Magma Spray

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Frontier Legal
Vintage Legal
Commander / EDH Legal
Noble Legal
Hero Legal
Magic Duels Legal
Brawl Legal
Standard Legal
1v1 Commander Legal
Canadian Highlander Legal
MTGO Legal
Vanguard Legal
Leviathan Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Arena [BETA] Legal
Heirloom Legal
Modern Legal
Pauper Legal
Pauper EDH Legal
Legacy Legal
Archenemy Legal
Casual Legal

Printings View all

Set Rarity
Amonkhet (AKH) Common
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

Instant

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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AKH

JOU

DDJ

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Magma Spray Discussion

Gommel on MONO RED BURN: BECAUSE WHO NEEDS FRIENDS

2 weeks ago

Maybe side out searing blaze for Magma Spray or Lava Coil, Browbeat is a nice card draw and good for multiplayer magic but its sorcery speed and less than optimal since 'any' is really 'target' if you arent playing multiplayer magic.. Your sideboard could use some archetype hate pieces likes Grafdigger's Cage, Relic of Progenitus or Leyline of Punishment is also a great include!

wereotter on Pattern Recognition #80 - Commander's ...

1 month ago

I think you're right in that red and white have a distinct disadvantage in the format, especially red. People will play white with the other colors for access to its cheap wraths and universal removal, but red doesn't often bring much to the table in commander games that other colors can't do better.

While I agree with other comments that adding any type of damage from a commander will make certain other commanders unintentionally powerful, Nekusar and Purphoros were mentioned, I think this potentially can be fixed by simply reducing the starting life total of all players. I've been able to play burn and aggressive strategies in casual multiplayer because I was able to reasonably rely on other players to help tick down those life totals, but the decks just kind of fizzle out in commander if you're trying to deal with twice the amount of life. Or another option, though this could be potentially more confusing, is to have a permanent Rath effect on red instants and sorceries. If Lightning Bolt and Magma Spray had their damage doubled, they'd suddenly be viable removal spells in the format, and would be able to pose more of a threat to opponent's life totals.

multimedia on Grixis Dragons

1 month ago

Hey, nice version of Dragons.

I don't think you need Nicol Bolas, God-Pharaoh or Dark Intimations. Consider cutting them for another two drop, 2x Abrade? I also think until rotation Glorybringer is much better than Lathliss. Glorybringer is not legendary and until rotation it's the best Dragon in Standard. Consider 4x Glorybringer and 1x Lathliss? Currently this deck lacks creature removal, more Glorybringer solves this problem.


For the sideboard I suggest planning it majority for aggro and control matchups. Dragons already have a good midrange matchup especially with Liliana DM. Unlicensed Disintegration is a good unconditional creature removal spell that's much easier to cast than Vraska's Contempt for midrange matchups. In the sideboard against aggro consider Magma Spray and more Abrade? For control consider Duress, Arguel's Blood Fast  Flip, Negate, Doomfall and Chromium, the Mutable. There's some combo decks in Standard (Mono Blue Artifacts and God-Pharaoh's Gift) Sorcerous Spyglass and more Abrade is good against them. Spyglass can also shut down Teferi or Karn in control/midrange matchups.

Consider this sideboard:

  • 3x Spray
  • 2x Abrade
  • 1x Disintegration
  • 3x Duress
  • 2x Negate
  • 1x Blood Fast
  • 1x Doomfall
  • 1x Spyglass
  • 1x Chromium

Good luck with your deck.


chuckaw1977 on form of the dinosaur

1 month ago

So you are right that there hasn't been any standard decks for Form of the Dinosaur. I'm in agreement that you could use some better early removal. I would consider Shock though I would rather have Magma Spray instead for their creatures to exile them. Also, the combo with Soul-Scar Mage is really great. When the 15 damage is dealt to the opposing creature, the damage is put on the creature as -1/-1 counters first then the creature deals you damage back based on it's power. with all the -1/-1 counters, the creature you target will have no power left so you take nothing.

