Destroy target land.
Printings View all
|Ninth Edition (9ED)||Common|
|Ninth Edition Foreign Black Border (9EDFBB)||Common|
|Champions of Kamigawa (CHK)||Common|
|Eighth Edition (8ED)||Common|
|Seventh Edition (7ED)||Common|
|Starter 2000 (S00)||Common|
|Mercadian Masques (MMQ)||Common|
|Starter 1999 (S99)||Common|
|Portal Three Kingdoms (PTK)||Common|
|Classic Sixth Edition (6ED)||Common|
|Portal Second Age (P02)||Common|
|Fifth Edition (5ED)||Common|
|Ice Age (ICE)||Common|
|Fourth Edition (4ED)||Common|
|4th Edition Foreign Black Border (4EDFBB)||Common|
|Revised Edition (3ED)||Common|
|Revised Foreign Black Border (3EDFBB)||Common|
|Unlimited Edition (2ED)||Common|
|Collector's Edition (CED)||Common|
|International Collector's Edition (CEI)||Common|
|Limited Edition Beta (LEB)||Common|
|Limited Edition Alpha (LEA)||Common|
|Promo set for Gatherer (PSG)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Stone Rain occurrence in decks from the last year
All decks: 0.04%
Stone Rain Discussion
3 weeks ago
The Spellchaser format, first created by GoblinElectromancer, has become one of my favorite formats.
For those unfamiliar with the format, here's how it works.
The deck is 75 cards. You can have up to 4 of a single card, and you start at 30 life. The catch is you can only include land, instants, and sorceries (technically interrupts too). The banlist is here: Spellchaser Banlist.
The format seems pretty clear cut. You either run burn, mill, or tokens, right (The exact words of shadow63)? Well, in a way. There have been many unique strategies in Spellchaser that have been invented. The First is Loam, built by SynergyBuild. The deck uses Life from the Loam to mill and get lands continously. The main win con is Field of the Dead. Field is a versatile card. It can go into any deck and generate a large number of tokens. This and Loam are the first two breakthroughs of the format.
The next deck was just me playing around.
The format, while it may be "solved", is still interesting. Here is a list of power cards for each color:
Also, I'm going to make a YouTube video on it this weekend. Is that okay?
1 month ago
I love me a Stone Rain, but it isn't really necessary for the deck. The point of a Erhnam-geddon deck is to drop a fatty and then blow up all the lands so your opponent can't kill it or outclass it. Stone Rain doesn't really do anything to enhance that gameplan.
What this deck is really missing is a way to draw or filter cards to ensure you draw a fatty and a 'geddon in time for them to be relevant. Since we're being old-school, Sylvan Library seems appropriate. Zuran Orb can also be nice as a way to get a life cushion out of lands that are going to get blown up by the 'geddon anyway.
2 months ago
Thanks! Also, since it came up in a different conversation, you could invest in the Ponza/"Gruul Utopia" shell. It's been extremely consistent for the last 4-5 years, always having a decent build. This is one you could cut the Wrenn and Six from, invest some trades or extra $ in the manabase, and then have a deck shell that you can always update. The core of the deck is the manabase, Arbor Elf, Lightning Bolt, and some kind of land hate e.g. Pillage, Stone Rain, Magus of the Moon, or Blood Moon. There's a cool Obosh version going around now, too, to give you an idea of how flexible that base ends up being.
5 months ago
seshiro_of_the_orochi, there are Shapeshifters I can use. Adds an additional six creatures + Birthing Boughs. The page says 8, but we minus one for Birthing Boughs since it's not a creature (despite making tokens) and we also subtract Morophon, the Boundless.
Ender666666 Glad to have you aboard!
Suns_Champion All good suggestions. Thanks!
Since we are clearly very heavily based in artifacts, I'd have to auto-include everyone's favorite garbage boi, Daretti, Scrap Savant. Adds an additional layer of card advantage (kinda) but also some artifact recursion.
So I generally like to build decks with three main functions, each of which can stand on their own or work together in synergy. It appears right now we have the following:
- Combat Matters (Anthems, Voltron, Synergy, Extra damage tax, etc)
- Artifacts Matter (Equipment and some solid artifact draw)
I'm honestly thinking the third prong of this attack might be land destruction. The fact is, we want to attack as much as possible. So the further we push our opponents behind, the further we can push ahead. Unfortunately LD is frowned upon in EDH. Also, having dedicated cards such as Stone Rain aren't a good idea, as you are trading 1:1. The problem is that when you have 3x opponents each with approximately 35 lands in their deck, you are up against literally 100+ lands to destroy. You, in that vein, can not mathematically have enough cards to trade 1:1. So I'm thinking some wrath-like effects. Not many, perhaps just 4x - 5x of them. This way they aren't duds in my hand, but I'm still probably going to draw into at least one during the game.
But this still leaves a solid 1/3rd of the deck. Typically I structure decks in this format:
- Commander (In this case, 2x)
- 8x mana rocks since it's mono-red
- 35x lands
This brings us to a total of 48, leaving us with 52 cards left.
