Lavalanche deals X damage to target player or planeswalker and each creature that player or that planeswalker's controller controls.
Printings View all
|Commander 2018 (C18)||Rare|
|Commander 2016 (C16)||Rare|
|Alara Reborn (ARB)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Lavalanche occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
10 months ago
Blightsteel Colossus - Curve reasons
Graveblade Marauder - Cute but effect probably isn't good enough
Hamletback Goliath - Curve reasons
Khenra Eternal - Bad card basically. Though we want this slot to be at that mana cost
Khenra Scrapper - Again. We want aggressive cards like this but we can do better
Saskia the Unyielding - Big target on your head. Colour intensive. Not a warrior
Savage Knuckleblade - Colour intensive
Taurean Mauler - Doesn't work towards our game plan. Doesn't trigger off combat damage doesn't buff others.
Tenacious Dead - Just bad
Tolsimir Wolfblood - Buff isn't universal and its expensive
Zhur-Taa Druid - We want mana dorks. But only taps for green and its colour intensive to cast.
Maybe Cuts Or Later Cuts
Thunderfoot Baloth - Expensive but ok effect.
Hellkite Charger - Maybe cut. We already have access to this effect at cheaper cost
Zurgo Helmsmasher - He's good. But doesn't help the rest of the game plan
Clan Defiance - Doesn't impact the board enough to make us win the game.
Lavalanche - Effect we want but possible to find cheaper?
Crackling Doom - Doesn't do enough
Oketra's Monument - Doesn't trigger enough and the mana reduction isn't relevant enough
Attacking / Combat Matter Cards
Blood-Chin Rager - Warriors have Menace
Herald of Dromoka - Warriors have Vigilance
Chief of the Edge - Warriors get +1/+0
Raiders' Spoils - Very good card draw
Lovisa Coldeyes - Warriors +2/+2 Haste
Mindblade Render - MOAR card draw
Ogre Battledriver - Your warriors that enter will be 3/1s when attacking
Jazal Goldmane - Massive Buffs
Mardu Woe-Reaper - Graveyard Interaction
Thrasher Brute - Drains an opponent with warrior etb triggers
Edric, Spymaster of Trest - MOAR CARD DRAW
Cryptolith Rite - Lots of mana, infinite combats
Phyrexian Altar - Sac some of the tokens to activate Najeela
Derevi, Empyrial Tactician - Win the game
Sword of Feast and Famine - Win the game if you have the lands
Nature's Will - Win the game if you have the lands
Bear Umbra - Win the game if you have the lands
Archetype of Aggression - Trample
Purphoros, God of the Forge - This guy doesn't need explanation
Cyclonic Rift - ....yeh
Divine Visitation - BECAUSE ANGELS
Harvest Season - we make a lot of tapped and attacking creatures. We want mana
Throne of the God-Pharaoh - Alternate win cons
Shared Animosity - Massive Buffs
Aggravated Assault - Easier Najeela trigger without keywords
Aven Wind Guide - Gives our tokens flying and vigilance
1 year ago
1 year ago
Well, Boza to answer your thought experiment - while I do not normally play Standard yes I would absolutely love that sort of pre-fixing.
Why? Because the thing about Magic, and any card game really, is that it is both a combination of Chess and Poker.
You need to know how to implement strategy, look several turns ahead, and plan a method to win. But since we are dealing with cards, you need to know how to successfully bluff, how to deal with the mathematics of your cards, and how to try and manipulate circumstances the best you can (Such as through scry, or using your graveyard as a "second library").
What sets Magic apart from pretty much all other games is that in here, nearly nothing is off limits. If a card can do it, great. Sometimes a card doesn't even say things can be done, but through a careful understanding of certain rules and interactions many things can be done regardless. Point and case: The Gitrog Monster's land combo in EDH. Gitrog Dredge Combo [Primer].
Personally, I like the 15 SB. It's 1/4th of your constructed deck, which if you consider roughly 1/3rd are lands than this means it's more akin to nearly 1/2 of your actual cards.
Actual percentages vary, but if you run 24 lands in a 60 card deck, you have:
- 40% lands at 24 cards
- 60% non-land cards at 36
- Sideboard of 15 cards can replace 41.6% of your "deck"
You are essentially playing with a different deck every single game, which is why sideboard matches feel so dramatically different.
Now, obviously you are not going to slip in all 15 cards - but here's the thing... you might need to.
