|Commander / EDH||Legal|
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|Magic Origins (ORI)||Uncommon|
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As an additional cost to cast Magmatic Insight, discard a land card.
Draw two cards.
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Magmatic Insight Discussion
1 week ago
Have you given some thought to Flame Jab Cathartic Reunion/Magmatic Insight/Wild Guess Manamorphose Needle Drop Magma Jet? Card quality is important to a successful combo, and playing more spells in a turn is easier when they draw and discard/draw.
2 weeks ago
Hi again! I've been looking through the list a fair bit in the last few days and have been playtesting it here and there. In regards re: Mind's Desire, cutting a card for this glorious piece of fun is actually... pretty hard. The deck operates well in regards in what it needs to do, so what exactly is key and what isn't? This question had me thinking for a bit, as I was reworking my own UR spellstorm deck. I've narrowed down a couple of options.
-Magmatic Insight: A red and a discard for a draw 2 effect is really good. However, of all the availible and cutable options, this one might be fair to cut. The reasoning behind it is the fact that it needs a land card to be discarded, which is (in both competitive and casual) fairly conditional and situational, leaving it a unworkable card in some cases. Now, these cases are rare, to be honest, but it's worth the pondering methinks.
-Island: Shaving 1 island away for some extra value in the spellslot. Not optimal, but the difference between 31 and 32 lands can be calculated statistically with the website in %, so perhaps it's worth it to look at the numbers and see how drastically this changes the % of times you draw a land in the 99 and the amount in opening hands.
-Ideas Unbound Draw 3/discard 3: real good, I think, but maybe not always what you want? Would be really bad if you'd have to discard sweet sweet gas on a low handcount.
That's it for now. Of course, this is all personal preference, but these are the ones that I've elected. The most important things I kept it mind was the chainability of the spells, the 1 mana draw-a-card spells are really good and, quite frankly, exactly what you want to do. So I've MOSTLY stayed away from these. Creatures seem really fine. Further cuts, I don't know for sure. I'll have to play a bit more in goldfish-mode in order to find that out. Hopefully this helps, I do enjoy the discussion!
1 month ago
Well, if you don't mind something risky Quest for Pure Flame is a cheap 1-drop that'll let your friend double burn damage for a turn. (and he can stack it.) Cards like Staggershock (also cheap) will let your friend keep resouce parity while putting counters on Quest. And Young Pyromancer, I'm sorry to say is absolute gold in burn decks, but also not as budget as the others. Also, I'd add about eight more mountains and four Magmatic Insights to smooth out draws.
1 month ago
this is a very well made post. My personal suggestions
Every commander needs at least 8 mana rocks. Mana rocks serve a couple purposes depending on which ones you put in. Either they ramp you up mana like Hedron Archive or Mind Stone or they help you mana fix like Manalith. I run Signets simply because they do both. Also cards such as Ruby Medallion are relevant all around, including removing part of the first commander tax.
Decks should have at least a couple ways to add cards into your hands. You covered most of the blue ones such as Brainstorm
I know I missed lots of draw but should give people an idea of what kind of draw you can access in the specific colours.
4 months ago
In doing so thought I'd mention a few things, see if anything is helpful, probably not,
Fabricate can pull the Isochron Scepter for your Isochron Scepter + Dramatic Reversal (or the Mana Crypt/Sol Ring that is needed to enable the combo?). I know you have Muddle the Mixture to tutor these, but you could Muddle the Mixture the Dramatic Reversal and Fabricate the Isochron Scepter as an additional tool. Worst case you Fabricate a Mana Crypt for net mana.
Personal Tutor can pull a Fabricate to top of deck, or if you have Temporal Mastery it can pull that to the top to Miracle for (Personal Tutor) + Temporal Mastery miracle to get the extra turn. You don't actually miss a draw, because you still draw on the extra turn you wouldn't have had anyway (technically). Also I find even if Temporal Mastery is in my hand, Brainstorm can make it favorable, or just wheel it away (not super effective), but you may even cast it for CMC7 in odd cases. Think Twice can Miracle it on opponents turns too, that would be fun.
You could run Show and Tell + Omniscience + Enter the Infinite, I think Niv-Mizzet, the Firemind would trigger? (but not sure), but your already tutoring enchantments which is very difficult. I know it sucks (no card advantage), but Gamble is a way to tutor a Curiosity and go for the win early. I think Gamble is a necessary evil here due to the difficulty of tutoring enchantments. You could also run Laboratory Maniac to win, even when you Niv-Mizzet, the Firemind + Curiosity maybe you need it to overcome a Trostani, Selesnya's Voice that's gained 60 life or something, just as an alternative to the draw/damage, once your out of cards in your library, no more way to output damage. Beacon of Tomorrows can also save you here too.