A quick Gatherer search for tribal puts us at:
- 7x Samurai (Minus Brothers)
- 6x Changelings which we established earlier
So let's assume that of the 52 cards left, we dedicate around 25 - 30 of them as creatures or token-making permanents. This leaves us with 27 - 22 cards left.
From these, we can subtract 4x land wraths to keep pressure on and stop interruptions. This brings us down to 23 - 18.
From here, I have an extensive list in my Lathliss' Brood deck, in which I have 7x cards under Draw / Card Advantage. If we minus Dragon's Hoard since we won't have enough to justify it, but add in Daretti, Scrap Savant, we have 7 of them still. Now, there is some overlap here in creatures, meaning we actually get to cross these two prongs of the deck for some overlap. So we can count a few of these creatures under "Draw / Card Advantage" while still padding out our base.
This brings us down to 16 - 11 cards. Whew, we're cutting it tight.
We still need to add in voltron / anthem effects. I'd feel safe saying we are good for these. At 11 - 16 cards, you're looking at one voltron every 10 - 6.5 turns, which I admit is not very good. However, we have draw / card advantage on top of this, which adjusts these values a little better in our favor.
So I'll get to work on a rough design and post it in here in a little bit.
6 months ago
Also, why the Arsonists instead of some other beater with trample, or at least without any conditions?
6 months ago
great deck. why not use Stone Rain ? it beats Pillage in casting cost every time, and lends to an easier T2 land destruction. Overall, I really enjoyed this deck, and am a huge fan of Ponza builds in general. Great work. +1
9 months ago
Welcome back to Magic, and especially back to Ponza!
A few thoughts:
- Pillage is legal now, and is a solid swap for Stone Rain (if you don't mind the slightly more difficult cost ... 1RR on T2 is ~4% less likely that 2R), especially considering all the Artifact decks in the competitive meta now.
- Speaking of Artifact decks, I would recommend at least 3x Ancient Grudge and/or Abrade in the side (in addition to Pillage in the main). Meta-call of course, but there seem to be MANY more targets now. I'd personally skimp on Grafdigger's Cage to make room. Dredge and Neoform are still threats, but nowhere near as dominant in most metas.
- Oko, Thief of Crowns is a real problem in many metas, and the deck may need some ways to deal with it. Veil of Summer , Beast Within , and more Hasty Creatures are all good options.
You may want to post the deck for comments on r/PonzaMTG, over on Reddit. We're a friendly community (IMO, anyways) , and always happy to comment on decks!
Good luck (and good skill) with the deck!
1 year ago
Sarkhan420X: I will accept your point about RR not being hard to produce in a 2c deck. Clayperce is right when he says that Shivan Wumpus is bad, especially when compared to Thragtusk . To begin with, it’s a 5/3 that gains you 5 life for 5 mana. On top of that, it’s resilient to removal because you’re going to get a 3/3 when it dies (or gets exiled, for that matter). That is just so much better than Shivan Wumpus in Modern where decks don’t need many lands to function. Even if the opponent does sacrifice the land, that’s a Stone Rain for 4 where you’re not even choosing the land being destroyed. There are so many things that you could be playing instead of Beast Within . Those 4 slots aren’t worth dedicating to removal if the removal is an Assassin's Trophy that costs 1 more and has a bigger drawback. What did you say about Cindervines not being instant speed? That ability with paying 1 and sacrificing seems pretty instant speed to me, and that’s disregarding the noncreature spell part of it. Everytime that Control player casts Cryptic Command or Logic Knot or even Serum Visions , they’re taking 1 damage. That’s going to build up against decks like Phoenix, Control, Jund, and Grixis Urza. The color intensity argument is moot because if you don’t have RG consistently available on T2 in an RG deck there is something wrong with your manabase. Return to Nature is not good just because it’s versatile. Replace it and Feed the Clan in the sideboard with 4 Cindervines and 4 Ravenous Trap . Why Feed the Clan ? Because you’re gaining life in the MB already with that Thragtusk that you so prudently replaced Shivan Wumpus with. Why would you have Back to Nature in the SB? If you side it in against decks where you need artifact/enchantment hate, it’s a subpar Destructive Revelry / Cindervines . If you side it in against GY decks, it’s a subpar Tormod's Crypt / Ravenous Trap . Finally, leaving out menace when describing Goblin Dark-Dwellers was not an “attempt to strawman.” Menace is an unimportant keyword that doesn’t actually give your creature much of an advantage. If Dark-Dwellers had trample, or first strike, or sone other good keyword, I would be willing to listen. But menace just does not make a creature very scary. It’s also not a “4/4 with menace for 2.” You’re still paying 5 mana, and by the time you cast a 5-mana creature (turn 4-5 on average, even with Utopia Sprawl ) I don’t think your opponent will care very much about one land. The vast majority of spells in Modern are 4 mana or less. I challenge you to name one spell in Modern that costs 5-6 mana and is an integral part of a Modern deck other than Tron. I agree with clayperce on lands. Just play Copperline Gorge or basics instead of Rootbound Crag because Gorge is coming in untapped when you need it to (turns 1, 2, and 3) and Crag doesn’t come in untapped until T2 and after.