Magma Spray

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

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.

Agatha12 on Mono Red Rush

7 months ago

Updates:

I somehow managed to go 2-2 in my local tournament, 1st day playing the deck, I was very impressed with its killing power.

Goblin Guidex4 => Fanatical Firebrandx4 Fanatical is a good cheap option. However, I found that goblin 1 red mana for 2/2 KILLED other opponents. This single card actually led people to discord A LOT of cards. Which helped me. MAY look for a replacement in the future. (Ragavan, Nimble Pilfererx4, If I ever get rich)

Ghitu Lavarunnerx2 => Monastery Swiftspearx2 No explanation was really needed, it was really just a cheaper/crappier version, managed to find 2 more at the store.

Goblin Chainwhirlerx4 => Kumano Faces Kakkazan  Flipx4 Goblin Chain was OKAY, there were 1/2 times where it actually did so much good. BUT, Kumano is cheaper, (does almost the same thing Chronicle 1) and also turns into a 2/2 and gives a creature a counter if you've summoned one on that turn. Which with this deck is likely to happen.

Magma Sprayx4 => Lava Spikex4 I'm not really happy about the limitations of either of these cards, But Lava Spike helped against planeswalkers and also make it easier to kill the opponent.

Its really hard for me to tell if it is a good idea to keep Tormenting Voice/Cathartic Reunion OR The Flame of Keld

I found that the Flame of Keld's draw power was enough to get me through some situations. There were moments where I wish I didn't have either a Tormenting Voice or Cathartic Reunion. This showed some flaws while facing players with counters.

as recommended by Tcbrgr Vexing Devil Or Rift Bolt would be good replacements.

legendofa on New card frames coming soon?

2 years ago

The original card frames lasted for ten years, from Alpha in 1993 Lightning Bolt to Scourge in 2003 Goblin War Strike. The "modern" frames got eleven years, from 2003 (8th Edition) Shock to 2014 (Journey into Nyx) Magma Spray. The "new" frames have been used for about eight years, starting with M15 Lightning Strike. Will we see a new frame at or around 2025?

(I got slightly disoriented writing this, I still think of the thick-bottom frames as newfangled. Getting older, please send help.)

dgalarza on When Can the Invasion Commence?

2 years ago

Thanks for taking time to check me out, zapyourtumor!

I haven't kept up with the newest sets. Thanks for turning me on to Consider. I'm going to try it out in Radical Idea's spot. That 2 mana is pretty restrictive in the mid game I find.

I've wonder about Jori En, Ruin Diver for the longest as well. I honestly run Jace, Vryn's Prodigy  Flip primarily for the creature half. I'll run Jori En in Jace's spot, but I worry that the mana curve is bloated at 3 with him and Irencrag Pyromancer.

I see Expressive Iteration as a win more card for me in this build. I could be completely wrong. I'll test it out last and once everything else seems solidified. Probably in Improbable Alliance's spot.

I've ran this iteration with Treasure Cruise and Dig Through Time before. The nonbo with Cryptic Serpent always felt bad. I recently added Serpent. Despite its unassuming nature, it definitely has helped me stabilize some matches. I think I'll try to squeeze in 1 Dig because that value is way too good to write off.

I do love me some Magma Spray. Scorching Dragonfire is there because of local meta reasons. Death Baron is a menace!

Crackling Drake was always so hard to cast. The mana and color requirements were always so hard on me. Especially when I found myself having to shock or ping myself for the mana way more than I'd like. 4 mana by turn 6 always seems harder than it should, and I feel anxious when I don't have mana open for a Lightning Strike or Negate.

Thanks for the feedback!

zapyourtumor on When Can the Invasion Commence?

2 years ago

Consider can replace either Opt or copies of Radical Idea.

I wonder if Jori En, Ruin Diver would work?

Expressive Iteration a really strong dig spell in UR. It might not be as good here since it doesn't "draw" cards, but I think it's worth a shot.

