Maelstrom Pulse

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Masterpiece Series: Amonkhet Invocations (AKHMPS) Common
Modern Masters (MMA) Rare
Alara Reborn (ARB) Rare
Promo Set (000) Rare

Combos Browse all

Maelstrom Pulse

Sorcery

Destroy target nonland permanent and all other permanents with the same name as that permanent.

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Maelstrom Pulse Discussion

Spazik008 on Obliteration Rock

3 days ago

That is true. They're usually top priority for the Thoughtseize. If I were to add another card to the maindeck it would be the 2nd Maelstrom Pulse off the side.

CharonSquared on Need help with a Transformative ...

4 days ago

Usually, the main purpose of a transformational sideboard is to change your deck's gameplan so that your opponent's answers are less effective. For example, if you run a storm deck, your opponents will likely sideboard out most of their removal. If you sideboard into Splinter Twin + Pestermite, you have a decent chance of comboing off unopposed because they don't have their kill spells. The problem with the plan you're suggesting is that it is too similar to your original deck; when your opponent sees a bunch of planeswalkers and tokens, they'll take out spot removal and bring in Illness in the Ranks/Virulent Plague and flexible removal such as Oblivion Ring, Detention Sphere, and Maelstrom Pulse. So they'll still be well prepared against a more traditional WB Tokens deck.

T12H on BUG Birthing Pod Toolbox Control

1 week ago

McMayhem

Bring to Light almost always goes for 2-3 drops. It almost feels like demonic tutoring for a 3 drop and playing it. With City of Brass and Mana Confluence you can do 4 and 5 drops also. It just depends on the situation. It can get (cmc 2-3):

Value: Nissa, Vastwood Seer  Flip, Eldritch Evolution

Wrath: Toxic Deluge

Versatile removal spells: Sultai Charm, Maelstrom Pulse, Reclamation Sage

Ramp: Cultivate, Kodama's Reach, Yavimaya Elder

Steal spell: Gilded Drake

Recursion: Eternal Witness, Ghostly Flicker, Phantasmal Image

Reanimation: Victimize, Reanimate

Credit Voucher is very nice at fixing your starting hands. throwing 5-8 drops or tools you don't need back into the deck on early turns to find lands and tools you need is really nice.

Sidisi's Faithful I have been so impressed with ever since I put it in the deck. It turn Sheoldred, Whispering One, Meren of Clan Nel Toth, and Havengul Lich into unsummon machine guns and gives chord of calling a very cheap target for emergency removal. Also gives tokens a little extra value to sacrifice to Pod.

Mystic Confluence is just insanely versatile. It is not painful to keep up at all. You get to take everyone's turn to decide what is "ok" to resolve and counter the scary spell and draw two. Or nothing relevant gets played....draw three, Or end of turn bounce three creatures. But one of my favorites is to bounce my own ETB creatures for value like Eternal Witness or Gilded Drake to steal another creature.

Chasmolinker on Jund

2 weeks ago

2 Wooded Foothills for 2 Bloodstained Mire. 1 Kolaghan's Command for Inquisition of Kozilek or Thoughtseize. +1

How do you like Dreadbore over Maelstrom Pulse? I've seen a handful of decks running this.

Grubbernaut on 4C Pyromentor - PRIMER

2 weeks ago

Note: TappedOut isn't reflecting changes to the deck description, so... here's the updated one, below!

Tokens and disruption -- can it work in modern? Talk to me, and let's make Pyromentor a real, competitive deck!

BASIC STRATEGY

This deck is trying to win by overwhelming our opponent by producing tokens. We play hand hate to pave the way for our token generators, and removal to clean up the creatures that resolve. By turn 4, we're trying to resolve multiple spells per turn to create lots of elementals or monks. We have tons of chump blockers for fatties, and so many draw/loot spells that we can maintain our mid game momentum.

I prefer 4 color for this deck because it increases consistency over the mardu build. In its current iteration, this deck has 18 loot or cantrip spells, most of them costing only 1 mana! This means that we can keep a lot more hands, and we mulligan much better. We also keep doing better in the mid game; whereas in Mardu you might cast a Lightning Bolt or a removal spell and net one Elemental token, once your hand runs dry you're going to stall. With blue, you can cantrip into other cantrips, Thought Scour to hit Lingering Souls, and you've got both Faithless Looting and Chart a Course to pitch Souls to, or just to filter out the extra lands you don't need in the mid/late game. You'll usually have a Faithless Looting in your yard to flashback in the mid game for extra gas, too. Overall, the ability to function more reliably and also to keep casting multiple spells per turn is more important to me than the abundance of removal offered by the mardu build.

MAIN DECK CARD CHOICE

We have three main types of nonland cards in this deck: Token generators, dig cards, and disruption.

TOKEN GENERATORS

Young Pyromancer is the star of this deck. Don't get me wrong, when you can get a Monastery Mentor up and running, it's more oppressive; the trouble is getting it out and keeping it alive. Dropping a Pyro on turn 2 and making three elementals on turn 3 is almost always better than playing a Mentor and waiting until turn 4. Mentor gives you a lot more gas mid/late game when you have more mana available, but in general, our focus is going to be on getting Pyro online. This is also the reason you'll see Mentor sided out against some of the faster decks in our sideboard notes.

