|Commander / EDH||Legal|
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|Magic Origins (ORI)||Rare|
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, Discard a land card: Molten Vortex deals 2 damage to target creature or player.
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Molten Vortex Discussion
2 months ago
I didn't have trouble triggering herbalists, so long as I kept my fetches when drawing them when I tested. The biggest issue was that lupine prototype was barely ever a creature, while the lack of card advantage was notable enough to make me worried about fatal push/thoughtsieze playsets. That said, push/seize can be offset by just hitting your opponent hard enough that they lose before their card advantage tools come online.
The big thing to look at for the deck is critical turn. Without the disruption tools that midrange typically runs, (which going a coco route would take you to) you either need a lot of resiliency or to be comboing out, and this deck doesn't want to do either. So looking to do more stuff quickly is where its at. Playing it like burn with AK is a major option, but it doesn't really make best use of getting a lot of creatures on the board for cheap- hence a bushwhacker strategy.
I'd give some thought to Thud- hasty galta followed by thud is game. 1 mana lava axe is good. Most of the time here it is aGoblin Grenade You could also run Shrapnel Blast, if you run another couple of artifacts like a Bomat Courier or whatever.
Rampager is basically a slightly bigger giant growth. If you're looking at a 2 mana combat trick Temur Battle Rage will outperform it. If you're looking at 4 drop creatures, goreclaw and bloodbraid fill most of those slots, so you will have trouble casting it.
The biggest things I'd be looking at testing would be value discard tools- I'd consider Molten Vortex to help offset getting flooded with land so prototype turns on. Insolent Neonate is also a neat option, offering card filtering and triggering herbalists if you are worried.
2 months ago
If you're that worried about card disadvantage in a graveyard deck, have you considered Life from the Loam? Its in your colours and very solid. Strap it to a Molten Vortex and you get a lot of extra range for not a lot of outlay.
2 months ago
Flame Javelin is great but I think if you are ok running 4x cards with a CMC of 3 then Collective Defiance provides you with a sorcery speed replacement level effect + the option to ditch a hand of lands or put a combo player off their win-con. Seems like a good trade-off 1 or 2.
I agree with clockwork swordfish above about Ramunap Ruins as a 1 or 2 of. In games where you flood it's an out.
I'd also add some fetch, just for the flexibility of hitting for 3 with Searing Blaze on the opponent's turn.
If you agree with me about running a fetch or two, then you should throw in one or two shocklands that allow you to side into Wear // Tear or Destructive Revelry, which is your only option for dealing with things like Worship.
I have no idea if there's enough go-wide in your meta but just had a thought about running Rampaging Ferocidon.
2 months ago
Have you thought about adding Day's Undoing or Time Reversal? These would give you another chance to hit the win condition. Many of my playtests quickly burn the opponent down to <8 life and slow to a crawl. Any one of these cards could refill your hand with more land (and toss the Treasure Hunts back into the fray.
4 months ago
If you're going to use only one copy spell I'd suggest using Fork over Reverberate. While they're very similar and neither is strictly better or worse than the other one common scenario Fork has over Reverberate is when copying counter spells and turning them red. This can be significant, because in past times when copying counterspells I've had cards like Red Elemental Blast, Pyroblast, and Guttural Response used to counteract my Reverberate when copying a blue counter spell or draw spell. Most non-blue decks that can run those cards will likely run them more-so than not and Fork bypasses that issue easily when needed.
It seems your meta is thoroughly diverse. Hand and deck disruption can be a strong asset for taking down a combo deck, but I wouldn't consider Praetor's Grasp or Wheel of Fortune strong enough effects since combo decks can always run back-up combos to rely on. What really hits combo is repeatable effects and some of the strongest you could probably run would be Mind Slash and Bottomless Pit which a lot of combo players would find nasty. (Painful Quandary is a close third place and can stop storm decks pretty effectively as well.) Also if you're going up against non-graveyard strategies Mesmeric Orb is a ballistic nightmare in any singleton format it's put in which would be the only effective mill card I'd ever recommend when hurting combo.
Do note graveyard-based combos are a little more resilient to the card suggestions I've given above, but so long as you have something like Rest in Peace and/or Planar Void you can easily avoid this issue without giving them any fuel to burn.
Given your meta I would imagine Torpor Orb would lift a lot of weight for you especially against Purphoros, God of the Forge, Palinchron/Deadeye Navigator, and whatever ETB effects the Muldrotha, the Gravetide deck is probably abusing.
