|Commander / EDH||Legal|
Printings View all
|Journey into Nyx (JOU)||Common|
|Duel Decks: Izzet vs. Golgari (DDJ)||Common|
|Shards of Alara (ALA)||Common|
|Promo Set (000)||Common|
Combos Browse all
Magma Spray deals 2 damage to target creature. If that creature would be put into a graveyard this turn, remove it from the game instead.
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|Have (16)||ironax , Fiolek , maR2307 , NorthernCrow , frederiklw , Atroxreaper , HR19 , bradyofportdetroit , timmyb , pskinn01 , sombrevivo , Yawkcorb , MattN7498 , tlhunter07 , Candyman949 , Zelpoke|
Magma Spray Discussion
4 days ago
6 days ago
I think you'll need the extra lands since there are so many high cost spells. But I think the deck will play better if you try out Spark of Creativity instead of the Strikes or the Sprays. Spark helps you hit lands every turn which this deck really needs. It looks janky but this is the kind of deck where it has extra synergy value. Spark also goes a long way to turning on Vance's Blasting Cannons Flip.
I'd also suggest trying a couple of Sunscourge Champion to help fend off aggro blitz to give you enough time to get your top end going. I've tried a version of this deck with Sweltering Suns instead of the Abrade and that worked a lot better IMO too.
1 week ago
Friend, i have played a lot of reanimator (mardu is my main) and in my experience Madcap Experiment was not consistent enough. I really hated digging 6 cards just to hit a gear hulk and losing almost 1/3 of my life... it played too much in favor of my opponent. I feel that Strategic Planning depends on the type of reanimator you are running... for example, it is really useful for creature heavy versions, not very good in more controlling types (which i play). I like to have control over what i put in my gy.
With regard to agro and ramunap red... sweepers in side are important for turn 3. I am currently using Sweltering Suns (my version is more red so i can afford the double red most of the time) but there are others for turn 3 as well.
Chart a Course can replace Tormenting Voice but Cathartic Reunion is really strong for anyone running red in their reanimator. Consider, turn 2 chart a course, to discard gift... turn 3 you champion, dump 2 cards (one creature matters for turn 4)... turn 4 Refurbish+God-Pharaoh's Gift+reanimate gearhulk. Seems good! The deck works as intended... but it has little interaction with opponent.
Now consider a turn 2 Cathartic Reunion... dump gift and gearhulk... turn 3 sweeper or really any play, your turn 2 setup turn 4 already instead of needing both turn2 and 3! It really opens up your turn 3 curve spot! Go nut with creativity to keep your opponents off balance before you jam a gearhulk in their face. I like some control here to help clear the way for the turn 4 hulk. And turn 4 plays as normal, refurb gift reanimate gearhulk. The deck works the same, one line of play should seem stronger.
Farm / Market... i love this card for Torrential (im working on a second esper gift that focuses on instant speed spells to showcase torrential) If you were to remove noxious for torrential you could do some interesting things with cards like Farm / Market Tragic Lesson Failed Inspection Baral, Chief of Compliance Lightning Strike Magma Spray etc. food for thought! Red blue spells reanimator splash white?! Could be interesting!(adding it to my list lol)
Anyway, I hope this helps. Feel free to check out my decks for ideas... i mainly run reanimators. Just finished retooling my esper version after protour and only have a few tweaks to make to my Mardu, then back to my control esper gift.
Good luck to ya!
2 weeks ago
Hey, Black Red Aggro is currently a good archetype in Standard. It uses the interaction between Night Market Lookout and Aethersphere Harvester to make your opponent lose a lot of life. This archetype however is base dominate black and just splashes red for Strike, Hazoret, Bomat ability as well as some sideboard cards that black can't provide. It's dominate black because of the number of good black one drops as well as good sideboard cards that red can't provide. Lookout and Dread Wanderer are the stand out black one drops, you want to play either one turn one and the only way to do this is to play a lot of Swamps.
This deck is different and I can appreciate that, brewing is good, but if you want to be competitive, playing tournaments, then I suggest using an already established Black Red Aggro list or just playing Ramunap Red.
Aggro feeds off consistency and playing a bunch of 3 ofs of a lot of different creatures is not consistent. You already have the best red one drop here, Bomat, but it's the only creature as a 4 of. I suggest cutting quite a few creatures and make the better ones for this strategy 4 ofs. Start by cutting the two drops, Aetherborn and Captain. Aetherborn is double black which is not going to work unless your manabase is dominate black. A dominate red mana base can't support double black for a two drop. There's no other Pirates in the deck, Captain is very much wasted. Earthshaker is the best two drop here play it as a 4 of.
