Smoldering Crater

Combos Browse all Suggest

Legality

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

Smoldering Crater

Land

Smoldering Crater enters the battlefield tapped.

: Add .

Cycling (, Discard this card: Draw a card.)

DreadKhan on ʜᴏᴡ ᴄʜᴇᴀᴘ ᴄᴀɴ ᴀ ᴅᴇᴄᴋ ʙᴇ ᴡɪᴛʜ ᴏᴜᴛ ɪᴛ ʙᴇɪɴɢ ʙᴀᴅ?

8 months ago

Is Sandstone Needle over your budget? Also, are the cycling ETB tapped Red lands too pricey? I'm thinking maybe Desert of the Fervent, Smoldering Crater, and Forgotten Cave would give you some 1 and 2 drops that 'do something' while still being a land.

Just a thought, but I think Temur Battle Rage is cheaper than Spirit Guide, and I think it has a way bigger impact if you draw it after putting 10-20 counters on your Giant, what do you think?

scotchtapedsleeves on

11 months ago

Icbrgr Cycling lands are definitely not your friend unless there's some other interaction.

With that in mind I'd take out: Desert of the Fervent Desert of the Mindful Blasted Landscape Smoldering Crater Remote Isle Forgotten Cave

Could replace those with: Training Center Silverbluff Bridge Cascade Bluffs Riverglide Pathway  Flip Spirebluff Canal Sulfur Falls Steam Vents Shivan Reef Stormcarved Coast

Storm the Vault  Flip is another card that looks fun.

Generally I'd be wary of including too many tap lands. Better to have a basic land that you can tap that turn than a land that enters tapped that you have to wait for. Basics are your friend!

dreadswolf on Lyzolda's Bloody Sunday

1 year ago

I took out Ravenous Demon  Flip, Scroll of Griselbrand, and Smoldering Crater, and added in Manaforge Cinder, Rakdos Cackler, and Footlight Fiend. I think this will improve the deck. Thanks for the advice!

GrimVeracity on Neera Wild Mage Copy Deck

1 year ago

lego22499 this seems like a very fun and explosive Combo/Copy deck! I think the key to cracking/breaking Neera, Wild Mage is going to be focusing on lower CMC ramp and interaction without jeopardizing Neera's ability. She can be a tough cookie to crack but one idea that comes to my mind is adding some cheap early game interaction that you aren't necessarily disappointed to hit with the Neera later in the game. Another way to aid in this struggle may be to run a higher than usual land count considering you may not want to be hitting many low CMC ramp/rocks with Neera's abillity and would rather hit the lands to get closer to something BIG hiding in your deck plus it wouldn't hurt to draw some extra lands early... especially Utility lands or lands that have a Cycling ability as this could help with draw if you start to flood out. That's the best I've got for now but I'll give it some more thought as well as feature the deck and maybe you can get some HOT tips from EDH players more familiar brewing around Storm, Combo, Copy, Ect. Anyways cool deck looking forward to seeing how it develops!

Low CMC Interaction

Chaos Warp, Pyroblast, Pongify, Rapid Hybridization, Reality Shift, Swan Song, Peek, Gitaxian Probe, Snap, Prismari Command

Cycling Lands

Remote Isle, Smoldering Crater, Lonely Sandbar, Forgotten Cave, Desert of the Mindful, Desert of the Fervent

Utility Lands

Castle Vantress, Mystic Sanctuary, Wandering Fumarole, Skyline Cascade, Halimar Depths, Soaring Seacliff, Faerie Conclave, Moonring Island, Cephalid Coliseum, Magosi, the Waterveil, Spinerock Knoll, Shinka, the Bloodsoaked Keep, Ghitu Encampment, Madblind Mountain, Hanweir Battlements  Meld, Kher Keep, Hellion Crucible, Reliquary Tower, Wasteland, Strip Mine

griffstick on Marisi's Twinclaws Voltron

4 years ago

I'm not saying add them all but add a few of them. I know speed is probably of very much importance to the build so no need to add all of these. But I think adding like 4 or 5 duels and 4 or more cycling lands

Spell_Slam on

4 years ago

Cool idea for a deck! I think you could try to build around your commander even more.

In your mana base, a very easy inclusion would be all the cycling lands. Desert of the Fervent , Desert of the Indomitable, Tranquil Thicket , Slippery Karst and Smoldering Crater are great for Gruul decks to have anyways because of the lack of card draw and they work super well with your commander.