Say you are playing against a deck that is heavy on enchantments. So you slip in enchantment removal in the 2nd game. Your opponent might slip in artifacts in the 3rd game instead. It's a crude example, but I'm tired and can't think of any actual ones.
This back-and-fourth tug-of-war game is something that should be cherished in MTG. This is where true skill comes into play.
Just because you have a "silver bullet" doesn't mean you can win. If you don't know how or when to use it, it means nothing to you.
He had far, far more creatures than I did. But I waited.
I could target Garruk, sure. Wipe the board and take out a threat. But he survives. I could also target him, wipe the board, but Garruk survives. I could also target him, wipe the board, and attack Garruk.
Or, I could do what I did. Wait.
Garruk's ult hit, he got something like 12 6/6 Wurms, and didn't attack. I knew he was going to full-swing. He didn't have enough to kill me in one shot before, so swinging now would make no difference. His game was to overrun me with so many creatures that declaring blockers would be next to pointless.
So, with Garruk off the board and it now filled with 6/6 Wurms, I hit Lavalanche for X = 15 (Having to pay the Jund cost) and not only nuked him, but slammed him in the face with 15, THEN attacked him directly full-force and won.
A "silver bullet" is generally only as good as it's opportunity. You miss it, you screw yourself over.
I could see sideboards being reduced, making each card more important. Right now it feels like it's more akin to saying "Oh, this card didn't help me. Let me pull something out of my binder instead."
I think a SB of 12 would be best. 8 feels a little too shallow, and 12 works with the mathematics of a 60 card deck fairly well.
As for lowering consistency to make it more fluid, this depends on the mana curve / mana cost.
If you are wanting to say, run 4x Karn Liberated at and hope you can T3 it, well... what are the actual chances of hitting all three lands on T3 with Karn in hand? Actually, not very well. I've seen decks burn out because they can't "get their opening hand".
So if you keep drawing into an -drop time and time again without the mana to play it, you are only hurting yourself.
Going down to 3 or 2 is better than always having something in your hand you can't use.
Cards you are not playing are dead cards.
Balancing cards means balancing costs. Maybe if you run a deck of nothing but 1 - 3 CMC cards, fine. But don't run something like a playset of Zacama, Primal Calamity if you aren't built to cheat him out with something like Champion of Rhonas.
1 year ago
In decks with a lot of mana like this, I would throw in a big X spell like Torment of Hailfire if you are into that sort of thing. It can be a big finisher, single player removal, or get in some moderate damage on a slower turn.
This would give your Lavalanche more flexibility and be played more liberally if you find that card sits in your hand.
1 year ago
You're missing the core of a lands deck to play lots of lands with things like Azusa, Lost but Seeking, Exploration, Mina and Denn, Wildborn, Oracle of Mul Daya, Storm Cauldron, Wayward Swordtooth, and Burgeoning. Also, recursion from Crucible of Worlds, and more lands that sacrifice. These will be much stronger than the typical ramp cards you are playing like Birds of Paradise and Sylvan Caryatid and Chromatic Lantern.
Rather than all the mana doubling effects that help your opponents, just play Mana Reflection and Vorinclex, Voice of Hunger. Mirari and Wort, the Raidmother can help copy spells. You might as well add in some good removal like Decimate, Windgrace's Judgment, and Lavalanche to copy. You might have too many spells that just copy spells though.
I would cut Doubling Season and all the planeswalkers since they don't contribute much to that strategy.
2 years ago
Solid jank, my friend. I love it.
I LOVE the idea of Villainous Wealth -- it might be fun to sideboard in Torment of Hailfire, Epic Experiment, Sphinx's Revelation, Lavalanche, Mind Grind, Strength of the Tajuru, etc . Some are awesome ramp with Ramos, others are fun splashy potential win-cons.
Increasing Savagery is insane ramp.
If any of those suit you, to make room, I'd consider cutting Sorin, Nicol (they're both sweet, so totally understandable if you decline), Magister Sphinx (it'll only feel good the first time, unless you play against infinite life decks), Avacyn (feels slightly win-more unless you have a board-wipe-heavy group).