One of the reasons to play black with aggro is Scrapheap Scrounger which is amazing with aggro strategies because it's 3 power for two mana and can keep coming back even at instant speed by exiling one of your dead creatures from your yard such as Bomat. I suggest adding 4x Scrounger as the second two drop. Since it's an artifact it makes Unlicensed an even better removal spell. Black also gives you a nice three drop in Yahenni, Undying Partisan. This guy is deceptively powerful because he can project himself from removal and board wipes by free sacing another creature you control. He combos with Scrounger because Scrounger can be reanimated using other creatures you sac to give Yahenni indestructibility and you can sac Scrounger to protect Yahenni and then reanimate Scrounger. He can also save Scrounger or Earthshaker from exile removal which is how your opponent can stop them.
What Standard is currently telling us is if you want to play aggro red and black together than it's best to use black as the dominate color and just splash red or just play mono-red. This is because the best cards that black has to offer for aggro are one drops and two drops and you need black as the dominate color in the deck to consistently play these on curve.
If you want to be "different" consider this list:
- 9x Swamp
- 4x Mountain
- 4x Dragonskull
- 4x Canyon Slough
- 4x Ruins
- 4x Bomat
- 4x Dread Wanderer
- 4x Earthshaker
- 4x Scrapheap Scrounger
- 3x Crasher
- 2x Yahenni, Undying Partisan
- 4x Hazoret
- 4x Fatal Push
- 4x Strike
- 3x Unlicensed
I've cut Sunscorched Desert for Slough because Slough can make black mana. Sunscorched with Ruins is a powerful interaction, but there's no room for Sunscorched in the manabase because black mana is more important. Ruins is a far superior card. There isn't a dominate color instead I've gone with an equal amount of black and red, with only one extra black source than red. I've cut the energy strategy (Hub, Siphoner, Harvester) and Lookout to be different than current Black Red Aggro.
I've cut Soul-Scar Mage in favor of Wanderer because I think Wanderer is much better one drop creature because he can come back from your yard. Both Aetherborn and Captain have been cut and replaced with Scrounger and Yahenni. Scrounger is nice on the manabase because it's colorless which is good to be able to consistently play it turn two.
Chandra has been cut for a fourth Hazoret, but if you don't have a fourth Hazoret then just play your 1x Chandra. I think Chandra is better in the sideboard because she is good in some matchups, but Hazoret wins games and you always want it turn four. I've add Push because it's so good with an aggro strategy because your opponent is going to have to at some point have to kill your aggro creatures. When they do you it makes Push a very good removal spell.
Overall this list looks okay, but it's really a much worse version of the already established Black Red Aggro and is much much worse than Ramunap Red. If I were you I would just play either of those decks.
At some point you need a 15 card sideboard because that's how Standard works. 4x Duress is your best sideboard card, there's also Kitesail Freebooter who is Duress with a body, Abrade, Doomfall, Magma Spray, Rampaging Ferocidon and Bontu's Last Reckoning.
Good luck with your deck.
2 weeks ago
The main deck looks great. I've drawn a few sample hands and they're all really keepable. As far as the sideboard, I would swap 2x heroic intervention and 2x sentinel totem for Magma Spray and Aether Meltdown. You already have 3 copies of Blossoming Defense so 3 more copies of intervention seems a little excessive.
Totem is a great card against GPG but I would argue that spray and meltdown work better for you. They're both great against aggro, especially meltdown because it can virtually shut down Hazoret the Fervent. They also work wonders against GPG; spray because it exiles and meltdown because it makes their eternals 0/4s, as well as shutting down threats without putting them in the graveyard which your opponent will want anyway.
2 weeks ago
I added Winds of Rebuke as another tempo card with a little bit of mill/self-mill attached to it. I suppose if you wanted to go with actual removal for creatures you could go with Lightning Strike, Magma Spray, or Shock. Essence Scatter is probably a good choice as well. I'm playing against more Combo and Control than straight Aggro so I don't need those cards as much, but to each his own when it comes to sideboards.
2 weeks ago
And sometimes even a Dispossess after which I can almost concede when it resolves.
Argy on Black Aggro
4 weeks ago
I've done a lot of testing against this and it easily beats midrange and Control decks.
Nice deck. +1 from me.