All the Dredge stuff would be great in the deck. You already have Brownscale, but you could use Shenanigans (there's always a target), Moldervine Cloak and Greater Mossdog all give you consistent action in the late game that will also power up your damage.

There are tons of self-mill cards that are worth running for card advantage. Lead the Stampede , Beast Hunt , Benefaction of Rhonas , Commune with the Gods , Kruphix's Insight , Scout the Borders all work at varying degrees of efficiency. If you ran a few more enchantments (which wouldn't be hard to do), this could actually be a great way to stock your graveyard and give you tons of action throughout the game.

With that in mind, almost every Flashback card is probably worth running. Same goes with Retrace and Jump-Start. These will give you so many options over the course of the game and be an extension to your hand.

Book Burning Targeting yourself is a pretty good way to stock the graveyard quickly, unless an opponent wants to take 6, which is also nice.

Chainflinger is decent in PDH and would fit nicely in a deck like yours.

Firebolt is very good in general and gets even better if you're milling it into your graveyard.

Fortitude can make a big creature a bigger problem and feed your graveyard lands.

Mother Bear seems like a good fit, like most cards that generate value in the graveyard.

Elven Cache is a great card to have in green PDH. It doesn't cost you a draw like Reclaim does, which justifies the mana cost, in my opinion.

Is Renewal to janky? Cantripping and fixing your mana might not be worth 3 mana, but it does move your gameplan forward somewhat.

A lot of the cards in your maybeboard are cards I think you should actually play. Excavating Anurid is quite strong. A 5/5 vigilance that cantrips at almost no downside for you is really good. Igneous Elemental is comparable to Flametongue Kavu in many scenarios. All your burn and removal that requires sacrificing creatures or lands is also good for your game plan. Quicksand has no downside in your mana base.

In general, I think having more creature-based ramp might be better than sorcery or artifact ones, unless they sac lands. Rampant Growth, Land Grant, Search for Tomorrow, Renegade Map and Armillary Sphere seem like they would be stronger as mana dorks. Zhur-Taa Druid and Silhana Starfletcher are both cards that do a lot of work in PDH, plus all the typical 1-mana ramp creatures in Green.

Otherwise, I think Diligent Farmhand and Muscle Burst is cute, but not very effective overall.

Relic of Progenitus is powerful, but very risky for you. Something like Night Soil could be a stronger choice, or just plain old Tormod's Crypt .

Chain Lightning and Lightning Bolt are oddly enough not impactful enough to play in PDH, in my opinion. I would vastly prefer Staggershock over either one for the better damage output or card advantage potential. These could be easy subsitutes for some of your maybeboard spells.

A lot of your creatures are aggressive, but not enough to really be pertinent in a game with 30-40 life (depending on how you play). Borderland Marauder, Burning-Tree Emissary, Moldgraf Scavenger, Zectar Shrine Expedition and to a certain extent even Scythe Tiger could be better as more resilient, synergistic or more powerful threats that scale better with all the ramping you're doing. Something like Sprout Swarm is a classic game-winning card that is good across the entirety of the game and works well with sac effects you're running.

Last thing: I think you should run more lands. I get that you're trying to be low to the ground and aggressive, but running a low land count hurts you in a lot of ways. It makes less opening hands keepable, it restricts the breadth of finishers you can use, it lowers the efficiency of your commander and cards like Winding Way and can even result in you running out of basics to fetch in the mid-to-late game. I think 38-40 lands would be a more appropriate number.

Again, great idea for a deck and I'm looking forward to hearing more about how you do with it. Is it more for 1-on-1 play or multiplayer?

Gattison on Auratocracy

4 years ago

I would try dropping the 2x Bloodfell Caves in favor of another each of Scoured Barrens and Wind-Scarred Crag . With 50% of your deck being white, you always want or something else. Also, consider losing a Swamp and a mountain in favor of either 2x Secluded Steppe 1x Polluted Mire and 1x Smoldering Crater , because I also think you need some draw.

I feel like a full playset of Impact Tremors should be in this deck, maybe by going down to 3-of on some of your other enchantments. Either that or Hissing Iguanar ... or replace Bogardan Dragonheart and use them both! Which is what I would do. But I love Impact Tremors too much so....

Apostle's Blessing should be in your sideboard, btw.

I know it's not an enchantment, but also consider squeezing in some Altar's Reap s somewhere, because draw.

Load more