own turn for that mana.

Avalanche Riders too slow, and can't be flashed back by Goblin Dark-Dwellers.

Incendiary Command - would be considered for the Anger of the Gods SB slot I guess. I don't want to run less than 2 Timely Reinforcements and need 1 Path to Exile for decks trying to land one key big creature.

Tommy9898 on Boom, no more lands

7 years ago

I like Oust over condemn. It can throw off early pressure and when you destroy lands they want to top deck more and that puts a speed bump in the way, later it can solve big creatures and you can make sure they can't cast it later again. Maybe use Dead/Gone for the same reason. Darksteel Citadel can help with boom like flagstones does and it survives bust. I have had good use with Icefall, it works with fulminator because you can choose when to get it back. Avalanche Riders works like that in the same vein. Cryoclasm is sweet sideboard tech too. Lavaball Trap is good against enemy fetchlands and swarms. Incendiary Command can also deal with swarms and dual lands with some additional minor utility.

elariand on Seize Control- C15 EDH Deck copy

8 years ago

Desole de te reajouter des cartes a enlever, mais j'ai trouve une ribambelle de sorts tres interessants si pioches au bon moment (du coup assez facilement avec ce deck )

Trapmaker's Snare, Mindbreak Trap, Ricochet Trap, Lethargy Trap, Permafrost Trap, Lavaball Trap, Runeflare Trap, Whiplash Trap

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