Meltdown

Legality

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

Meltdown

Sorcery

Destroy each artifact with converted mana cost X or less.

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Meltdown Discussion

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

5 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 phases...it 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

SomeDipshit on Orcpocalypse

1 year ago

hm those are some hot spicy suggestions

I have been very conflicted on Vandalblast, Shattering Spree, and Meltdown (as well as Wave of Vitriol and some of the green artifact sweepers).

Meltdown is my choice for now -- I can easily cast for 3 and get the same effect (since i don't run many artifacts and my artifacts eat removal anyways). Would definitely recommend that anyone building this deck just put in whatever artifact sweeper they prefer there.

Elvish Piper -- yeah -- that's a swell idea, I'll try to find a spot.

Thanks for not forgetting m8!

Matrixxx999 on Orcpocalypse

1 year ago

Hi! I'm a bit late with my suggestions... was very busy

metalevolence on

2 years ago

Since you're not running artifact sweepers like Shatterstorm and Meltdown (which you totally could) I see no reason not to run super powerful rocks like Gilded Lotus, Worn Powerstone and Coalition Relic. Those are definitely better than cloud key, too.

Surveyor's Scope has been pretty good for me in nongreen decks

Outpost Siege and Blasphemous Act are auto-include

I think you will find haste very valuable here, I'd definitely run Fervor and possibly Hammer of Purphoros

Pandemonium seems very liable to backfire here, as does helm of awakening. I can easily see either of these benefiting an opponent much more than this deck, while you also have to spend mana and a card to play them.

I'd definitely prefer Mizzium Mortars to fated conflagration. Sudden Demise is also good

Given your commander, I think you should work sac outlets like High Market and/or Miren, the Moaning Well into your lands. You might also appreciate Homeward Path. These are definitely better colorless lands than reliquary tower and arcane lighthouse.

Other random thoughts: Mimic Vat

To make space, I'd consider cutting: volcanic fallout, pandemonium, heat shimmer, incendiary command, helm of awakening

Cheers

Harbynger on Boros Heroic Bash

2 years ago

I have a friend with a couple Tiny Leaders decks that I had a chance to play at our casual Monday MTG night (he was the reason myself and a couple others started putting these together). He had two separate decks, that both beat me... but with one BIG Caveat. I didn't realize last night you started with 25 life, instead of 40 like Commander... if we had played that way, I'm pretty certain I would have won every single game! I'll have to try these again and see how it goes.

His first deck was commanded by Doran, the Siege Tower and some very tough creatures. I was able to get him down to 10 and 8 in our two games, but once he gets a few guys on the board with his leader, I just couldn't push enough damage through his defenses. Especially since my guys assign for toughness as well, and a lot of my stuff has higher power than toughness. He also was able to Arrest my commander in both games, which made things really hard. I could still trigger heroic for Anax and Cymede, but not having him for blocking and defending really made it hard.

His second deck was commanded by Kemba, Kha Regent with a bunch of equipment and some interesting small creatures. Again, I was able to aggro him down quickly, and then he got enough out that he was able to stop me JUST short of killing him. First game I got him down to 7, and the second game I had him at 1 for 3 turns! I pre-boarded Meltdown against this deck, and didn't see it either game. If I had pulled Meltdown or Red Sun's Zenith in either of these games, I would have destroyed him.

Again, we started with 40 life instead of 25, so I'm sure my aggro could kill him in both of these re-matches. Is there a rule about commander damage in Tiny Leaders like there is in Commander/EDH?