Tunnel Ignus

Tunnel Ignus

Creature — Elemental

Whenever a land enters the battlefield under an opponent's control, if that player had another land enter the battlefield under his or her control this turn, Tunnel Ignus deals 3 damage to that player.

Browse Alters View at Gatherer

Trade

Have (1) metalmagic
Want (1) BX223Hunter

Printings View all

Set Rarity
Scars of Mirrodin (SOM) Rare

Combos Browse all

Legality

Format Legality
Block Constructed Legal
1v1 Commander Legal
Magic Duels Legal
Vintage Legal
Duel Commander Legal
Tiny Leaders Legal
Leviathan Legal
Unformat Legal
Highlander Legal
Penny Dreadful Legal
Oathbreaker Legal
2019-10-04 Legal
Commander / EDH Legal
Casual Legal
Legacy Legal
Modern Legal
Noble Legal
Canadian Highlander Legal

Tunnel Ignus Discussion

sutkipala12wq23 on Alesha, Who Smiles at Death

1 month ago

Thanks so much for the suggestions! I mainly have Tunnel Ignus in there for the amusing interaction with Winds of Abandon. As far as the Hanweir business its mainly just for fun. The other creature suggestions you gave look great and thanks for keeping the budget in mind.

JRaynor on Alesha, Who Smiles at Death

1 month ago

There are some real sub optimal choices here.

While I love the classic Royal Assassin and Bounty Agent is cool, they both don't work well with Alesha as she reanimates her creatures tapped and attacking. That means these creatures have to not only survive combat but also a trip around the table before they ever get to do anything after reanimation.

They're basically strictly worse than stuff like Ravenous Chupacabra, which you also have in the deck. I'd hunt down some more Enters the Battlefield style effects like the Chupacabra instead of ones that require tapping to activate.

Hanweir Garrison is another really cool card, with Hanweir Battlements but it's important to note it doesn't trigger on reanimation because it enters the battlefield already attacking. Keep it if you just want to trigger the Meld effect, but Something like Siege-Gang Commander is just better if you want to make tokens.

Palace Guard is easily outshone by Palisade Giant or Protector of the Crown.

I don't think Tunnel Ignus is worth playing at all unless you have a friend who only plays Lord Windgrace or Tatyova all the time or something.

Burnished Hart is a fantastic addition to this deck. Often I find it better than Solemn Simulacrum as an early game value engine, because it has the ability to sac itself.

I tried to keep all my suggestions reasonably budget friendly. You've got a real diverse and interesting Alesha tool kit, and I think you can stream line it with minimal expenditure. Have fun playing Alesha! She's my favorite commander.

rdean14 on Card creation challenge

1 month ago

Rain of Knowledge

Instant

Draw X cards, where X is 1 plus the number of charge counters on it.

Return a land to your hand: Put two charge counters on Rain of Knowledge. You may choose a new target for it. Any player may play this ability but only if Rain of Knowledge is on the stack.


So, yesterday, I posed this challenge to no reply, so I'll repost it.

Can I get a hatebear not in white, not like Gaddock Teeg or Lavinia, Azorius Renegade, but no white, like

Also not like a Magus of Stasis-type deal or Magus of the Moon, but like Yixlid Jailer, Melira, Sylvok Outcast, Vexing Shusher (kinda?), Stigma Lasher, Eidolon of the Great Revel, Ash Zealot, Tunnel Ignus, Harsh Mentor, and Immolation Shaman.

rdean14 on Card creation challenge

2 months ago

Mzuzi the Unlucky

Legendary Planeswalker - Mzuzi

Spells your opponents cast that target you or permanents or spells you control cost less to cast.

+2: Each opponent creates a 3/3 green Beast creature token. During each opponent's next turn, creatures that player controls attack Mzuzi the Unlucky if able.

+2: Target opponent gains control of Mzuzi the Unlucky.

-9: You get an emblem with "If you have cards in your graveyard, you can't lose the game." and "As long as you have 0 or less life, whenever you lose life, for each 1 life you lost, exile a permanent you control or a card from your hand or graveyard."

3


The static is based on Accursed Witch  Flip, the first +2 is based on Gideon Jura/goad as a mechanic, and other +2 is based on Harmless Offering as well as Gilded Drake-type effects. The ultimate is a mix of Worship, Phyrexian Unlife, and Lich's Mastery.

I couldn't really think of a green aspect, so I just gave everyone some beasts to attack Mzuzi with.


Can a hatebear not in white, not like Gaddock Teeg or Lavinia, Azorius Renegade, but no white, like

Also not like a Magus of Stasis-type deal or Magus of the Moon, but like Collector Ouphe (I'm aware is't Null Rod), Yixlid Jailer, Melira, Sylvok Outcast, Vexing Shusher (kinda?), Stigma Lasher, Eidolon of the Great Revel, Ash Zealot, Tunnel Ignus, Harsh Mentor, and Immolation Shaman.

Cartrix on Warp World Tunnelingus Deck

9 months ago

Now there's an Idea. I think my problem is that this is half way between getting lots of permanents for recurring Warp World s until your opponents have very few permanents and you have lots, and the other build which has lots of ETB damage effects. I need to pick a path and I think I will go with permanents, except for the Tunnel Ignus . So Saproling Burst is definitely in the running.

dbpunk on Dwarves and Taxes

9 months ago

I feel like you'd be better off with less pingers (tap for damage creatures) and more punishing triggered effects/etb effects on creatures.

