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
Oathbreaker 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

Ender666666 on Grenzo Doomsday Dash

1 week ago

Yeah, Shattering Spree makes the most sense to keep when you put it that way. I was unaware of Meltdown . Thank you for that one!

blazingscout on Grenzo Doomsday Dash

1 week ago

By Force 's relevancy depends on your meta, if there are alot of powered Urza decks or artifact based stax decks, By Force and Meltdown are great additions, jury's still out over Meltdown vs. By Force but my consensus is that if you care about your rocks, By Force is for you. If you don't, Meltdown is your best bet.

If you find yourself in each game with a lot of red mana, or a lot of control players, Shattering Spree is all around better than the alternatives because it copies itself rather than being a single spell, want something gone with your opponents having open mana, target it twice to make them burn 2 interaction spells.

In blind meta's Abrade Mogg Salvage Chaos Warp is where you want to be at, just as a contingency against any cards that will ruin your day.

enpc on cEDH Preference

4 months ago

As has been mentioned by a few people here - your main focus on cEDH removal is its inexpensiveness to play. The drawback of giving an opponent a land (or some kind of value) is irrelevnat compared to impeding their strategy.

With regards to good removal, here are a few (some have already been listed however I am listing them again here for a consolidatedish list), however this is by no means complete:

Single target creature:

Swords to Plowshares , Path to Exile (if you already run swords), Pongify , Rapid Hybridization , Fatal Push (this is meta dependent), Reality Shift (can form a win condition)

Single target multiple options:

Assassin's Trophy , Abrupt Decay , Chain of Vapor , Red Elemental Blast , Pyroblast , Beast Within (good for mono-green), Cyclonic Rift

Single target artifact/enchantment:

Nature's Claim , Natural State , Fragmentize , Abrade

Multi-target creature:

Toxic Deluge , Rolling Earthquake , Fire Covenant

Multi-target artifact/enchantment:

By Force , Meltdown , Force of Vigor

hkhssweiss on We Love Freebies! *Primer*

8 months 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

9 months 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)

11 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)

1 year 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+.

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