|Commander / EDH||Legal|
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|
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Destroy target land.
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Stone Rain Discussion
3 days ago
Hello! Long time Kalemne player here! I have a few answers for you!
1: Pro-black is more important than pro-red. This depends on your meta, obviously, but I've found that having protection from black creatures and spells can be far more relevant than red. If you run lots of Earthquake effects then you should take that into account, but otherwise I like pro-black more
2: Creature recursion is very important! Even with a low creature count in a deck like mine, being able to recur a fallen Elesh Norn, Grand Cenobite or Sun Titan or even your commander, is invaluable. I noticed in your deck that you run a whopping 21 creatures! Almost a quarter of your deck is creatures and you call that a low creature count?
3: The extra damage from War and Peace doesn't count towards commander damage. Although the damage you get from War and Peace's triggered ability can get out of hand at times, it ultimately won't matter as much because the goal of the deck is to win through commander damage
I used Sunforger when I first built the deck, and it was fun for a while! I ended up taking it out because it's way too slow and I needed room for more important equipment. Without other pieces to support it like Leonin Shikari or Sigarda's Aid, it can be kind of underwhelming
I hope you're joking with Mask of Memory. Nothing else in Boros comes close to Wheel of Fortune - it's one of the best draw spells in the whole game. Mask of Memory isn't even as good as Sword of Fire and Ice because it doesn't give evasion. It's very useful in your case because Aurelia, the Warleader naturally has evasion. If I ever needed more draw, I would run something that wouldn't require me to have a creature with evasion already on the field - something like Magus of the Wheel, or maybe Wheel of Fate or Sram, Senior Edificer
Spector's Shroud is only one quarter of Sword of Feast and Famine, and I can't imagine ever running it over any other equipment
Destructive Urge is terrible and I don't know why anyone would run it over Stone Rain or any other kind of targeted land removal. If I ever needed more land hate, I'd run either Wasteland or maybe Crucible of Worlds
Balan is an excellent card - as a commander. In the 99, he's not so useful. If I ever wanted a "plan B," I would put Aurelia back in because she's useful even if Kalemne is still on the field. That being said, if Kalemne gets killed too many times and I can't recast her, that's a sign that I might need more ramp or more ways to recur Command Beacon, but so far that hasn't really been the case
Thank you for the comment! I'm sorry for sounding like an ass, but I want to make the most efficient deck possible! Every meta is different, and maybe yours allows for more options for what to play
I will check out your deck soon!
4 days ago
I'm out of touch with Modern, so my suggestions will be purely based on the 60 cards in front of me.
Where are you looking to play this deck? Kitchen table, FNM?
If you're looking to mess with your opponent's lands, then Blood Moon is by far the best way to do so. It completely shuts down many decks game 1, and even games 2 and 3. However, even with Blood Moon and the Seas, most opponents will still be able to cast something and you don't really have any way to come back from that.
I realize that you're trying to stray very far from the norm, so I'm trying to avoid tailoring my suggestions to established decks.
Porphyry Nodes is weird because it's only good on an open board, and it's pretty slow at clearing it when there are a lot of creatures. If your opponent has a lot more to play, they just keep playing with it and swing. If they only have 1 or 2, they can take a turn off and it goes away. Kind of a similar comment with Root Maze, it slows your opponent down but will be a nuisance rather than a threat.
Running all of the Temples is interesting with Amulet of Vigor, but I don't see the benefit over just playing lands that come into play untapped.
What I'm slowly getting at is that I think this will be too slow for most tiers of Modern play. I understand your goal and encourage you to keep trying, but I think you'll need to speed up your plan in order to succeed.
I'll leave you with two decks that are in this same vein of messing with your opponent's lands, but do so faster:
- RG Land Destruction "Ponza" - Just as it sounds, Blood Moon, Stone Rain, etc. paired with value.
- Blue Moon - One of my pet decks, Blue Moon is (often) a UR control deck that runs Blood Moon, Spreading Seas, lots of control magic and some burn, and a few unique finishers to close a game out.
Lastly, for your sideboard, it often comes down to your local meta. If you're playing at the same place with the same people consistently, you'll learn what decks they bring and can tailor your SB to that. Happy to make suggestions if you give an summary of your meta.
Good luck and happy brewing!
