|Commander / EDH||Legal|
Printings View all
Combos Browse all
Vance's Blasting Cannons
At the beginning of your upkeep, exile the top card of your library. If it's a nonland card, you may cast that card this turn.Whenever you cast your third spell in a turn, you may transform Vance's Blasting Cannons.
Price & Acquistion Set Price Alerts
|Have (20)||Brandbrower21 , Psycheretic , Themasterpirate , Vasbear1 , Suns_Champion , lava_lava , Myllyes314 , LeroyJones , saj0219 , duff87 , pskinn01 , philktoken8998 , JasYper , jstn.mrrtt , golgarigirl , firemind12 , orzhov_is_relatively_okay819 , ecurps , gildan_bladeborn , silvereh|
Vance's Blasting Cannons Discussion
1 week ago
Standard Showdown once again goes successful! 1-2, 2-0, 2-0 tying for 2nd place! Pre-matches, I once again moved Vance's Blasting Cannons Flip to the sideboard, and moved Soul-Scar Mage back to the main so that I again am left with 4 Mage's in the main.
1 week ago
3 weeks ago
Hey, for a first deck and budget this looks good, but if you want it to be more competitive I suggest more speed, more damage faster, additional reach and draw power.
I'll first give you a list including sideboard to consider and then explain the card choices:
- 4x Daring Buccaneer
- 4x Siren Stormtamer
- 3x Fanatical Firebrand
- 4x Warkite Marauder
- 3x Kari Zev, Skyship Raider
- 4x Storm Fleet Sprinter
- 4x Shock
- 3x Lightning Strike
- 3x Invigorated Rampage
- 4x Curious Obsession
- 4x Spirebluff Canal
- 4x Unclaimed Territory
- 7x Mountain
- 6x Island
- 3x Negate: for Control matchups, board wipes, Planeswalkers
- 2x Essence Scatter: counter Gods, Glorybringer, other big creatures
- 3x Abrade: kill Walking Ballista, Gearhulks, God-Pharaoh's Gift and Vehicles
- 2x Kari Zev's Expertise: for Midrange matchups steal a God, other big creature from your opponent attack with it and also cast something for free from your hand
- 2x Fiery Cannonade: for Token and other Aggro matchups, one sided board wipe hurts your opponent not you
- 2x Walking Ballista: the interaction with Warkite is great, but it's slow however in Midrange matchups could be very good
- 1x Vance's Blasting Cannons Flip: for Control matchups can be a draw engine or extra damage
In the list is a core, a group of cards that I think are the best cards for this strategy. These cards are 4 ofs(4x of the card) they're the only cards other than lands that are 4 ofs to have the best chance of drawing them on curve in a game. You started to do this in your deck, but then stopped adding a lot of cards as 3 ofs instead. A lot of 3 ofs hurts consistency drawing too many non core cards.
- 4x Buccaneer: one drop
- 4x Stormtamer: one drop
- 4x Warkite: two drop
- 4x Sprinter: three drop
- 4x Shock
- 4x Obsession
When building a core account for the curve and consistency. Start with choosing the best creatures/spells in the one, two and three drop spots of the mana curve. 16x Pirates make up this core. Think of your best lines of play you want to make in the early game and make these cards the most important ones in the deck. For instance turn one you want either Buccaneer or Stormtamer into turn two Warkite into turn three Sprinter.
Shock and Obsession allow for some flexibility in lines of play because they're only one mana spells. For instance instead of playing turn three Sprinter if you have Obsession in hand and both Stormtamer and Warkite in play then play Obsession on Warkite and leave up mana to protect it with Stormtamer.
The curve here is dominated by one drops which is good with an Aggro strategy, but can also be problematic if you run out of steam and don't do enough enough damage to your opponent before the mid to late game. Obsession helps to prevent this, it can keep the cards flowing. Three of the core Pirates are good with Obsession. Stormtamer and Warkite have flying easier for them to attack each turn and actually do damage to opponent. Sprinter is unblockable. Stormtamer for one mana can protect another Pirate that's been enchanted with Obsession.
Auras can be tricky to play because your opponent can 2 for 1 you in response to you enchanting a creature with an Aura. To play around this play an Aura on your Pirate when your opponent is tapped out or if you have Stormtamer protection.
Shock becomes a very powerful spell in combination with Warkite's attack ability; after attack making an opponent's creature a 0/1 then killing it for one mana.
Support the Core:
- 3x Firebrand
- 3x Kari
- 3x Strike
- 3x Rampage
Firebrand is yet another one drop Pirate, but I don't think he's better than Buccaneer or Stormtamer thus only a 3 of. Rigging Runner is fine, but I don't like that he's a bad turn one, but I could see him replacing Firebrand. Kari is a very good Pirate, but she's legendary 3 of is the most I would play. Having the combination of both Shock and Strike at your disposal gives you some added reach to kill your opponent with damage not from creatures. Rampage is even more reach get in more damage with Pirate fliers and Sprinter for two mana. It's two modes are good for Aggro to get in damage against blockers being an instant helps a lot. +4/0 is very nice with Sprinter.
