Molten Disaster

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful 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
Commander 2013 (C13) Rare
Modern Masters (MMA) Rare
Future Sight (FUT) Rare

Combos Browse all

Molten Disaster

Sorcery

Kicker (Red) (You may pay an additional (Red) as you play this spell.)

If the kicker cost was paid, Molten Disaster has split second. (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)

Molten Disaster deals X damage to each creature without flying and each player.

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C13

MMA

FUT

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Molten Disaster Discussion

KongMing on Boros before Horos (Lifegain)

1 month ago

I think a ‘win condition’ for a Boros lifegain deck might look something like this:

  1. Gain life.
  2. Deal damage to all players.
  3. Last one standing.

Some ideas to help blow up the board after you have the most life: Earthquake, Flamebreak, Molten Disaster, Pyrohemia, and Volcanic Fallout.

WhichKing on Atarka, World Render: Double Dragon

2 months ago

I think you can cut down on most of the stuff in the "Advantageous" and "1-shot Combat Tricks" sections. In its place you can put a section for card draw and another for "Finishing blows". Your commander is already a big "sudden death" payoff card so you can keep the number of cards in the "Finishing blow" section to a minimum.

Speaking of which, combat tricks that pump power of a target creature makes you susceptible to a 2-for-1 (which can be crippling since your dragons are already a big mana investment) In its place you may consider X-damage spells like Earthquake, Molten Disaster and Fault Line, which have synergy with Gruul's land ramping capabilities. In this vein you can also consider swapping out most of your cost-reducers/mana rocks/mana doublers for land-based ramp.

Shimtalia on Kickin' it Old School

2 months ago

Thank-you all for your comments and suggestions. A few of the suggestions, well, I thought they were in there already! So here is the updates:

IN

Blossoming Defense - Cloudstone Curio - Everflowing Chalice - Inspiring Call - Molten Disaster - Mortal's Resolve - Saproling Infestation - Withstand Death - Forestx2

OUT

Champion's Helm - Deathforge Shaman - Hunger of the Howlpack - Kavu Titan - Pouncing Wurm - Primeval Bounty - Verix Bladewing - Mountainx3

ersatz_olorin on Kickin' it Old School

2 months ago

Everflowing Chalice acts as ramp and a kicker trigger

Comet Storm can be a game winner, or a board wipe, but it's also a kicker spell

Mold Shambler is removal and a trigger

Molten Disaster is an uncounterable trigger/ board wipe

Verdeloth the Ancient creates a big board with enough mana

A lot of bad kicker spells out there, but these are all semi playable.

I'd stay away from +1/+1 stuff because you're missing some crucial cards in white.

One thing that might be interesting with this commander is Cloudstone Curio or Erratic Portal. Bounce and replay kicker creatures into the win.

JuQ on Angry Omnath on a Budget

4 months ago

Building and testing my Omnath, Locus of Rage deck I realized that 2 mana for fetching a basic land is good, 4 mana for fetching two lands is great, but 6 mana for fetching three lands is a terrible deal. If you are casting such an expensive sorcery you should get a way bigger effect on its own before adding any synergies. Boundless Realms is a great card but Nissa's Renewal and Verdant Confluence are lacking heavily.
Getting three cards form graveyard from Verdant Confluence instead is okayish, but for that end is way better Seasons Past it usually gets me five to seven cards form the graveyard.
Traverse the Outlands is just a lower cost sorcery that in this deck will usually fetch you at least five lands.

I'd also add some sacrifice outlets such as Goblin Bombardment, Ashnod's Altar, Altar of Dementia, Breeding Pit, High Market, maybe even Skullmulcher, three of them should be good enough. Being able to kill your elementals on command in order to trigger Omanth is crucial.

You may have troubles with flyers so I'd swap Molten Disaster for Chain Reaction, in multiplayer it will be like a second Blasphemous Act.
Ulvenwald Hydra will also be a nice response to flyers. It isn't an elemental but it still synergizes greatly with the deck mechanics. I also like Cloudthresher and Tornado Elemental to fight those pesky flyers.

Spitebellows is a good removal for an Omnath deck, when yopu evoke it you can get a lot of triggers for just three mana.

I'm starting to like a lot Mouth / Feed, it's almost a second Shamanic Revelation that has some use on the early game giving you a 3/3 body to block with, not too shabby.

matthew-gabriel on You Zacama be Kidding Me!

5 months ago

I would try adding Molten Disaster to give the Zacama combo a bit of extra edge. Another concideradtion is Basilisk Collar for one shoting or Grafted Exoskeleton if your meta runs alot of indestructable creatures. Both options can give you one sided boardwipe like effect. Lastly you run alot of permanents so Genesis Wave or similar effects go well with to your mana doublers even with out Zacama. I dont know if your group is super aginst combo but Zacama is particularly good at "fair" combos. My deck(Zacama, Primal Assbeater) is geared to combo if youre intrested.

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