|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
56 minutes ago
Scapeshift but no Valakut, the Molten Pinnacle? Tempt with Discovery, Hour of Promise, and Scapeshift can pull out the whole combo with a single card, making all of your land drops trigger landfall + a Lightning Bolt. Throw Vesuva and Thespian's Stage into the mix and a single land drop can do up to 9 damage. It's a very strong little combo. Prismatic Omen makes the combo even more consistent, by making every single land drop Bolt rather than just Mountains.
I play a similar deck that's a bit more lands matter / combo focused. I can tell you, I've won more games with the Valakut combo than from almost any other means.
3 days ago
1 week ago
Looks like fun, I was maybe making a lands deck like this or with Muldrotha, the Gravetide just haven't decided yet. One thing that would be cool to have here I think would be Valakut, the Molten Pinnacle, plus Prismatic Omen and Scapeshift :). Also Borborygmos Enraged seems like a card that should be included here.
1 week ago
Nathanaiel Field of Ruin is an absolute must-have in this format, I fear. Any reactive or midrange deck that is not utilising the free land destruction provided by Field is a strictly inferior version of another deck that is. Celestial Colonnade, Azcanta, the Sunken Ruin, Academy Ruins, Raging Ravine, Urza's Tower, Sea Gate Wreckage, Eldrazi Temple, Moorland Haunt, Gavony Township, Valakut, the Molten Pinnacle and I could go on - the point is, there are a lot of lands with powerful effects in Modern, and to not have the free answer provided to them in the form of Field is a serious omission that only the most proactive strategies can afford to make. A land drop that also double times as a spell is extremely powerful, especially one that answers the powerful lands of other decks.
So, given the necessity of Field of Ruin, is it greedy to play 3 colours? With any less than 22 coloured sources, I think so, but given that I play 26 lands, generally speaking, being colour screwed is not an issue. This is also greatly helped by the fact that so many of my cards only require one mana of a certain colour - the exceptions being the planeswalkers and Kalitas, Traitor of Ghet. I think it would be extremely greedy to attempt to play Cryptic Command in this list, for instance, but when most spells can be cast within the realm of having just one black, blue and red, Field really doesn't hurt a lot. Also worth noting is that unlike Ghost Quarter, Field does not put you down a land, and also does fix your mana after it is activated, so in most cases, Field really shouldn't hurt.
The only time when Field is a real pain is if you have 2 of your 3 lands are Field of Ruin, because then your hand can be really slowed down. In such cases, either mulligan, or keep and pull through with Thoughtseize and Fatal Push. Consider also the early requirements of this list - with a single black mana, most of the relevant 1 and 2 drops are castable. The lack of Lightning Bolt is a conscious choice, one made for many reasons, one among which is the mana.
Inquisition of Kozilek misses too much. Cryptic Command, Jace, the Mind Sculptor, Teferi, Hero of Dominaria, everything Tron plays, all of Jund's big drops including Bloodbraid Elf, Primeval Titan, Through the Breach, all the random four mana planeswalkers a bunch of different decks play, Gurmag Angler, Tasigur, the Golden Fang, and I could go on - but the point is, in a deck that isn't seeking to proactively push through damage and end the game, unconditional answers are better than conditional ones, and Thoughtseize excels in many a situation where Inquisition is only medium. The life loss is not as big a deal as it is in other decks, owing to the 3 Kalitas, Traitor of Ghet and 3 Collective Brutality.
The list initially did have 2 Inquisition of Kozilek alongside its current package, but that proved to be too much discard in a primarily reactive shell. They were removed for more versatile and unconditional answers in Kolaghan's Command and Dreadbore. So far, that choice has definitely served me very well. Only 3 pure discard spells means the chance of dead draws is much lessened; besides, Kolaghan's Command, Collective Brutality, Sedraxis Specter and Nicol Bolas, the Ravager Flip all double time as hand disruption that also has additional effects, and so unlike the one mana discard spells, is much less often a dead draw.
Re: Tron, yes, game 1 is god awful. Game 2, however, is actually favoured. If Tron is heavy in your meta, I would recommend sideboarding more Pithing Needle and Fulminator Mage; otherwise, the general plan is Thoughtseize into Extirpate + Field of Ruin , with a bunch of countermagic to survive through their big threats. Kalitas, Traitor of Ghet is invaluable in this matchup owing to his ability to exile Wurmcoil Engine; Thundermaw Hellkite can also come down and eat a Karn Liberated or a Ugin, the Spirit Dragon. You can also set up some nasty loops with Kolaghan's Command and Fulminator Mage that completely shuts the Tron player out of the game; and since, unlike traditional control lists, this one can turn the corner and end the game super fast, once you've gotten your disruption down, you should be able to power through to the finish before they start making their seventh and eighth land drops.
Another line of play to keep in mind is Extirpate on one of their big threats - Tron is not a threat dense deck, and if it is clear they are going to be able to make their mana and start casting big guys, then it may be worth your while to think of all the threats in their deck, and then just start cutting through the lot, so that they have nothing to do with all their mana. Tron does not really have a draw engine either, so once you've dealt with the first 3-4 threats, you're in a very very favoured position to win.
I will be testing a lot more with this deck and I plan to post the results to https://patreon.com/invite/bxlvxg in a few days; stay tuned if this deck is something that interests you, and you want to see where this goes!
1 week ago
I'd take out the staffs and find some more ramp and card draw.
1 week ago
1 week ago
Hey feyn_do_alduin, it’s been awhile! Once I do an update, I do plan on adding Goreclaw, Terror of Qal Sisma and Sylvan Awakening. Possibly might add Sylvan Safekeeper for the protection, as mentioned by Edraant. Unfortunately, I am not looking to include Valakut, the Molten Pinnacle again to the build, skeletonkey8. It was very underwhelming when I had it in here before. I run a lot of fetchlands and not enough mountains to make it worthwhile.
1 week ago
You definitely need Amulet of Vigor since World Shaper and Splendid Reclamation return lands tapped. If you are going to dump most of your library into the graveyard, you need a few more ways to return multiple cards from graveyard to hand or battlefield, like Rise of the Dark Realms or Seasons Past. Lightning Greaves could be helpful to activate your Hermit Druid immediately.
You can try land animation enchantments like Living Plane and Nature's Revolt, which enable a game-winning attack with Craterhoof Behemoth and a haste enabler, kill opponents' lands with Massacre Wurm, and provide infinite mana and combat with Aggravated Assault.