Molten Rain


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Modern Masters 2017 Edition (MM3) Uncommon
Mirrodin (MRD) Common

Combos Browse all

Molten Rain


Destroy target land. If that land was nonbasic, Molten Rain deals 2 damage to the land's controller.

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Molten Rain Discussion

sylvannos on Wouldn't mind some advice on ...

6 days ago

You're already playing what's basically a Delver deck. You only need to make a few changes to have a pretty solid list. I'd change the following:

-4x Temple of Epiphany

We need to cut some lands to improve the speed of the deck and lower the curve. Temple of Epiphany always comes into play tapped, so it's the most obvious candidate.

-2x Cryptic Command
-2x Disallow
-3x Enigma Drake

These just cost too much mana in comparison to some more efficient cards you could be using.

-2x Goblin Electromancer
-2x Guttersnipe

These don't help you fast enough and get nuked by every removal spell in the format, not to mention their mana cost.

-1x Mana Leak
-1x Magma Spray

These are good cards, but not necessarily stuff you want in excess. Mana Leak falls off after turn 3 or 4. Magma Spray is useful for dealing with Kitchen Finks, but 2 maindeck gets clunky when facing off midrange and control. As a side note, you may want to swap out Magma Spray completely for Pillar of Flame. You lose the ability to play it as an instant, but it means you can shoot planeswalkers or just burn people to death.

So what do we add?

+2x Thing in the Ice  Flip
+1x Delver of Secrets
+2x Opt

You'll want multiple copies of each of these every game, so we should bump the number of each to 4.

+3x Young Pyromancer

This helps with the game plan of building up incremental value vs. your opponent's spells. Counter something? Get a 1/1. Draw a card? Get a 1/1. Unfortunately, Gitaxian Probe got banned, so this isn't a 4-of anymore like it was. Still, a really solid card.

+4x Monastery Swiftspear

This is probably stronger than Delver of Secrets as far as turn 1 plays go.

+4x Vapor Snag

Gets rid of big threats so you can counter them back on the way down. Alternatively, can be used to save one of your creatures from getting bamboozeled.

+1x Dispel

Really powerful to have in the main, whether it's protecting your creatures or stopping your opponent from killing you via Lightning Bolt. We don't want too many, however, because some decks it can be really clunky against.

-1x Mountain
+1x Desolate Lighthouse

Desolate Lighthouse is really good if the game starts to drag on and you need a specific win condition. It dumps extra lands, Mana Leaks, etc. to help find threats/answers to close out the game.

As for your sideboard, I'd switch it around to look more like:

2x Ceremonious Rejection
1x Deprive
2x Dispel
2x Grafdigger's Cage
1x Izzet Staticaster
3x Molten Rain/Blood Moon
1x Negate
1x Squelch
2x Vandalblast

If you have the budget, you may find Snapcaster Mage + Thought Scour is better than Thing in the Ice  Flip + Opt. Adding another color also goes a long way.

Hope this helps!

colton815 on The Demolition Crew

1 week ago

ticked-off-squirrel: Survey the Wreckage is a terrible card. compare it to Stone Rain or Molten Rain. 2 extra mana just to get a 1/1 token is horrible.

colton815 on The Demolition Crew

1 week ago

ticked-off-squirrel: Survey the Wreckage is a terrible card. compare it to Stone Rain or Molten Rain. 2 extra mana just to get a 1/1 token is horrible.

Xica on Transformative "ponza" sideboard for hollow ...

1 week ago

So i have built a deck around Hollow One that functions pretty well: Dickhead Returns! - Modern Turbo Xerox

I have been running Blood Moon in the side for some time, problem is that its often too little to late, as a single basic is often enough to negate most of its effects.
Thus i looked up how working land denial decks, like ponza do.

Apparently they run land destruction to kill all basics.

So the question is, is it worth it to run Boom/Bust, over Molten Rain?
Since it needs fetches to function without screwing myself too.
And the 6 mana destroy all lands mode can be game on t4, which the deck can manage.

Do you guys think its worth the life loss, from fetches for green splash to play Boom/Bust & Ancient Grudge?
Or would i be better off sticking to Molten Rain?

(and if i guess correctly running fetches would mandate playing more than the current 15 lands, since thinning the deck from lands more, could easily lead to not drawing any in a reasonable timeframe - what should i cut in your opinion, if its worth the green spalsh?)

VaultSkirge on Jimmy John Goblins

1 week ago

If life gain is proving to be a problem, you can use Skullcrack to prevent them from gaining any life for a turn. Against Leyline of Sanctity, you can add maybe a Wooded Foothills or two along with a Stomping Ground, and then put 2-3x Destructive Revelry in the sideboard. Against Tron, Molten Rain from the side to deal with Urza lands is great. Against Elves, I don't see a mass kill spell that won't kill all of your creatures as well. But if you don't care about your guys and just want to deal with their guys, I would recommend Pyroclasm if your meta's Elf strategy is to go wide with 1/1 tokens, or Anger of the Gods against regular Elves with Elvish Archdruid and that stuff. Against Ad Nauseam, I don't see any spell in read that can deal with it, other than if you splash blue for some kind of counter.

Wraithenable on Zurgo Bellstriker

1 week ago

Found the following cards to feel slightly lack luster:

Kari Zev's Expertise -> Molten Influence

Kari Zev, Skyship Raider - > Zo-Zu the Punisher or one of the 2/1 haste creatures.

Will try to aquire:


I do like the cards with double actions such as Arc Trail and Searing Blood

I might consider adding:

Blur of Blades

Molten Rain

Smash to Smithereens

There also seem to be an upgrade in doing:

Goblin Bushwhacker -> Reckless Bushwhacker - But this requires turn 3 and not only turn 2 and if you can only get in for one turn anyway it's the same.

APPLE01DOJ on Azorius Blue/White Control

3 weeks ago

Well they could side in Molten Rain or Choke or Blood Moon or any number of hate cards against you. That's what makes Negate valuable. Your job as the Control pilot is to know what you can and absolutely can't let get through. In addition Fatal Push, Spreading Seas, and Ghost Quarter are common MB cards. You're not going to be able to stop everything all the time, thus having multiple win conditions is important but your goal is not to out aggro the opponent but the long game. You want to prevent and neutralize threats until your opponent is out of outs and loses to a flying 4/4 or 3 1/1s. Some thing also to consider is that the majority of modern decks kill themselves through the long game.

With all that being said, one of the biggest threats against Control is opposing manlands such as Treetop Village or Raging Ravine. You can't counter these and they're immune to sorcery speed board whipes. You may want to add a few Ghost Quarter or Field of Ruin to your mana base.

ArchonBlue on Azorius Blue/White Control

3 weeks ago

@Apple01DOJI've noticed that about U/W Control as I've been perusing the internet, that it hardly runs any creatures. My question is, how do you do enough damage to win? If your primary win condition is Celestial Colonnade, couldn't your opponent just sideboard some Molten Rains and wipe you out? Isn't it a more balanced strategy to have some more creatures? Is having planeswalkers in this kind of deck super important due to the lack of creatures?

I'm not questioning that you know what you're talking about, your advice lines up with what most Tier 1 versions of my deck look like. I'm just confused as to how that works. I feel like I'm probably just missing something really obvious haha. Thanks so much for the feedback!

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