In the same category but functioning very differently is Lingering Souls. In general, we're almost always trying to cast it from our graveyard; it's a perfect pitch card to our loot spells, and costing 2 mana is significantly easier on this deck than costing 3. Not only that, but in the first three turns, we're generally not wanting to have to fetch up a white source (pre-sideboard), so the flashback cost helps fix our mana.

DIG CARDS

Thought Scour is fantastic for putting Lingering Souls in our yard. Mid/late game, it's also nice to have it mill Faithless Looting or just get rid of extra lands that we no longer need.

Faithless Looting is probably our best dig spell. We can pitch extra lands, Souls, Mentor if we don't have a hand/mana to support it, and we can even flash it back for extra gas later on.

Opt is run more heavily than Serum Visions in this deck because we generally want to function immediately, and having the Scry before drying can make a big difference. Furthermore, we fetch a LOT in this deck, so often we'll lose the cards we wanted to keep on top. Instants are also slightly preferably to sorceries for our Monks and Mentors.

Serum Visions is a two-of, and it does have its place; if we keep a one-lander opening hand, the Scry 2 can make a big difference in setting up our game moving forward. Visions also has a micro-synergy with Thought Scour; if we keep a Lingering Souls on top we can mill it with Scour.

Chart a Course is an all-star in this build, as well; depending on our hands, we can use it to pitch Lingering Souls, or we can simply draw 2 for 2, which is great in this deck. Netting an extra card while producing tokens is never a bad thing in Pyromentor.

DISRUPTION

Inquisition of Kozilek is our ideal turn 1 play. This deck isn't built in such a way that it can easily run counterspells, so we want to strip away anything annoying ASAP; cards to watch out for are Ratchet Bomb, Kozilek's Return, Flaying Tendrils or even just their removal or cheap threats. We run Inquisition over Thoughtseize because this build requires so much fetching and shocking that the life loss is too risky.

Fatal Push hits every aggro threat in modern except for the delve fatties and titans.

Murderous Cut hits the Delve fatties and the big boys from Tron. We can almost always fuel it by turn 3 with things like Faithless Looting and Thought Scour

Lightning Bolt is usually going to end up being a burn spell, but will kill a lot of relevant things like Snapcaster Mage, Creeping Tar Pit, and most humans. I want to test this more, because I feel there could be a build with less or no Bolts in order to swap in Path to Exile or Murderous Cut; more finagling is needed.

SB CARD CHOICE

Apostle's Blessing to push back against Echoing Truth or Maelstrom Pulse type cards

Rest in Peace for any Snapcaster Mage decks (Shadow, Jeskai), and Storm

Leyline of Sanctity for Storm, burn, 8 rack

Duress for disruption; essentially I think this is better than counterspells in this deck because you're generating your Pyro/Mentor tokens immediately on your turn. Also isn't as conditional as Spell Pierce or Dispel

Disenchant mainly for Chalice of the Void; Chalice on 1 hurts us a ton. Also good for affinity, tron, Blood Moon and Azcanta

Singleton plains for fueling Disenchant against Blood Moon

Boros Charm for Kozilek's Return/etc

SB notes

Tron

In: 2x Duress, 2x Disenchant

Out: 2x Fatal Push, 2x Lightning Bolt

Grixis Shadow

In: 3x Rest in Peace

Out: 3x Lightning Bolt

Storm

In: 3x Rest in Peace, 2x Leyline of Sanctity, 2x Duress

Out: 2x Murderous Cut, 2x Opt, 2x Serum Visions, 1x Fatal Push

Affinity

In: 2x Disenchant

Out: 1x Serum Visions, 1x Monastery Mentor

Jeskai

In: 2x Rest in Peace, 2x Duress

Out: 1x Monastery Mentor, 1x Serum Visions, 2x Murderous Cut

Humans

No change

Burn

In: 2x Leyline of Sanctity

Out: 2x Serum Visions

lordjaraxxus64 on BUG infect

3 weeks ago

List looks pretty neat. I am in favor of infect moving in the BUG direction, but I do have a few questions about this list.

Why are you running Dismembers? Now that black is in the deck I see no need for that when you could just run Fatal Push.

I also don't think Viridian Corrupter is necessary. You already run more creatures than most lists, and black gives you access to things like Abrupt Decay and Maelstrom Pulse to take care of those threats.

Other than that, the extra inclusion of creatures is nice. It looks like you went down the card draw for the extra creatures, and I think that could be a good move depending on your meta.

Overall I really like this list. My personal BUG infect list moved away from the traditional style quite a lot, but this strikes me as a more traditional list. The turn 2 kill is still possible, you have the right blend of pump and protection, and you just have a pretty good deck that can kill really quickly.

LeaPlath on Draw Go Flash - Magic Aids

3 weeks ago

Also, a big x spell is not the way to go, unless it directly creates board presence like White Sun's Zenith does at instant speed. All the cards franjimen421 listed see little (Maelstrom Pulse to no play (all the others)

franjimen421 on Draw Go Flash - Magic Aids

3 weeks ago

your maindeck wincon is too fragile to my opinion. those cats die fast to things like Maelstrom Pulse, Bile Blight and Echoing Decay. would suggest a damage spell instead.

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