It's a hard call because this deck is so finely tuned, and so obviously fun. Kudos on making Ramos thoroughly awesome. It is my pleasure to help out any time I can, so just mention me if I can be of assistance! Cheers
2 years ago
Unfocused or slow pieces: Oviya Pashiri, Sage Lifecrafter, Alesha, Who Smiles at Death, Managorger Hydra, Taurean Mauler (both this and the hydra seem good in EDH, but in practice they just die to removal), Tireless Tracker (there's better card draw for token decks), Thelonite Monk (???), Genesis (Ravos, Soultender is better at that. You have no way to actively put Genesis in the grave or dump other creatures into the grave to get back. Too passive to wait for natural attrition.), Samut, Voice of Dissent. Cut Nissa, Voice of Zendikar.
Cards to upgrade (try similar function, but better): Crackling Doom should just be a better 4-5 mana board wipe. Hour of Devastation is too situational. Can't wipe the board of all your tokens but leave opponents with 10/10's. Using Hour to kill indestructible gods? Try Merciless Eviction instead. Bonfire of the Damned, because miracles never happen. Lavalanche as well, since these 2 cards hit 1 target player. Get X damage to everyone. Earthquake isn't bad. But Molten Disaster is what I'd use in a control heavy meta.
Cards to add: Basically search up the best Voltron commanders and jam them in a big gang behind Saskia. Like the League of Supervillians or something. Zurgo Helmsmasher, Basandra, Battle Seraph, Aurelia, the Warleader, Queen Marchesa, and Kresh the Bloodbraided are some to consider. With Kresh, and any deck with an abundance of tokens, you need cards like Skullclamp which you have. But maybe experiment with this cheap card: Evolutionary Leap, which can keep the big beaters coming when you don't need another 2 lands from the clamp. Or if lands is what you need, Perilous Forays grabs the new Zendikar lands (Canopy Vista) conveniently. Following the sacrifice theme, Fallen Ideal can send Saskia to the skies for some 20+ damage, which bounces around the table with Saskia's triggered ability. The Rancor effect is welcome too. Emmara Tandris has a big butt, but I think too slow. But also cheap to pick up. Up to you. Intangible Virtue might help.
Cards you REALLY need though: Overwhelming Stampede, Pathbreaker Ibex, Craterhoof Behemoth, even Overrun. These cards are WHY you play tokens. Also, since you're running Sunforger (props to you), add Path to Exile or Swords to Plowshares. Also I always include Wild Ricochet when I use Sunforger. Make sure you know how to properly counter spells with this "red counterspell" though. Otherwise a great copier. Oh, and add the other two signets you're missing.
So I told you to add more than to take out. Use your own discretion on how many Overruns you need in your deck, how much single target removal (whenever you take out someone else's threat, you're helping the rest of the table for free) you want, and how many beat-down creatures you need to lead the army (basically, you want the big creatures to be scary enough that opponents block those and let the flood of tokens through). Don't touch the land count. A good rule of thumb is (40 lands) - (# of artifact, spell-based, or creature ramp) / 3 = (lands you need).
2 years ago
So if this is gonna be a stompy aggro ramp deck, i suggest Cryptolith Rite, Wood Elves (for shocks), Sakura-Tribe Elder, and creature based ramp. The reason for that is, is because if you get a recursion package going like Phyrexian Reclamation, Palace Siege, or Alesha, Who Smiles at Death if the majority of your creatures fit that power, (making Tajuru Preserver Not necessary, you can generate card advantage that way, as well as abuse creatures with etb or sacrifice ablities. Also, you can run a card like Birthing Pod for tool box effects.
Since you have shocks, go ahead and add Skyshroud Claim.
Since you're in the best removal colors, I'd add cards that do that, that aren't damage based, E.g. Lavalanche. In Garruk's Wake is also a pretty wincon. I'd cut the artifact ramp as you're in green and you're likely not dropping Saskia until you're killing two people.
Also, you need to get your creatures through, Siege Behemoth is pretty aight (but blocking creatures can still assign damage).
Also, add card draw. Green does a lot of creature based card draw, black pays life for it.
I'd cut Dragon Broodmother, Genesis Hydra (maybe for Genesis Wave, Iona, Shield of Emeria, Kaervek the Merciless maybe, unless he's super good, Mogis, God of Slaughter (what synergy is he bringing?), Myr Battlesphere, Rubblebelt Raiders, Tajuru Preserver, and maaaaybe Thalia, Heretic Cathar and Xenagos, God of Revels, and instea throw in a ton of utility creatures for removal, pump, and various effects (i.e. Reclamation Sage, Acidic Slime, Terastodon, and white and black have a ton as well.) Also, a few Anthems would be good, particularly if they're on creatures, like Angel of Invention.