I've been trying to work on a Form of the Dinosaur & Soul-Scar Mage deck for a while but just haven't put anything together...

multimedia on RG Dragon's tribal

1 month ago

Hey, this is good start, but you want some dual lands for the manabase. Consider Unclaimed Territory and Rootbound Crag? Territory can make one mana of any color to better meet the color requirements for Dragons since you won't have a Hoard every game. If you can get more Sarkhan then I suggest adding more of him. He's much better than Draconic Disciple. He obviously more expensive, but he's going to be in Standard for a long time; the investment is worth it if you want to play Dragons. 4x Sarkhan is ideal, four of him and four Hoard as your ramp three drops gives you the best chance consistently of having one of these powerful cards turn three. You can discard other copies of Sarkhan to his loot ability.

Cutting Disciple for more Sarkhan will reduce the need of having so much green mana. This will make the manabase better. Right now you're playing 10x Forest only to be able to cast Disciple. Disciple is not worth having to play 10x Forests just to play it. The manabase can be completely red without Disciple. Mountains, Territory and some red Check lands for more mana fixing: 2x Dragonskull Summit (help to cast Reborn), 2x Sulfur Falls (help to cast your best Dragon, Bolas), 1x Clifftop Retreat, and 1x Rootbound Crag. Another option that's less expensive is to play Evolving Wilds and basic lands of each color to fetch. This option is much slower than playing Check lands.

Some 25 land manabase examples:

Example with 4x Sarkhan:

  • 15x Mountain
  • 4x Territory
  • 2x Dragonskull
  • 2x Falls
  • 1x Clifftop
  • 1x Rootbound

Another example with 4x Sarkhan that's less expensive:

  • 13x Mountain
  • 1x Swamp
  • 1x Island
  • 1x Plains
  • 1x Forest
  • 4x Territory
  • 4x Wilds

Last example keeping green Disciple.

  • 8x Mountain
  • 6x Forest
  • 4x Territory
  • 4x Crag
  • 1x Dragonskull
  • 1x Falls
  • 1x Clifftop


There's too many three drops here, want some two drops. Consider Tormenting Voice? It lets you draw into your deck while at the same time putting a Dragon or Spit into your grave. There's already a self discard plan with any Dragon deck playing Sarkhan since his +1 loot ability. Reborn is a great addition for some reanimation. Voice can also help in the early game to draw into lands you need for the game, Hoard or Sarkhan. Currently in Standard 4x Abrade is the staple for red midrange decks. The card is so versatile for a two drop. Consider 4x Abrade and 4x Voice?

4x Abrade, 4x Voice gives you 8x two drops. 4x Sarkhan, 4x Hoard and 3x Spit gives you 11x three drops. These ratios will give you more plays for the early game to either help to stay alive against aggro or better set-up the mid game for Dragons.

If aggro gives you trouble consider adding 3-4x Magma Spray main deck or for sure in the sideboard.

Good luck with your deck.


multimedia on Mono Red Dragons (M19)

2 months ago

Hey, if playing this deck until rotation than my advice is go with a midrange strategy not aggro. A midrange strategy can start with 3-4x Sarkhan, 4x Goblin Chainwhirler, 4x Glorybringer, 3x Demanding, 3x Chandra, Torch of Defiance and 4x Abrade. These are the best mono red cards for a Dragon strategy.

Sarkhan for Dragon ramp/loot ability. Chainwhirler to roadblock the battlefield/delay your opponent until you have a Dragon or Planeswalker. Glorybringer best mono red Dragon. Demanding another powerful five drop Dragon, but not as good as Glorybringer. Chandra amazing midrange red Planeswalker more Dragon ramp, but also removal and draw. Abrade most versatile two drop removal spell for red.

I like Skirk Prospector as one drop ramp for Sarkhan, Chandra and Dragons. Since Skirk can sac itself to make one red mana you can potentially get a turn two Sarkan or Chainwhirler or a turn three Chandra. Skirk is nice one drop ramp for Dragons even just getting a turn four Glorybringer because of Skirk is good. You can also sac Chainwhirler to make red mana, not that you ever want to do this, but it's an option. Later on in the game Skirk can be fine fodder to discard for Sarkhan's loot.