Akoum Hellkite , Aria of Flame , Ash Zealot , Bomb Squad , Flameblade Angel (each time your dealt damage by any source with your commander on the ground, it deals 3 damage to that sources commander), Goblin Sharpshooter , Hellrider (same deal as Flameblade but attacking), Invader Parasite , Karplusan Minotaur , Leyline of Lightning , Mindsparker , Purphoros, God of the Forge , Repercussion (works even better since you control the source of damage), Satyr Firedancer (try it with damage based field wipes and you might just clear the table), Stalking Vengeance , Tephraderm , Mondronen Shaman  Flip, Tunnel Ignus , Warstorm Surge

dingusdingo on [[Primer v1.0]]-Omnath, the Angry Wet Jelly Bean!

1 year ago

A lot of my experience is in competitive formats as well as some high-powered EDH, where games last 3-7 turns or so before someone combos out to win. A lot of my advice comes from that perspective, where you need to make a strong impact by turn 3 or risk losing! Casual commander is pretty fun too, but my meta has weaponized itself.

When comparing cards, I find its pretty helpful to list their stats side by side, because they aren't exactly the same but fill similar roles

Pyroclasm vs. Blasphemous Act

  • Always 2 CMC vs somewhere between 1 and 8 CMC (you're not casting it unless there's 1 critter on board lol)
  • Wipes small creatures vs wipes the entire board
  • Same timing restrictions, same color, both deal damage to remove

The reason I prefer Pyroclasm is because the cost is always guaranteed to be 2, which is highly playable for removal. As metas get more competitive, they tend to run lower CMC spells, including creatures. You see a lot of 1 mana drop elves (llanowar, fyndhorn, deepshadow, avacyns pilgrim, birds, deathrite shaman, etc.) that can be wiped by Pyroclasm. You also see a lot of creatures with strong hate abilities that can be killed by pyroclasm too, like Hushwing Gryff Aven Mindcensor Notion Thief Collector Ouphe and more. Pyroclasm is strong at removing all the supporting creatures that lock down the board or accelerate opponents to wins.

Its very easy to trade a pyroclasm for 3 of your opponents creatures in the first couple turns. Getting that 3 for 1 is card advantage for you, because you've removed 3 while only spending 1. Blasphemous Act does the same thing, but against 3 creatures on the board it would cost 6 mana to cast, versus just 2 for pyroclasm. Blasphact certainly scales better with more creatures, and its more likely to kill a whole board, so there's trade offs. Also worth noting that Pyro will snag about 50% of commanders, but that number lowers in casual play (bigger pool of playable commanders in casual, more have higher toughness) I would choose to run Pyroclasm in the majority of cases too.

We can do the same thing with Greenwarden and Ewit too

Eternal Witness vs. Greenwarden of Murasa

  • 3 CMC vs. 6 CMC
  • Non-tribe vs. Tribal (relevant for tutoring, cost reducing, triggered/activated effects)
  • Recurs on ETB vs. Recurs on ETB and exile from GY (niche but relevant)
  • Bad beater vs. Pretty good beater

Again, I personally like Ewit better. There is no denying that Greenwarden is in tribe and has the extra effect, but I think the lower CMC is way more important. It means that you can play it for value during your early turns to recur a powerful spell. It also lets you generate a value engine sooner with Ghostly Flicker or Displace (you bounce ewit and something else, use ewit to get the flicker back), but honestly you could just run both. Recursion is strong enough and they're both pretty good cards! They are also great when you up the tutor density, because it lets you get more mileage from them.

As far as ramp goes, I want to give you a new perspective on how to look at it. Your goal is to play your commander as fast as possible so you can start using its abilities (pretty common for a lot of decks). There are certain pieces of ramp that get you your commander a turn before you would get them with others.

For example, if you play a land on turn 1 2 and 3, and a piece of ramp on turn 1 or 2, you get a turn 3 commander.

Some of them even can tap for mana when they come in, letting you play other stuff too. Its also worth noting that a ramp piece on turn 1 AND 2 means you get a turn 3 commander before you play your land drop, which lets you get a landfall trigger immediately.

That isn't to say that Cultivate etc. are bad cards. But a cultivate turn 3 means a turn 4 commander, which would be possible with simple land drops turns 1-4. On the other hand, they give you a land to hand too, which helps guarantee more landfall triggers and also thins deck for better draws. In fact, I would just run more ramp pieces in general, so keep the ones you have and add in the talismans and rampant growth + variants and I'd say you're set!

Heroic Intervention is great in decks that can't run counterspells, basically decks without blue. In 90% of cases, you're going to use this as a counterspell, but the other 10% are dodging damage from creatures on the board (or abilities) or possibly using it to protect creatures while you're attacking. I think that a counterspell gives greater versatility overall, because you may also want to stop something that doesn't just target creatures, a la Winter Orb or Static Orb .

Release to the Wind has a lot of versatility. It can remove problem permanents for basically a turn, which can help greatly. Spot removal like Pongify outperforms it in terms of CMC and the guaranteed removal. Release to the Wind also lets you reuse ETB abilities of your own permanents, but this is rather expensive as you're paying the cost of the permanent + 3, whereas Ghostly Flicker is guaranteed to get the ETB effect for always 3 CMC. Release also lets you protect your own stuff from removal and exile, but once again, rather expensive. Its better on cheaper permanents for sure. It has an insane amount of flexibility for what it does though, which makes it worth a consider. I wouldn't run it but am not against the card being run.

Oh, also check out Brighthearth Banneret Cosi's Ravager Nova Chaser SKullmuncher Tideforce Elemental Tunnel Ignus Young Pyromancer Budoka Gardener Rakka Mar

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