The delve spells Treasure Cruise and Dig Through Time are definitely worth running here because of all the looting and spellslinging. I think 2 copies total of delve spells would be a decent balance. Treasure Cruise seems better because it draws so I'd try 2 of those.

Magma Spray might be a decent sideboard card over Dragonfire for phoenix.

multimedia on Fort Burn

2 years ago

Hey, interesting budget version of Kykar.

Lots of burn here doesn't have enough oomph when each opponent will have 40 or more life. Glacial Ray, Magma Spray, Lightning Helix and other single effect burn spells like this are subpar in multiplayer Commander. Flame Rift doesn't do enough, hitting all players for 4 damage a single time is not worth a card. Even being able to flashback these spells with Backdraft Hellkite isn't good enough because they're only doing damage to one player. Some advice is research Torbran, Thane of Red Fell burn decks and mimic the burn strategy with Kykar?

Impact Tremors and Zo-Zu the Punisher are good, it's the kind of repeatable burn you want in multiplayer Commander. Consider more repeatable burn sources?

Barbs and Earth seem like very good repeatable burn sources with Kykar since have lots of mana rocks (could have more), Spirits can make red mana and playing lots of basic lands. Tremors and Goblin Bombardment want an infinite combo for they're burn that can create infinite tokens with Kykar or Saheeli, Sublime Artificer.

By adding this budget combo you add some more competitiveness to your deck and Guttersnipe is another burn win condition with the combo. You can't do this combo if you control Spellshock. But with Jeskai you have many options that can bounce/tuck/destroy an enchantment before comboing while still keeping it in your control to burn your opponents until you want to combo.


What Kykar provides for a burn strategy is extra damage from attacking with fliers, 1/1 Spirits and Kykar. Animosity can make Spirits more of attacking threats and with a lot of them a win condition. Consider increasing the fort with Obedience and Prison? Obedience can also be a nice source of repeatable life gain with extort since you gain life each time equal to the number of opponents you have.

Consider adding more draw as well as more mana efficient draw to expand on spellslinger?

Tandem Lookout when soulbond to a creature who can do damage to an opponent or all opponents you draw cards. Use this interaction with Guttersnipe since when he does damage you draw a number of cards equal to the number of opponents you have. Zo-Zu the Punisher is also good with Lookout because all players can play lands including yourself to draw. Lookout can change who it's soulbond to which is really helpful to first soulbond with flying Kykar or a Spirit and then change when a creature ETB who can do damage to opponents.


Some cards to consider cutting:

Good luck with your deck.

StopShot on I need help choosing another …

2 years ago

@Raging_Squiggle, the cards you suggested removing have benefitted me countless times in cEDH though. Personally, I'd rather remove Terminate first. Holding up less mana every turn to address multiple threats is better as it gives me more flexibility. If you want to advance your boardstate it's better to hold up two 1's and a 2 than two 2's and a 3. Finding ways to do things cheaper without need for ramp is in a way card advantage as I see it and it mitigates how severe a discard cost is when you build your deck around flexibility than tempo. As I said I like playing more reactively than proactively. As for my experiences Lightning Axe 's removal capabilities in commander I find to be on par with Lightning Bolt 's capability in 60 card formats - not capable of removing everything but efficient enough to not get in the way of doing two things at once. Sinister Concoction is telegraphed removal which is incredibly undervalued in multiplayer settings as no one willingly wants to have it proc on their best card in hand, and having that kind of chilling effect on a whole table for one mana is pretty strong. And then there's Molten Vortex which is probably the best thing on earth for removing hatebear after hatebear and bypassing counter spells in blue combo decks. Losing lands to it may seem steep, but the cost is nothing when your opposition is locking you down and locking you out in the first place and if its a dead card I pitch it to the Lightning Axe or Sinister Concoction anyway.

