Valakut, the Molten Pinnacle


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Zendikar (ZEN) Rare
Promo Set (000) Rare

Combos Browse all

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

Funkydiscogod on Magic: The RPG (Level Up/Proliferate)

12 hours ago

It occurs to me that Hedron-Field Purists completely hoses Grapeshot on level 1 and partially hoses Valakut, the Molten Pinnacle when leveled up. It also has potential against tokens.

Possible sideboard card?

Murpy on How come Mill isn't a ...

1 week ago

Because you see it wrong. I don't want to be rude but the reason is outlined by many people, not just the Professor. If you think about it in terms of probability you are just as likely to mill bad cards that make them have more good cards in their deck as vice versa. Next, we have the graveyard issue. If we look at the top modern metagame, you see decks that use their graveyard very actively and would benefit massively from a mill player. Decks like this include Hollow One, Dredge, Living End, Goryo's Vengeance, Lantern Control, Mardu Pyromancer, and Death's Shadow, and to a lesser extent BGx decks and Snapcaster Mage decks like UWx control. Most modern decks use their graveyard to their benefit, with many decks actively milling themselves to gain an advantage. Milling them, until it kills them, is effectively just drawing cards. There is no deck that actively benefits from having an empty graveyard. Contrary to this, almost every deck has a form of self-inflicted damage. Examples of this include fetchlands, shocklands, Dark Confidant, Dismember, Street Wraith, painlands, Eidolon of the Great Revel, Thoughtseize, Spoils of the Vault, and more. These cards all become more dangerous when faced against a burn deck, because you are not able to use those resources as effectively as you would be without the threat of being burned out. Burn is also much faster than mill, exacerbating the problem. Let's now take a look at a card you are keen on, Destroy the Evidence. At 4 mana in modern, you have Jace, the Mind Sculptor, you have Gifts Ungiven, you have Scapeshift, and Bloodbraid Elf. At 5 mana you have Through the Breach and Ad Nauseam. 4 mana is generally considered a cutoff in modern, where any cards 4 mana or above have to have a massive impact on the game in order to be playable. This is because modern is a turn-4 format, where aggro and combo decks aim to win on turn 4 and any deck that isn't able to win on turn 4 consistently NEEDS to be able to disrupt effectively. 5 Mana cards in modern are cards that instantly win you the game. Through the breach puts in a griselbrand or Emrakul to win. Ad Nauseam allows you to draw your entire deck in concert with Angel's Grace or Phyrexian Unlife. Destroy the evidence is so abysmally slow and unimpactful. You destroying a land on turn 5 will almost never rob an opponent of any valuable resources, since spells in modern are so cheap. Your opponents are all playing cards that instantly win the game in the same mana cost. The mind drinker may even be worse (although probably not). That card doesn't even start milling until turn 6 at the earliest, which is likely longer than the average modern game. Both those cards are going to rot in your hand for the game, and then move on to either doing nothing because your opponent has 5 lands or chump blocking a 6/7 Tarmogoyf since you milled so much of their deck for them. The Mindcrank combo you described is much more legitimate than the other cards, but this issue is that removal in modern is rampant and the combo can't be played at instant speed and costs a lot of mana, abeit over multiple turns. It is certainly a synergy to build around, but the cards aren't powerful enough on their own and also don't work particularly well in a mill shell anyway. Fraying sanity is also an interesting new addition to modern mill. The issue with the card is that it costs 3 mana and doesn't immediately start milling your opponent, meaning you are tapping out on turn 3 doing nothing and hoping you aren't dead and can try to kill your opponent next turn, which is a lot to ask of your deck and your opponent's. Nemesis of Reason is 6 mana, and there are currently zero cards costing 6 mana or more in modern that are played without some sort of massive mana ramp. None of the other protection listed is at all viable in mill. They give your opponent removal targets and they slow down an already glacially slow "combo" archetype. Decks in modern are so fast, your 3 mana creatures that block a single creature and gain a few life aren't going to cut it. Surgical extraction effects are massively overrated, because most decks do not have a single card that is needed for their deck to work. Playing against a combo deck that uses specific cards and then surgicalling their Valakut, the Molten Pinnacle is great, but what happens when you're up against a burn or humans deck, where the only thing you can surgical is one of a sea of redudant spells within their deck.

TheNocholas on Pssst... It's Free Real Estate

1 week ago

Valakut, the Molten Pinnacle and Koth of the Hammer would be good if you want to go more agressive.

Athraithe on Budget Wildfire

2 weeks ago

TBH i think adding in a few Valakut, the Molten Pinnacle would be fine if you can keep lands on board, otherwise you may as well use the thing that you sac a land and deal 3 to a player

0b1ivi0nwa1k3r on Red Rush

2 weeks ago

xyr0s i had mentioned Lightning Axe because it is a great madnees card and seems like DanTheBear is going with a madness theme, but Lightning Axe by no means should replace Lightning Bolt, Lava Spike, Rift Bolt, or Searing Blaze in a burn deck. I would put Fiery Temper in before i put Lightning Axe in.

Also DanTheBear i see that you have put Valakut, the Molten Pinnacle in your "Maybe" section i would suggest that you dont put it in your deck. Valakut, the Molten Pinnacle is a great card when it is in the right deck Mono Red burn is not that deck it works great in Titan Shift because there are cards in that deck the put more mountains on the battle field. Having Valakut, the Molten Pinnacle in a burn deck means you would have to wait untill turn 6 for it to deal damage which if you havent won by turn 4 with burn you have lost.

All in all i like the improvements you have made i would still like to see Kiln Fiend in place of Ember-Eye Wolf though.

0b1ivi0nwa1k3r on Red Rush

2 weeks ago

Blood Sun is mainly for Valakut, the Molten Pinnacle which is the main win condition for Titan Shift

Pabs4444 on Budget Titan Shift (No Scapeshift)

3 weeks ago

Cards like Cultivate seem good. I would also recommend any cards that tap to put lands into play rather than than a cordlike Elvish Mystic that only taps for mana itself. The lands last longer and help get you to Valakut, the Molten Pinnacle. Also, sideboard. Have Plenty of enchantment removal. Leyline of Sanctity and Blood Moon can be huge pains. Because of BM, I would recommend less basic mountains to replace with forests. Most spells are green anyways. Just getting into Modern myself, but I hope this helped somewhat!

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