Faithless Looting can help with the cycling of the cards too for . Trinket Mage could tutor a Mana Crypt or Sol Ring for or you could add Great Furnace / Seat of the Synod and tutor a land, since Niv-Mizzet, the Firemind is CMC6, ramping spells never hurt.
Lightning Greaves can Haste enable him so he doesn't have to survive, although you have the Counterspell if you don't have a Pact of Negation or a Force of Will handy can protect him, especially in a 4-player pod where you can't Gitaxian Probe everyone. With so few creatures, I get why it's out.
I use Turnabout + Nivix Guildmage to Infinite mana, they can also be used with Frantic Search + Izzet Boilerworks + Nivix Guildmage to Tutor Curiosity or Ophidian Eye or Mind Over Matter. I really over-utilize Nivix Guildmage so probably not right here, but thought I'd mention as it is a tutor to your combos.
Scalding Tarn and Cascade Bluffs would be good land upgrades, you have other fetches so probably didn't need to say this, but Ash Barrens also good because if you need a color it can landcycle and filter out a land, if you dont need it, it comes in untapped and doesn't slow progression down at all.
Anyways, like I mentioned, not a Niv-Mizzet, the Firemind player, but I know how Tutoring really flattens out the consistency on a combo deck, especially one where you have no direct tutors (Gamble) to get the Enchantments to your hand, so some Janky ones might be of interest.
PS: some evaluations,
Magmatic Insight feels wrong, I like the draw, but sacrificing a land with a CMC6 commander still feels wrong? Plus if you draw it later in the game, it could be a dead draw until you draw a land.
Thought Scour is a pod-specific card? I don,t see much graveyard recursion here, so I assume your pod is top-deck tutoring that you need a response too? Or maybe just looking for as many Cantips as possible? Maybe Whispers of the Muse if you have the infinite mana going, gives you the infinite draw too.
Flusterstorm feels like a dead draw sometimes, especially against . If it's in your opening draw, it probably great, outside of that it's going to be less effective (but not always).
4 months ago
4 months ago
Crater's Claws instead of Red Sun's ZenithEarthquake is still good in this deck in addition to Subterranean Tremors . Maybe both?Flame Slash is cheap one-mana creature kill.Magmatic Insight Card draw?Breath of Darigaaz Burns the field, leaves your creatures and deals damage to opponent.Wheel of Fortune A beast of a card-draw spell, used when your hand is empty.The Flame of KeldDangerous Wager Card draw.Browbeat would actually work well here.Skullscorch something violent to do on turn 2.Pyroclasm Amazing, procs your dragon egg.Mizzium Mortars Yup, more burn.
5 months ago
Still suffering from split personality, although of a better quality now that previously. You need to decide whether you go for burn, or for a go-wide strategy. Some of the cards from each of them doesn't support the other strategy very well.
Since you only play 20 lands - and that is what is to be expected of a burn deck, perhaps it's even a bit on the high end - you should stay away from anything with casting cost over 3. No Cleaver Riot and no Bonfire of the Damned (the latter could be fired for very low damage, but is it then worth a card?). You want to go with burn, Lava Spike and Searing Blaze are obligatory cards, I think. Also in burn, Monastery Swiftspear is a 4-of, since it is part of hitting for 10 on turn 2 (TURN 1: mountain, swiftspear, attack for 1, TURN 2: mountain, Lightning Bolt, Lava Spike for two prowess activations, then attack for 3, a total of 10 damage in 2 turns). And the 2 Dragonmaster Outcasts have to go, since they require so much land to function - you won't get them online until turn 10 or 11, best case (dragonmaster has its real home in a ramp deck).
If you go with Kiln Fiend, have 4 of them, have 4 of each their combo pieces, and some number of Fling as a finisher. Otherwise, don't bother. You'll have the occasional lucky game, where you make a really big kiln fiend, but without free spells (and a blue splash for cantrips like Opt and Serum Visions), it'll be a rare event that it can end the game, or even deal any significant damage.
Faithless Looting is not something I would play in a burn deck, since it's card disadvantage. Ask yourself what you'd rather do - lose a card to maybe improve your, or shoot for 3 life (lava spike)? Besides, as long as your plan is something as simple as "deal as much damage with each card", you don't need to sculpt your hand and search for pieces. The redundancy is high enough that digging is irrelevant. Card draw/filtering is good with kiln fiend, too. But then you don't get the whole burn package, just a few bits of it. Magmatic Insight is actually an interesting card, but I doubt that you'll have much extra land lying about to discard to it.