5 days ago
I have played tron for years at this point, your sb would be much better served with a Stone Rain/Molten Rain and surgical package over sphere. I typically dont care about them, I just need to count to 7 mana, and if the game plan is just a few bolts here and there until you get to the same, well, my 7 drop is typically better. If you are looking to disrupt tron, surgical is going to be a better choice. You do have the 2 of Field of Ruin too that helps with getting one in the bin.
Snaps help close out the early aggression in these type of decks against tron, and since you are lacking that pressure I think this would be a better choice in the sb plan. Especially because you can recast em with your 7 snap effects, I think
2 weeks ago
Ok so I shouldn't say it's better, but it is generally faster.
Very rarely have I had issues against Field of Ruin in particular. Decks like UW Control usually can't afford to turn-3 Stone Rain me if they're already low on life. Additionally, most people assume you have at least one basic, so normally they don't prioritize the Field until they see your decklist. If the game goes long and they start Fielding me, I'm probably in a bad spot already.
The Chancellors are there specifically for other aggro decks or turn-3 decks. In matchups where you'll draw about 3 cards, it is more likely to have it in your opening than to draw it naturally.
Spell Pierce is there to deal with opposing hate such as Collective Brutality and Timely Reinforcements. Since these cards make it that much harder to win, it's probably best to 1-for-1 the spell, even when you're on the draw.
3 weeks ago
Humans and control both require high numbers of nonbasic lands. Blood Moon and Stone Rain present a problem for their strategy. I'm sure someone can brew a budget land destruction deck that can take on both with pretty good odds.
1 month ago
The problem with LD (Land Destruction) decks is that a they are slow. painfully slow.
I run one in Modern. Rakdos () LD.
You limit yourself to , which is a powerful color combination, but the issue here is you can win so much faster using those colors.
The majority of LD spells in red cost 4. This means you aren't doing anything until T4.
Rakdos has a serious lack of ramp. Sure, there ARE cards that are "technically ramp", but traditionally you are wanting to increase your available mana consistently every turn, not bring out Rakdos Keyrune on T3 and have MAYBE 5 mana on T4, assuming you hit all land drops each turn.
Keep in mind that even if you ARE hitting lands 4 turns in a row, in Rakdos that's not optimal. You want swift, cheap spells. Lightning Bolt and Fatal Push and Terminate. Not land after land after land.
Having said that, there are great ramp cards available. Infernal Plunge, Generator Servant, Koth of the Hammer, Crypt Ghast, Liliana of the Dark Realms, Iron Myr, Leaden Myr, Plague Myr, Palladium Myr... But again, you detract from your LD spells. The further you push back your goal, the further ahead your opponent gets.
Uuuugh... On a phone. Fml
NOW we get to the problems. In Modern, games are fast. Really fast. Pushing out a game 5 - 7 turns is not ideal when you can design to win on T1. Casually you're golden. FNM is a toss up. Competitively? Good luck.
This is why Blood Moon, and in some decks Alpine Moon are so important. They CONTROL the lands, not remove them. If you want to optimize LD, look for cards that destroy lands as a secondary effect, such as Ghost Quarters, Field of Ruin, and Encroaching Wastes. -- The problem here now is you fill your deck with colorless lands, and you destroy your land base while giving your opponent basic lands of their choice (mostly).
Ugh, this was a poor decision to type it all out on my phone...
Okay. So let's ask a question: Why Rakdos?
There's a surprisingly good amount of land destruction spells in Modern and in Red (34 in Sorcery) and the cheapest are Cryoclasm, Molten Rain, Stone Rain, and Peak Eruption. Note that with Cryo and Peak, you don't need to target basics. You can target lands such as Hallowed Fountain and Irrigated Farmland, or combine Peak Eruption with Blood Moon.
In black, there's really just Rain of Tears, if you're trying to keep it all under CMC < 4.
You'll also want to recycle spells. Good way to do this is Charmbreaker Devils, but at 5 CMC there are better spells. I like to run him because he let's me get back LD spells every turn. If they don't have 1-Drop removals like Path to Exile, they are F-'ed. I run minimal removal and lots of LD, so even if I don't topdeck into one I can always get one back for free.
The more colors you add, the more fixing you need, and the less specialized your deck is.
That's why we don't run green. Stick to res as your main color with black support.
