|Commander / EDH||Legal|
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Valakut, the Molten Pinnacle
Valakut, the Molten Pinnacle enters the battlefield tapped.
Whenever a Mountain enters the battlefield under your control, if you control at least five other Mountains, you may have Valakut, the Molten Pinnacle deal 3 damage to target creature or player.
: Add to your mana pool.
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Valakut, the Molten Pinnacle Discussion
1 day ago
4 days ago
I actually used to run Valakut, the Molten Pinnacle and Spinerock Knoll a long while ago. I took them out, because in this specific build games don't typically go passed turn 8 or 9, so I needed all of my lands to come in untapped.
As for Neheb, the Eternal, All Is Dust, and Comet Storm, they are all very good cards, but this is an Aggro-Combo deck, and it typically seals out the win on turn 5-8. I really don't worry about true mid- or late game because it really doesn't go that long.
Thank you for all of the suggestions, though! All good cards, but just not ideal for this specific build. :)
Yeah...I added Imperial Recruiter...he is super expensive, but definitely a strong card! If you are looking for a replacement card, I would suggest Tormenting Voice, honestly. Any card that gives you more card draw to help get the combo or needed cards!
As for Sol Ring and Ruby Medallion, I would recommend Sol Ring between the two. Sol Ring is a great replacement for either Desperate Ritual or Pyretic Ritual. I would not recommend Ruby Medallion though, because it is a little too slow for this build.
Thanks for stopping by, man!
4 days ago
i would recommend trying to add some of the lands that can cycle, or even Valakut, the Molten Pinnacle for midgame. another answer to colored things might be All Is Dust. you do enough damage that Spinerock Knoll might be good midgame as well. for post combat shenanigans, maybe try adding Neheb, the Eternal? maybe an X spell like Comet Storm?
1 week ago
2 weeks ago
Haha, I like it! Good simple deck, plus you have Soulblast, which I love to play with in omnath, nvery undervalued card for what it works with
You could definitely use some sac-outlets and alternative enablers, Akroma's Memorial and Vigor for example. Since you run a lot of mountains, getting Valakut, the Molten Pinnacle would be very nice as well. fetchlands do work in their own right, but they're all expensive, and you run well enough as it is without them.if you want to abuse the graveyard more then I would suggest it. If not, somehow find a Blood Moon or Magus of the Moon and call it a day lol, pricy as they are.
I'll link my deck if you want some other ideas, although it's built a fair bit differently, so there is a good amount to look through.
2 weeks ago
Yep you need more ramp, and utility so that your spells don't just stay one-offs.In short I would say, get inspired here: http://tappedout.net/mtg-decks/neheb-the-eternals-crazy-junkyard/
Personal tips that I would like to see in that deck: Sphinx-Bone Wand is every spell better, Pia's Revolution punishes removal of key pieces, Blasphemous Act is a staple, Key to the City is way better card draw. Valakut, the Molten Pinnacle wonder why no list has this - it's good even with just Expedition Map and 30+ mountains!
2 weeks ago
Goblins and Dragons, I like it.
Impact Tremors, Purphoros, God of the Forge, and Goblin Piledriver all came to mind first for this. The first two work wonders with Krenko, and the Piledriver could be absolutely massive if you can get his damage through. A Fling or similar card could just end the game for one or more opponents. Panharmonicon becomes a real problem for everyone if you have Tremors or Purphoros but also works with the ETB effects you have. Furnace of Rath can be another option, though dangerous since it works for your opponent's as well.
Valakut, the Molten Pinnacle is always good for decks like this that run a lot of mountains for added damage. I also recommend some room for Seismic Assault and Crucible of Worlds to give you a way to ditch extra land to keep smaller creatures under control or deal face damage but then play them anyway, and for the Monument that makes you discard/draw you can make sure you don't lose any land that you discard.
An upgrade for Heat Shimmer that's always fun for EDH is Blade of Selves. Gives you up to two more ETB triggers and is repeatable every time you attack.
Utvara Hellkite seems good, much better than Volcanic Dragon.
Just some thoughts for you. I've spent a lot of time on and off with a lot of the cards you've got going on in both Modern and Standard but haven't tried them in EDH before. Seems like a solid mono red build, and as it stands it's one of the least expensive Commander decks at less than $100. If you go for some of the cards I proposed that'll change quickly lol. I like how it starts as a Goblin deck and becomes a Dragon deck at the finish line. Good luck, seems like a lot of fun!
3 weeks ago
Taplands are very, very bad in Merfolk. You need fetchlands like Misty Rainforest and shocklands like Breeding Pool to stay on curve. There is no way around that, to be honest. This is the first and most critical change you must make if you want your deck to be competitive.
As for the spells... Spreading Seas is more powerful than Aquitect's Will because it shuts off the enchanted land's old properties, and that matters against cards like Urza's Tower and Valakut, the Molten Pinnacle. I'm not a big fan of Metallic Mimic, because it's so sequencing-specific. It's good if you can slap it down T2, but it gets progressively worse from there on out. I would instead jam Cursecatchers, since your deck has no way to interact with spell-based combo decks like Ad Nauseam and Storm otherwise. Running the likes of Blossoming Defense and Dive Down as budget replacements for Aether Vial (which you will eventually need in the full-powered list) seems fine, though I would make room for Dismember so that you can interact with creatures.