Personally I've grown to loathe "non-black" removal spells. It's not just this combo but its also The Gitrog Monster and Kaalia of the Vast and Nekusar, the Mindrazer and Opposition Agent . I acknowledge there are a lot of non-black targets I can use it on instead, but picking between a Doom Blade and a Murder when Lightning Axe / Dismember takes out more of them for less mana sums up my approach to this. And I do run Chaos Warp , Anguished Unmaking and Generous Gift along with a slew of boardwipes for anything bigger - I just didn't mention I ran them here when the focus of my thread is on small and early game threats where the heavier removal isn't as apt at addressing these problems.

Still, even without the mana ramp the combo can come down on turn three by casting the cards on consecutive turns or on turn four by playing them all at once, and we are talking about competitive black which has plenty of tutors. In the early game holding up 2 or 3 mana for only one answer every turn I find to be a waste. It's not just this combo either as I'm in the company of decks that are looking to end or lock the game before turn six if left in a vacuum. At the same time I still want to acknowledge other non-aggressive strategies do exist and striking the balance is difficult when one set of cards is too slow for my current meta and another set don't go far enough for everything outside of that meta. Personally, I think the small spells still have some merit in all cases whereas the larger spells become an annoying liability when you're put on the clock. It's another reason why I value being reactive than proactive, to value flexibility over tempo, because I'd need to pick a different commander entirely if I want to match the speed my competitors play at. However, my opponents lose much more value than I do when they go headfirst into certain strategies only for them to be thwarted such as with the Witherbloom Apprentice + Chain of Smog combo or with the Auriok Salvagers + Lion's Eye Diamond combo or the Worldgorger Dragon + Animate Dead combo or anything that relies on Doomsday . My deck is built to address this kind of madness, but when I make card decisions I still want to keep more normal metas in mind when picking cards. Cards like Magma Spray and Fatal Push are incredibly narrow, I know that, but what I need to know is which card of that set is the best for taking on problems outside of my own meta.

FormOverFunction on I need help choosing another …

2 years ago

I think the exile aspect of Magma Spray puts it at the top of the list, assuming its color isn’t going to cause trouble.

StopShot on I need help choosing another …

2 years ago

I enjoy playing competitive EDH and one of the recently spoiled Strixhaven cards I already know is going to shake-up my meta and make things difficult for me. Namely Witherbloom Apprentice is the card I'm dreading as it can close out a game if it's controller casts Chain of Smog as it can be copied infinitely if the controller always targets themself with it. It's very likely every BGx deck in my play group is going to run this combo given how easy it is to setup and when you pair the possibility of closing out the game on turn two through Dark Ritual or Sol Ring into a mana rock, it becomes a lethal threat I can't ignore when making deck building decisions. As such, I feel I need to add another one mana creature removal spell in my deck, but I'm stumped over which spell I should include not just to address this potential combo but also have the most practical use outside of it as well.

My current list of removal spells are: Path to Exile , Swords to Plowshares , Sinister Concoction , Dismember , Lightning Axe , Molten Vortex , Red Elemental Blast , Pyroblast and Terminate (I enjoy playing more reactively than proactively.)

The removal spells I'm considering are: Dark Betrayal , Fatal Push , Human Frailty , Lightning Bolt , Magma Spray , Weight of Spires and Seal of Fire . (The last one I'm considering for its use around counterspells by casting it early.)

Notable exclusions are: Deadly Rollick , Defile , Dispatch , Force of Despair , Galvanic Blast , Murderous Cut , Mutual Destruction , Necrotic Wound , Pyrokinesis , Reckless Rage , Skred and Tragic Slip as I feel I don't have the means to meet these card restrictions consistent enough to be useful in my deck, especially in the early game. I'm also not considering two mana removal spells like Go for the Throat because I feel at this point cost effectiveness matters more than removal range.

Of course the best removal spell is going to depend heavily on the meta, but I'm generally trying to figure out which of the spells I'm considering is the best in a competitive environment in general. I'm looking for feedback and second opinions on whether you think any of the spells shines well above the rest through your own play experiences. I appreciate any insight I can get, thanks.

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