Overwhelm with cheap 1/1s like Goblins, and pick cards with huge bang for your buck. Kiln Fiend and Monastery Mentor are perfect. Goblin Guide hurts you here as he is doing what you don't want - Getting them more lands.
Overwhelm and go wide. It's cheaper and saves you Mana for LD.
I'm not going to build a deck for you, but I hope I helped a lot.
It's a legit strategy, but needs to be precisely honed and even than may be too slow.
Control / removal is better than LD, but LD does work. Modern prides itself on non-basic lands.
That's where you attack.
As for EDH? Against 3 other opponents, you'll be so vastly overwhelmed it's not even worth it.
1 month ago
Hi, so I see what you are trying to do here but I think you went to all in on destroying lands. What I mean by this is there are too many Stone Rain effects, not enough ways for your deck to operate. For a deck like this to win you need to be able to draw a lot of cards and sustain your own game. A lot of the times a deck like this will draw a lot of aggression on a table, so you need to be able to protect your self and make the most out of a low land count and a lot of enemy's. Dingus Egg can help you actually kill players instead of just annoying them,Jokulhaups will neuter the table, but keep your "do stuff" enchantment and planeswalkers alive. These cards are a little protection for you Polluted Bonds,Ankh of Mishra,Crawlspace,Price of Glory,No Mercy,Burning Sands,Smoke, Tainted AEther, Rain of Gore, War's Toll. You also need more card draw so Necropotence, Underworld Connections, Greed, Phyrexian Arena,Erebos, God of the Dead, Solemn Simulacrum,Yavimaya Elder,and Memory Jar are good inclusions. Some other just good cards for you are Thaumatic Compass Flip,Borborygmos Enraged, Multani, Yavimaya's Avatar,Creeping Renaissance, Praetor's Counsel,Burgeoning,Tilling Treefolk,Krosan Tusker,World Shaper,Constant Mists,Tempt with Discovery,Horn of Greed,Vaevictis Asmadi, the Dire. There are a lot more cards that would make this deck much more explosive and be more punishing. I would go on EDHREC.com and look at the commonly used cards of Vaevictis Asmadi, the Dire,The Gitrog Monster,Mogis, God of Slaughter and Borborygmos Enraged to focus your list.
1 month ago
I love Grafdigger's Cage vs. BR Hollow One/BR Vengevine (for the gravehate) and Elves/Abzan Vizier (for the Collected Company hate). It's useless vs. KCI though, so I never run just Cage.
So glad Ponza was working well for you! You might want to drop by the Ponza group over on Reddit too ... I'm certain the folks there would love a tournament report too.
Ponza is built around casting mana disruption (e.g., Blood Moon or Stone Rain) on Turn 2, and then following up with versatile threats on Turn 3 and beyond. So it's GREAT against decks that are weak to Moon/Rain (e.g., Tron, most three-color decks), and quite weak to decks that are not (e.g., Mono-color decks). The deck is EXTREMELY tunable (this is both a blessing and a curse), so individual lists will often have very different results based on the amount of mainboard removal, sweepers, gravehate, and lifegain.
FWIW, my personal best and worst match-ups are below. Obviously, your mileage may vary.
- 90%: UB Control
- 80%: Esper Control, Mardu Pyromancer, Lantern Control
- 70%: Grixis Shadow, UW Control, Ad Nauseum, BG Rock, Gx Tron
- 60%: Jeskai Control, Abzan, UB Fairies, Grishoalbrand, BW Tokens, Jund, BW Eldrazi and Taxes, 8-Rack, Mono-U Tron
- 50%: Bogles, Eldrazi Tron, Titan Shift, Naya Zoo, UR Storm, UB Mill, Grixis Control, Dredge
- 40%: RW Burn, 5c Humans, Vengevine, Affinity, Abzan Vizier, Mono-G Devotion
- 30%: Merfolk, Mono-W Death and Taxes, Hollow One, Grixis Delver
- 20%: 8-Whack, Living End
- 10%: UR Through the Breach
The general idea on mulligans is to get a Turn 2 play (e.g., Green source + dork/Sprawl on Turn 1, and a 3-drop on Turn 2) and a follow-on threat. I don't even hesitate to mul' to 6 to get that, and (depending on how much discard is in the meta) will often mul' to 5. Some folks run 2-drops in the main (e.g., Scavenging Ooze) to reduce the need for mulligans; others run extra Birds.
Hope this helps :-)