Rod of Absorption

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Rod of Absorption

Artifact

Whenever a player casts an instant or sorcery spell, exile it instead of putting it into a graveyard as it resolves.

, , Sacrifice this: You may cast any number of spells from among cards exiled with this with total converted mana cost/mana value X or less without paying their mana costs.

freezerboy on SEND DECK PICS ♡ [Boat Themed Dimir]

2 years ago

I almost want to recommend Leviathan even though it is just so trash...nice deck name. Thoughts on something like Serrated Arrows. Could really hit the nail on the head with options like Basalt Monolith, Crystal Rod, Null Rod, Rod of Absorption, Detection Tower, or Phyrexian Tower.

multimedia on Double Trouble : High-power Kalamax

2 years ago

Hey, nice to see another well built budget Kalamax deck. You have really good card sense on a budget and you understand you want instants with Kalamax. Rod of Absorption is interesting tech, haven't seen it yet with Kalamax.

Unfortunately, when talking about power level (PL) you should include the manabase, lands also matter. The manabase here is not above PL 5, it's casual. My budget Kalamax deck has a much more expensive price manabase and I'm calling my deck PL 6 and casual. I'm not playing Shock lands, but I am playing two Bond lands, three Pain lands, three Filter lands and two Check lands.

To get beyond PL 6 with the manabase you want Shock lands and Bond lands. Beyond PL 7 you want the expensive price Fetch lands or Rainbow lands: City, Confluence. Into PL 8 territory you want Fetch lands. Beyond that to you need ABUR Duals. What I'm saying is you have to be able to afford these lands if you want a high PL for your deck.


29 lands is low amount with a casual manabase because you don't have enough color fixing because you don't have enough lands. Color fixing is really important with Kalamax because of the difficult color requirements needed to cast the most important spells: for Narset's Reversal and for Reverberate.

From lands here only 13 sources of blue is not enough when it's the primary color and most important color with Kalamax for draw and Reversal. You want at least 20 sources of blue without help from nonland mana sources. You have essentially cut lands in favor of more blue draw spells, but you didn't increase the amount of blue sources in the manabase to account for having more blue spells. You're relying on red more than blue for combos, Ral and Ignition, but only 14 sources of red is low amount to be able to consistently make or more.

By making these cuts you add three more lands that can make any color of mana, four more blue sources for 33 lands instead of 29. It's not that the cards I'm suggesting to cut are bad they're just not as good for the mana cost as other cards here. Settlement and Encampment are helpful budget rainbow lands with Kalamax as sources to tap him when he can't attack, you don't want to attack or you need to make a color of mana your lands can't. Crop Rotation can tutor for one these lands or even both which makes them among the better sources that can tap Kalamax.

Archmage and Artist are amazing budget four drops with Kalamax because of magecraft. They have all the interaction when casting instants or copying spells which is the entire game plan of Kalamax. Archmage can draw a ton of cards which can help to draw lands and Artist can create a ton of treasures for ramp/color fixing. Artist is very helpful with Kalamax creating at least two treasures just by casting your first instant on a turn. Making at least two treasures lets you abuse Narset's Reversal with Kalamax, cast it on each opponent's turn.

Artist also goes infinite mana of any colors when you combo with a Fork and that's helpful to have mana to cast counters/other protection to win. Archmage also goes infinite with Fork combos, but you can control how many copies of the Fork you make thus don't go infinite otherwise you'll draw the rest of your library and lose the game drawing from an empty library.

I offer more advice if you would like. Good luck with your deck.

legendofa on I read rod of absorption …

2 years ago

As another note, if you don't actually pay anything for the cost of Disintegrate or Blue Sun's Zenith or any other X-cost spell, X automatically is set to zero, and the mana value is everything else. Since Rod of Absorption has the "without paying their mana costs" clause, you can't pay anything for X. Blue Sun's Zenith would do nothing except use up three mana value slots.

FatFreddiesCat on I read rod of absorption …

2 years ago

Rod of Absorption says to "cast any number of spells with total mana value X or less". Say X=10. Does this mean an unlimited number of spells, each of which has a total value of X or less (e.g. X=10 Fireball , Disintegrate , etc) can be cast? Or does it mean all the spells added together (e.g. two spells of 5 mana Force of Will and 5-mana Blue Sun's Zenith ) cannot exceed X=10?

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