|Commander / EDH||Legal|
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|Scars of Mirrodin (SOM)||Rare|
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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.
Tunnel Ignus Discussion
21 hours 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
2 weeks ago
What about Tunnel Ignus
2 months 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
- 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
- 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.
- Turn 1, land
- Turn 2, land + any of these (Signets, Talisman of Impulse , Talisman of Creativity , Talisman of Curiosity , Rampant Growth , Farseek , Nature's Lore , Three Wishes , Lotus Cobra )
- Turn 3, land + 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.
3 months ago
Tunnel Ignus makes effects like Collective Voyage , Ghost Quarter , Field of Ruin , Oath of Lieges , Fall of the Thran , From the Ashes , Settle the Wreckage , Planar Birth , Winds of Abandon symmetrical. Makes your group hug more thug!
4 months ago
8 months ago
Exquisite Archangel finde ich nicht gut, da sie den Tod nur minimal herauszögert. Harsh Mentor ist zu random und schlecht. Indulgent Tormentor ist nicht gut, da er dem Gegner die Wahl gibt. Du wirst also nie etwas ziehen. Und "Loss of life" wird nicht durch deine ganzen Karten vervielfacht. Neheb, the Eternal Afflict bringt nichts, da es loss of life und nicht damage ist und die zweite Fähigkeit ist nicht verlässlich genug. Tunnel Ignus ist einfach nur schlecht
Ansonsten sieht's lustig aus :)
Darth_Savage on 100%
8 months ago
Hi Cyb3rguerrill0, Well Arc Runner doesn't have trample, so it can be chump blocked with ease. I'd replace it with Lightning Serpent or Hellspark Elemental. I'd also run 2 copies of either Tyrant of Discord, Nova Chaser or Hound of Griselbrand to make best use of Incandescent Soulstoke. If you have a sideboard, you might also want to consider some elemental hate bears Tunnel Ignus and Stigma Lasher...
10 months ago
Cycling lands seem really strong with Life from the Loam
Planar Birth for landfall triggers.
Tunnel Ignus to punish grouphug ramp.
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