One aspect about blue I've never liked was it's use of counter spells. If you find Reverberate helpful I'd recommend also using cards like Seal of Cleansing, Sinister Concoction, Gate to Phyrexia, Aura Fracture, Aura of Silence, and Umezawa's Jitte. Not only do they serve as good rattlesnake cards that deter your opponents from just putting their bombs on the field, but I've noticed blue decks only hold up counter spell mana on turns they might need it on. If you drop one of these early when they're not ready their counter spells won't be able to stop the card effects, and I can verify from past experiences that the blue players I go up against when using the cards I just mentioned hate them fondly because they know I save them for their combos which makes their job of combo-ing out much more complicated. In fact one card I've found more success with than I'd ever give credit to is Molten Vortex, because the number of utility creatures and win-cons it hits without needing to use prime removal spells is pretty big and as I said before it's another one of those spells that if resolved the blue decks are going to have troubles playing around with. The Vortex can remove Mizzix of the Izmagnus, Laboratory Maniac, Norin the Wary, Hermit Druid, Kiki-Jiki, Mirror Breaker, etc. and even when I don't have a land to pitch to it I've found it's presence alone is enough to deter plays entirely. Shattering Spree also plays well against blue, because not only can it hit multiple targets, but you can hit the same target twice or three times which would require more than one counter spell to stop a key combo piece being removed if needed.
As for multiple combat steps or a super massive army being swung your way you already can use Ghostly Prison, but if you need more options Norn's Annex can also work as well as Orim's Chant which not only stops combat but can also be used but can also stop storm or certain combos if you cast it at the right moment. It should also be noted that Rule of Law as well as the aforementioned Damping Sphere also does a marvelous job of stopping storm as well. Lastly if your opponents gaining life is an issue I think Rampaging Ferocidon makes a good option, because it can also punish your opponents if they try to build an army, so it fits two functions rather well, and I find the menace handy if you ever need to punch into a super-friends deck.
4 months ago
The reason I use Blue over Black is for access to countermagic, which makes Merrit Lage even more threatening, and is something that 9 opponents out of 10 won't anticipate, even seeing blue cards coming from a Lands deck. Draw power can also be a huge benefit, finding my Explorations, Loams, Vortex's, etc. Additionally, Brainstorm effects (including Jace) lets you set up your dredges from loam. I don't run Tabernacle for financial reasons and financial reasons only. I have intention of getting one eventually, but it's simply not within my reach at the moment. As for Pernicious Deed I would much rather stick with Engineered Explosives can can have the same effect without wiping my own valuable resources like Exploration or Molten Vortex. Plus EE is recurable with Academy Ruins, another reason to run Blue lol I appreciate the comments.
(Side note, if I'm being honest, I run Temur in literally every format lol it's my thing. I love the color combination. Originally when I was building Legacy I wanted to use Jace, but didn't care for any of the archetypes he fits in to. I like to home brew, so I started looking into what I could do with him, and considered building Lands because I really liked the archetype to begin with. This is the result after much tweaking and altering)
5 months ago
Nice dude! You back on the discord? I haven't been around there lately outside of the circu channel here and there. Haven't had the time to find a game. Takes too long to play stax haha.
I'm in the same spot as you, i dont care so much for the thorn but i reeeally need the tolaria west. Would it be possible to do Tolaria West and Mother of Runes for my 4 Faithless Looting, Necromancy, and Molten Vortex? I believe it would be slightly in your favor
5 months ago
Your deck is conceptually similar to the Owling Mine deck. That deck uses cards like Boomerang, Eye of Nowhere, Remand and the recently printed Unsubstantiate to disrupt your opponent and keep their hand full. The other cards that play a major part in the deck are Exhaustion and the already suggested Ebony Owl Netsuke.
Now without using blue the best way for you to disrupt your opponent is discard, extraction and potentially land destruction or denial. I'm guessing you are wanting to stay reasonably budget, so maybe Blood Sun could help or the Aftermath effect Rubble on Reduce / Rubble. I suspect that both Fate Unraveler and Teferi's Puzzle Box are too slow, for a 4 drop I might be more tempted by Barbed Shocker or Sudden Impact. I also think you might be able to use Liliana's Caress, Molten Vortex or Wheel of Fate depending on how you want to shape the deck.