If this advice was helpful then I'll continue with explaining about the manabase and sideboard. Would you like me to continue?
Good luck with your deck.
3 weeks ago
Your meta sounds insane and fun! It is good to know what drives decisions, and that is certainly a different environment than my own.
Outpost Siege is one of my favorite red cards, so perhaps I am a bit biased, but I find it is just phenomenal. With your level of "Exile Draw" I get the hesitation, but I just find that as an enchantment the resiliency is so important for an effect like this one. It will consistently get you value. With the level of redundancy in your list, too, even if you exile a "game-breaker" you have so many more that can still be drawn!
I'm less sold on Vance's Blasting Cannons Flip - not being able to play lands is a major downside. I am thinking of cutting it at some point, perhaps for that Sword of Fire and Ice I have yet to pick up :)
Side note - Sensei's Divining Top could help quite a lot in sculpting the flips. I may have to try to acquire another copy to shoehorn in here....
3 weeks ago
Since you're not including repeatable land tutors, why are you including repeatable explore effects? They only ever filter your draws or draw lands. If you are including them, Path of Discovery is another repeatable explore.
I'm not sure what your feelings on the monarch mechanic are, but it could be considered a repeatable form of draw.
3 weeks ago
The biggest weakness of the Red-White decks in commander is card draw, those are the colours who draw the least. Commander (assuming you play multiplayer) isn't a sprint race, it's a marathon, If you run out of cards or you're the guy that's only geting one card each turn, you are going to lose.
You have to get several artifacts that can help you with that. Ghirapur Orrery is a good and cheap one, Staff of Nin another budget option, Culling Dais because sacrifice outlets are also good, The Immortal Sun is a bit more expensive but really good, Loreseeker's Stone, Oracle's Vault.
Some equipments Mask of Memory, Rogue's Gloves, Skullclamp, Infiltration Lens.
In red you have access to "impulsive draw", you exile the top cad of your library and then you may use it until end of turn. Grenzo, Havoc Raiser, Stromkirk Occultist, Outpost Siege, Vance's Blasting Cannons Flip Etali, Primal Storm.
And also Wheel of Fortune effects: cheaper options are Wheel of Fate, Magus of the Wheel, Reforge the Soul, Runehorn Hellkite, Dragon Mage and Knollspine Dragon.
About 8 to 12 of the lower cost ones is a good number to have in you deck so you consistently refill your hand.
You may also want to power up your guys, otherwise they will be hitting like a wet noodle. More options for your deck are Cathars' Crusade, Dictate of Heliod, Call for Unity and if you end up with many artifacts in your deck you can also have Jor Kadeen, the Prevailer. Dragon Throne of Tarkir is a bit bad because it's quite expensive to use (nine mana until you finally use it for the first time and your bigger creature wont be attacking) but maybe is worth giving it a try.
Now you decided to go wide with you creatures, some tokens may help you: Assemble the Legion is a no brainer, Huatli, Warrior Poet is quite affordable at the moment (for a Planeswalker), she pops dinosaurs and can help your guys get though.
Some instants to save your guys from board wipes: Boros Charm definitely a must, other options are Make a Stand, Rootborn Defenses. If you have many "When enters the battlefield" creatures or your opponents usually play board wipes that don't just destroy or deal damage to the creatures, then Ghostway and Eerie Interlude may be what you need.
3 weeks ago
1 month ago
Hey Murphy77! Thanks for taking interest in the deck! The reason I chose Harnessed Lightning over Lightning Strike is so I can play Aether Hub. Evolving wilds is very slow and this is an aggro deck so tap lands arent ideal. I really would like to try to squeeze as many lightning strikes in here as possible but I dont know what to take out. Shake the Foundations is probably my weakest removal but cantrip removal is just so good. I could take out my flip lands but search for azcanta works well with Enigma Drake and is late game CA. I guess Ill still take it out tho. I will take out Vance's Blasting Cannons Flip for a lightning strike for sure. I will play around with it and see.
Mutiny is a card I considered but decided against for one major reason. I dont like it because it doesnt deal damage from a source I control. Soul-Scar Mage specifies a source you control and it therefore doesnt put -1/-1 counters on creatures. It makes getting hazoret off the battlefield quite difficult.
As for your list. I like a that you fit lightning strike in. I dont think Harsh Mentor should be a mainboard card. Im torn, lightning strike but evolving wilds vs harnessed lightning gaining Aether Hub.
Thanks for commenting! I will make some adjustments from your suggestions.