Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Urza's Saga (USG) Uncommon

Combos Browse all



Destroy each artifact with converted mana cost X or less.

Meltdown Discussion

hkhssweiss on We Love Freebies! *Primer*

1 week ago

No problem, I'm a tad curious as my meta is highly competitive and since we have similar deck builds with my Intet and your Yennett I was wondering how yours would do in my type of games.

I did take a gander at the section and I like it! I like reading up on how people do on their games!

Reason why I would consider, is that even as fast as we spit out mana rocks and such there is tech cards like Seeds of Innocence , Meltdown , and By Force running pretty rampant. So my question actually is, how is your meta like?

PixelPro123 on Mogis, God of Slaughter

1 month ago

Adding things like Vandalblast over Meltdown , Running something like Mana Geyser would help for your big X spells. Rather than Fireball something like Jaya's Immolating Inferno might be better. In a two colour deck running Rocky Tar Pit serves no purpose.

Winterblast on Najeela's Hulk Pod Project (cEDH Primer)

4 months ago

Barbola I would say just win faster or try to destroy the ramp Narset needs to be cast that early t1/2 seems pretty unrealistic, at least not consistently. Meltdown can ruin a fast start pretty easily because the used rocks must all be cmc 0-1 so you just spend 2 mana and destroy all the acceleration. Mental Misstep is also important against such decks and Manglehorn is also strong, if cast early enough (t2 with a dork or maybe even with mana crypt on t1). Another option is to counter the most important spell(s) Narset reveals because then the whole table gains more time. usually it's in everyone's interest to prevent Narset from casting big stuff for free, so you shouldn't be alone there. This deck can exploit such a situation easily and force the opponents to deal with the visible threat while you collect the cards in hand that win the game for you.

As for Zur, Gilded Drake is very useful. The high number of Ux commanders in my meta made me add Red Elemental Blast instead of dedicated creature removal.

Winterblast on Najeela's Hulk Pod Project (cEDH Primer)

9 months ago

It's not "a few red lines" but the overlapping pieces of an instant speed kill (flash or necromancy hulk) and a grindy pod game that turns random hatebears into the very same combo. Now with a commander that uses pieces that are already there for possible infinite combat has to be noted that this alternative bypasses the weaknesses of the main plan.

I mean if you want to play with 4c there are plenty of different strategies, but in 5c you want to use the 5th color and the overlapping pod and hulk lines are the most reasonable way to make good use of having all colours. I'm also rather fond of Meltdown, which blows out quite a few decks I'm frequently facing (arcum, teferi for example...artifact heavy stuff) and gets rid of all the hate that stops me at once.

In my meta chances are high that games end up being a staxy puzzle and the different ways of using the same key cards for winning have helped me a lot so far. I see what you mean with redundancy but the thing is it doesn't take dead slots to add the redundancy here with all colours. It's basically trading a more secure post-hulk-death line (like anything involving grand abolisher would be) for a better adaptability and resilience in turns 3+.

agGravity on Ruric Thar [Competitive] But i`m broke

1 year ago

I'd drop more enchantment/sorcery, due to the nature of your commander. Risk of getting hit by your own thing will hurt.

Creature wise, you have a LOT of mana dork that will I feel may get underwhelming later. Craterhoof Behemoth would be recommended to correct that issue.

shaistyone on Old, Hidden Gems in EDH

1 year ago

Love the ones already mentioned. Some of my favorites you don't see very often:
Absolute Grace / Absolute Law - people tend to shy away because of their variability, but they can be absolute beatings
Gideon's Intervention - brand new, but woefully underrepresented - drop it, name Nekusar or Purpohoros, and feel excellent.. lol
Soul Sculptor - this is a very silly card that functions like a veritable toolbox of creature control
Meltdown - Oh, the things I've blown up on turn 2 (Sol Ring, Mana Crypt, artifact lands, etc)

SomeDipshit on Orcpocalypse

1 year ago

You guys are going to make me cry, :)

So, for the next round of tests, I am going to do the following:

Meltdown --> Vandalblast / Meltdown + Vandalblast together. (Seriously, never enough artifact hate in this format)

PartyJ -- yeah I should really just be focused on Ramp and tutor -- never really need to draw, and hand disruption is barely a thing unless you are playing Mindslicer (at least, it seems to me). Or anyways, I can't really efficiently disrupt hands with just a few wheels, those were a bad idea. Not to mention that I will always need elves to replace the ones who die in a fiery inferno.

So, I think I can cut those mediocre wheel / mass draw effects and go straight for some more elf includes ... then also include Priest of Titania and Elvish Archdruid. I do need some mass draw ... or maybe just more tutors? I

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