Magma Spray is a better main deck removal spell than Shock right now because of the popularity of Scrapheap Scrounger in aggro matchups and Champion of Wits in midrange matchups. Exiling these creatures is very helpful.


Consider this creature base:

  • 4x Skirk
  • 4x Chainwhirler
  • 4x Glorybringer
  • 3x Demanding
  • 2x Queen

Consider this other spells base:

  • 3-4x Sarkhan
  • 3x Chandra

  • 2x Hoard (more in the sideboard)

  • 4x Abrade
  • 3x Spray
  • 3x Spit
  • 1x Banefire (more in the sideboard)

  • 24 Mountains

The game plan in this example is turn one Skirk, turn two Sarkhan loot, turn three Glorybringer. Another one is turn two Abrade kill an opponent's creature, turn three Sarkhan loot, turn four Glorybringer. 4x each of Skirk, Sarkhan, Glorybringer and Abrade gives the consistency of getting these best lines of play. Another strong line of play in the example is turn two Abrade, turn three Chainwhirler, turn four Chandra, turn five any Dragon.

If this advice is helpful I can continue with more advice about the sideboard. Would you like more advice?


multimedia on UBR Control

2 months ago

Hey, consider Guttersnipe for the sideboard? I suggest this because he's just bad in aggro/midrange matchups because he can't target creatures. In control matchups he could be good because every time you cast a counterspell/discard spell/draw spell he then deals damage to opponent. Snipe is also a creature to attack with which is good for games 2 and 3 in control matchups because a majority of your opponent's creature removal will be taken out. Consider moving Snipe to the sideboard for four more lands?

22 lands is low for a control deck. Control wants to make it's land drops each turn because you want to get to a point where you can cast more than one spell a turn and the best way you do this is make your land drops each turn. 26 lands is the norm for a control deck. More land is also good to get to five mana for Gilded Lotus and seven mana to be able to flip Nicol Bolas, the Ravager  Flip. Consider Aether Hub?


I see a lot of cards you have to tap out for to play. If you're willing to tap out for some many cards then consider adding more Gilded Lotus? With Lotus if you tap out for it you can still use it to play Disallow or another counterspell. This makes playing Lotus much less risky for control. It's still risky because of Abrade in Standard, but the payoff of Lotus is worth it if it doesn't get Abraded.

More Lotus also gets you closer to seven mana to flip Nicol Bolas, the Ravager  Flip which seems strong. More Lotus also lets you better protect Bolas turn six. Turn five play Lotus, turn six play Bolas with Negate or Disallow or both protection, turn seven flip Bolas with protection.


Control wants more draw. Pull from Tomorrow is good, but it's a late game draw spell you also want a mid game draw spell such as Glimmer of Genius. A mid game draw spell lets you better set-up for the late game, where control performs best. Consider Glimmer and Hub? Hub is great for three color manabases and Glimmer can power Hub with energy. Another option for Snipe is play low mana cost draw such as Opt and Anticipate.

I worry there's not enough early game creature removal here and as a result you'll get wrecked by aggro. Consider main deck Abrade and Magma Spray? These two red removal spells are two of the best in Standard. Spray especially because it can exile Scrapheap Scrounger. He's such a pain in the ass for control to deal with without exile. Abrade is early game creature removal or mid/late game artifact removal. Abrade is versatile, that's the reason to play it. Consider main deck 4x Abrade, 3x Spray, 2x Cast Down as early game removal spells? I also like Unlicensed Disintegration it's a strong removal spell in Standard.


For the sideboard consider Sweltering Suns and Hour of Devastation? Suns for aggro matchups and Hour for midrange matchups. Also for the sideboard consider more Negate, Duress, Doomfall and Arguel's Blood Fast  Flip? These four cards are some of your best options for control matchups. You want to be able to cut all your main deck creature removal for control matchups and replace them with low mana cost sideboard cards that can give you some advantage vs control.

Good luck with your deck.


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