Destroy target artifact you don't control.
Overload (You may cast this spell for its overload cost. If you do, change the text by replacing all instances of "target" with "each.")
|Want (11)||NMJohn , Phorro , mrcrow85 , postmodernmajgen , cebgamer2006 , Lozange , JoseFranchesco , darksteelgiant , Jebanator , Staiphos23 , leocat|
Printings View all
|Commander 2015 (C15)||Uncommon|
|Return to Ravnica (RTR)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Vandalblast occurrence in decks from the last year
Commander / EDH:
All decks: 0.12%
UR (Izzet): 1.12%
UBR (Grixis): 0.75%
RBW (Mardu): 0.41%
1 week ago
Love the Chandra tribal.
Fanning the Flames is a repeatable damage effect. Shattering Pulse doesn't do damage like Smash to Smithereens, but the buyback might be worth the damage. Vandalblast is another consideration. Subterranean Tremors is also fun.
Light Up the Stage seems like it might be cheap card draw.
To add to your sweepers you may like Starstorm.
1 week ago
What about replacing Bearer of the Heavens by Temur Battle Rage? That inconditional permanent destruction can really mess up a game. I suggest Magus of the Wheel for when your hand is the only one empty, intead of Ox of Agonas, and Vandalblast instead of By Force. I'm sure you are looking forward to put Etali, Primal Storm from C20. Blasphemous Act could clear the board so you can swing with your hasty creatures same turn ;)
2 weeks ago
First things first - you need to have a proper deck description. I have no idea what you're really going for with this deck outside of:
- Play a bunch of random infect cards
- Get some stax pieces out
- Hope for a Win?
Writing a thoughtful deck description will not only help everyone who randomly visits your page (like me), but will help you gain a better understanding of what you're trying to accomplish with this deck. A general guide you can follow would be answering the following questions:
What turn can my deck consistently threaten to win the game?
What are the themes in this deck? (Obviously Infect, and +1/+1 counters)
These are also questions you should be asking your opponents before you sit down and start a game (those three questions you would be discussing with your opponents are known as the turn 0 talk). One thing that does help alleviate some of the salt Infect produces is ensuring that your opponents know what they are signing up for. I guess the term "social contract" applies here. But yeah, you need to be doing this before starting a game - especially with an infect deck.
Another resource to consult is Epochalyptik's Do you want to write a primer?. There you have an expanded list of topics to address and questions to ask yourself. I know it's easy to throw together a bunch of cards - but if you really care about your commander, and the deck you're constructing then you'll go deeper and ask yourself
A suggestion: Cut about 5 to 8 lands, and include more interaction, ramp, and rocks - especially the latter. Grixis has few cheap ramp staples, but the usual suspects i'd recommend are: Cabal Coffers + Urborg, Tomb of Yawgmoth, Fellwar Stone, Arcane Signet, Talisman of Dominance, Talisman of Creativity, Talisman of Indulgence, and Mana Crypt (Sorry, I know the last one is dumb expensive). If you're playing infect, then usually you're playing some form of prolifeation. That doesn't seem to be much of a subtheme here, but if you do decide to lean more into it then you could try out Everflowing Chalice as well.
As for interaction, you have some very strong color options. Imp's Mischief, friggin Toxic Deluge, Damnation, Black Sun's Zenith, Deadly Rollick, Counterspell, Fierce Guardianship, Negate, Mana Leak, Vandalblast, Blasphemous Act, Faithless Looting, and Countersquall. All very good options. Also, you could do with a bit more draw options as well - Windfall, Wheel of Fortune, (Expensive, I know - sorry) and Rhystic Study are all great staples.
Infect/Poison counters can only get you so far in commander. Take it as an inevitability that you will outright lose due to the mechanic being so politically weak. Assume that at the start of every game you will be isolated and that players will more often than not band together to remove your infect creatures/sources. To better compensate, you need to have a reliable secondary theme built into your deck that can help you get to victory.
3 weeks ago
PitaGryphon definitely not. I wish, but that would definitely not be enough to revive affinity, especially now that Mox Opal is banned. Unfortunately, the deck is outclassed by everything else happening. Adding one decent synergy would not be enough. Besides, the blowout potential of cards like Vandalblast or Shatterstorm destroying all permanents is a real risk for an affinity deck.
I think Disciple of the Vault might be the scarier card alongside artifact lands. But I didn't play standard in those days and don't know how strong the deck actually is.
3 weeks ago
1 month ago
cool, deck looks neat!
it is interesting you are running so much artifact ramp when you have green, i usually would run Rampant Growth, Nature's Lore, Farseek, etc over the 2 mana rocks because there are so many Vandalblast type effects out there, and not as much mass land destruction. but if you like the rocks then Fellwar Stone can make colored mana and comes in untapped.
seems like the theme is playing your opponents' cards -- if you want to go further along that route then Blantant Thievery and Control Magic type cards can be good too...