Lavaclaw Reaches

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
Worldwake (WWK) Rare

Combos Browse all

Lavaclaw Reaches

Land

Lavaclaw Reaches enters the battlefield tapped.

Tap: Add {{B}} or {{R}} to your mana pool.

{{1,B,R}}: Until end of turn, Lavaclaw Reaches becomes a 2/2 black and red Elemental creature with "{{X}}: This creature gets +X/+0 until end of turn." It's still a land.

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Lavaclaw Reaches Discussion

lagotripha on Steam-kin combo (opinions please)

1 week ago

This looks like a deck that wants Gemstone Caverns mainboard, along with Mirrorpool.

Heck, a full Ceaseless Searblades/Lavaclaw Reaches back up plan isn't too awful.

Any thought on cutting the ritual plan to become a 'purer' creature-combo deck? It should build some resilience to disruption. Burning-Tree Emissary, Geosurge, Cloudstone Curio, Priest of Urabrask and so forth? It gives a lot more solid a back up plan than 'draw rituals and not combo pieces'.

Alternately, you could look at value red 3 drops so that the rituals do things without the combo in hand- I'm a fan of Goblin Rabblemaster turn 1 off a guide and ritual.

You can run Fossil Find so that any two you have in hand with a graveyard with 1 card or less in it makes infinite storm with 3 mana, and it can also help recover pieces in a pinch. I've used it in Nettle Sentinel/Blistercoil Weird decks before, although the mana generation is a little different there. A Paradise Mantle backup isn't really on the table here- I'd look at cutting the rituals for things like Expedite or Crimson Wisps if you go that direction, but that combo finds it tricky if it draws too many lands.

PTsmitty on Mardu and friends

3 weeks ago

In all honesty, token beat down is how your current build is progressing. You need creatures/tokens in your deck to win a game, and you currently are not playing any creature spells. The only decks that do not play creatures/tokens as the win condition are combo decks such as storm, scapeshift, control etc. Your only non-token win condition is Nahiri + Emrakul, and that is a very slow plan and vulnerable to Dreadbore, burns spells to keep Nahiri from her ultimate, creature heavy decks, discard spells, and control decks. No Nahiri equals no emrakul casting, or very slow casting if everything is shuffled back into your deck and you hope to draw everything again. For a break down if your planeswalkers:

Ajani Vengeant seems to be more of a semi-control with the +1 ability, and using the -2 ability over and over again will be very slow and allows for your opponent to find an answer. The -2 ability does not hit all creatures in the format so it will not be very consistent with controlling the field. It is a good walker to get extra damage across, but not something I would not recommend using as a primary win condition.

Elspeth, Knight-Errant fits the token theme well and provides protection for your walkers. So no issues with this card.

Gideon of the Trials can be used for beat down when activated as a creature, but it is vulnerable to Path to Exile. Also, you lose the ability to attack with it as a creature if you have to use the +1 ability to protect yourself and your walkers. Thus, you would lose a win condition. Also, this would cause board stalls and allow for your opponent to draw into answers. I do think it is a good card to have in this deck though, but it just needs some additional support.

Liliana of the Veil is just a great card in general. I see no concerns with playing this card.

Nahiri, the Harbinger is a good card for filtering and the -2 ability will be relevant. I already addressed the concerns with the Emrakul plan.

Sarkhan, Fireblood is a good card filtering mechanic and is something early on that your opponent does have to answer. The -7 ability could be helpful, but it is a token which goes against your deck concerns.

So outside of your Nahiri + Emrakul plan, your win conditions are tokens generated by Elspeth, Sarkhan, and Lingering Souls, creature beats from Gideon, and pinging your opponent with Ajani. Even with the Oaths in there you are hinting around at a token themed deck because you get 1/1s from Gideon and 2/2s from Liliana.

Please do not get me wrong by all of this because I think you are on a right path with your build, but I just want to explain why adding more token generation would be important to your plan. You basically need a quicker clock so your opponents do not have enough time to find their answers. I suggested the other walkers in place of the Oaths because I felt like they fit your superfriends theme as well as providing more consistent token generation.

Elspeth, Sun's Champion is a good card in regards to token generation and clearing the board with the negative ability, but I do have to agree with the posts on your thread that getting up to 6-mana to play it may be tough. You can give it a try and see how it works because the worst case senario would be to just replace it with something else.

For Chandra, Torch of Defiance, I was not thinking that you should take Sarkhan out for it, but replace it for one of the Oaths since all of the abilities are relevant.

You could try your extra Inquistion and Thoughtseize plan, but that may be too much discard and without a reliable discard oulet on your end it would be a bad draw late game. I know you have Lilly, Sarkhan, and Looting in your deck, but that is just 7 cards out of 60 that allow you to discard. So your odds of having them out along with one of them in your hand for discard is small.

If you really want to get away from the token theme, you could try using man-lands as another win codition. These would be Shambling Vent, Lavaclaw Reaches, and Needle Spires. I am not sure if I would recommend that though because it has the potential to really slow downy our game early on since they have to come in tapped.

There are just a few ideas I had for you and in now am I trying to bully you into the token them. Just some things I was noticing with your current build and would like to help you make your deck more consistent.

May I ask why you are against the tokens theme?

JohnnyBoyG on R/B Dragons

1 month ago

I'd definitely go up to 4 copies of Sarkhan, Fireblood. 6 mana on turn 4 wins you games. Glorybringer is a strong dragon that you should consider adding.

I'd cut Descent of the Dragons and Dragonmaster Outcast. Descent is only rarely good, since you're creatures will almost always be better than the 4/4s and your opponents will almost always be worse. I understand that Dragonmaster Outcast looks very powerful, but you don't start pumping out dragons until turn 8 or 9. Most games will be over by then. Also, your opponent will very likely kill it before then anyway.

Your manabase could be improved. Foreboding Ruins is a good dual you should run. Lavaclaw Reaches is probably better than your current etb tapped lands. You'll still want enough basics for Foreboding Ruins and Dragonskull Summit to be consistently active though.

Nathanaiel on Ravaging Command

2 months ago

While I definitely agree that Field of Ruin is a necessity in modern, I was rather referring to the fact that the full playset seems like quite a lot compared to what other 3-color shells run, however your explanations definitely do make sense, especially considering your above-average amount of basics. The choice to run 26 lands is definitely strong, however me personally I might run more than 2 manlands owing to the fact that getting flooded (which is much more likely when running 26 rather than the more usual amount in modern of 18-22) hurts a lot less with them. Then again, neither Lavaclaw Reaches nor Wandering Fumarole are particularly amazing.

I hadn't really considered the maindeck lifegain that the deck has. I think the main difference to usual grixis that I neglected is the fact that this isn't really a pure control list per se, it has a much quicker clock once it gets to drop its own threats.

While I can see the gameplan versus Tron definitely has merit, I wonder if you can close the game out quickly enough before Tron gets to hardcast its - arguably more scary - finishers. Definitely trust you on this, since I can't say I've played a midrange grixis list before. Hats off!

One last thing: Since this deck aims to somewhat generate cardadvantage by discard rather than draw, how have you found the 1-ofs to be? It doesn't seem like you generally get to see much of your deck very quickly given that you don't run cantrips, and your only real card selection is Search for Azcanta  Flip, which is a 1-of itself.

I really like the list and might play around with it a bit myself once I get the chance after finals season is over.

RedUndead40 on Mono 2-for-1s

3 months ago

xyr0s great suggestion on Lavaclaw Reaches. I will probably add at least 2 of those. I have noticed that an enemy Anger of the Gods can really mess with my tempo so a man land could be just what I need in those scenarios.

As for the abbots I'm actually very happy running 4. I never play them turn 3. Usually turn 4 or 5, generally after I have disrupted the opponent's hand and am looking to close out. Even if I use them as a pseudo-scry effect to get a useless discard spell off the top of my library it seems to be pretty worth running 4.

xyr0s on Mono 2-for-1s

3 months ago

Perhaps a couple of Lavaclaw Reaches instead of basic lands could be useful, for the occasional situation where you run out of threats.

APPLE01DOJ on

6 months ago

I think you have a good base but you need to drop all the cards that are only relevant with Master of Cruelties. Add in more controlling elements Pyroclasm, Anger of the Gods, Damnation, Blightning, Kolaghan's Command, Mutavault or Lavaclaw Reaches. I know i said drop the build around cards but 1-2 Rogue's Passage is worth running.

Drop all the other creatures beyond master and add 1-2 Hazoret the Fervent

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