Vandalblast

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Modern Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Commander 2015 Uncommon
Return to Ravnica Uncommon

Combos Browse all

Vandalblast

Sorcery

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.")

View at Gatherer Browse Alters

Price & Acquistion Set Price Alerts

Cardhoarder (MTGO)

0.04 TIX $0.44 Foil

Ebay

Vandalblast Discussion

gravitydefyinghair on Surrak Dragonclaw EDH

22 hours ago

Torrent Elemental is not a legal card with Surrak as the commander. Both colors of the hybrid mana in either the casting cost or ability activation cost must exist in the commander's color identity. So, for example, you could play Giant Solifuge in this deck (not that I would, but it is legal to do so) but it would be illegal to play Nightveil Specter.

I would replace Destructor Dragon with Trygon Predator.

I would take out Frost Walker, Cyclone Sire, Torrent Elemental, Gruul Turf, Gruul Charm, Lightning Strike. Seer's Lantern, Nissa's Renewal, Devour in Flames, and Izzet Boilerworks.

Here's why:

  • Frost walker and Cyclone sire are more 60-card format cards.

  • Torrent elemental is illegal.

  • Gruul turf and Izzet boilerworks seem good, but they're really just strip mine/wasteland bait.

  • Gruul charm is bad. Be greener and invest in trample.

  • Lifecrafter's Bestiary or Thassa, God of the Sea are upgrades from Seer's Lantern.

  • Nissa's Renewal is late game ramp. That's bad. Early game ramp is better.

  • Burn is bad in EDH.

I would suggest (these are all just good cards for your consideration, I know there are probably more than I suggested taking out):

For a 3 color deck, the landbase would also be improved by taking out basics and putting in things like:

Ideally, for a landbase you'd have shock lands such as Steam Vents, fetch lands such as Scalding Tarn, and regular dual lands such as Volcanic Island, but those things are expensive and this is a game.

Punmonkey on 5C Lock

3 days ago

Vandalblast is great if you want a one sided board wipe when Mycosynth Lattice is out.

GoodLuckGuy on CP#5 Krenko is Kranky

5 days ago

Round 2

I think you missed a few grade-A goblins, for instance, I was initially surprised you weren't running Warren Instigator, which is an auto-add in most Goblin Tribal shells.

Spikeshot Elder and Goblin Assassin can be very effective at removing a large number of creatures over time. Goblin Assassin works particularly well with Krenko, because he guarantees you won't have to sac any good creatures, and maximizes the amount of creatures your opponents have to sac.

Goblin Spymaster not only clears the way for your board to get through every player's field, but it also forces pesky effect creatures to attack into your untapped goblin horde.

Taurean Mauler is not technically a goblin, but is a real value beater that counts as a goblin while in play. Similarly, Moggcatcher is not really a goblin either, however, it should be fairly obvious why it might as well be one.

I think your current build is a little light on answers, your options are somewhat limited in Red, but there is an abundance of good burn and artifact removal.

Outnumber is easily the best spot removal for a Goblin deck, it might as well say "Destroy target creature" for one mana at instant speed.

Mizzium Mortars can be used as an over-costed Flame Slash, but what makes it really good is that you can Overload it to sweep away all of your opponents' small creatures. In most scenarios, this will cull any amount of large opposition you get from other token decks or go-wide strategies.

Red's ability to remove artifacts in EDH is highly overlooked, artifacts can often make or break a player's strategy, and removing them en masse can be devastating. Shattering Spree and Vandalblast are far and above the red spells for removing artifacts.

No goblin deck is complete without Coat of Arms in my opinion. The advantage it gives you is so insane that it totally eclipses any small amount of benefit it gives to your opponents.

Metallic Mimic has been seeing play in almost every tribal and single-type token strategy since its printing, mainly due to the fact that it's the fastest modular tribal anthem in the game.

Eldrazi Monument is great in token decks; makes it hard to board wipe your field, makes it hard to block you field. It sort of does everything.

Ruination can be a strong finisher against the many multicolored decks in the format, it's very hard to recover when more than half your lands are gone. This seriously will just take some players out of the game when resolved.

Aggravated Assault can do a lot of stuff in this deck. You can use it to push through absurd damage, you can combo off with it, or you can just use it to untap your field if you need to. The amount of utility this card offers is hard to ignore.

Thornbite Staff is for infinite combos, sort of a preference thing as to whether or not you want to have that sort of thing in the deck. Basically, you equip this to Krenko, and if you are able to sacrifice your creatures, you can make infinite goblins. It also turns whatever creature is equipped to it into Goblin Sharpshooter.

I have some other ideas on cards you could run, but I think 32 suggestions is enough to think about. That being said, these suggestions are just to give you a good base of cards to look at, not necessarily a de facto list of cards you must run. Obviously, you probably won't be able to fit every card here in your deck list.

SteelSentry on Auriella, The Warleader

5 days ago

This is a good start, but I would add in some of the staples. Boros is one of the hardest color combinations in EDH, so it benefits the most from staple color cards. Swords to Plowshares/Path to Exile, either of the boots, Sunforger, and Disenchant effects (Forsake the Worldly, Return to Dust and Vandalblast are very good). Assemble the Legion is a good card that can accumulate value.

Some of your cards are really low-impact, or don't fit your strategy. Akroan Hoplite isn't good in a non-token deck, and especially since they don't have evasion. Azorius Arrester is pretty bad without flicker effects. Lifelink is probably worse than an equipment that costs more but would stick around, like Basilisk Collar.

Boros is notorious for not having a lot of card draw or mana production, I would try to add more in (at least 7-8 pieces each, including things that overlap like Hedron Archive).

With your commander giving you extra combats, I would consider Neheb, the Eternal, he has the potential to make a lot of red mana.

On to Victory is my Boros commander deck headed by Iroas, God of Victory, feel free to check it out

Deepstriker29 on Nekusar, The Mindrazer Commander

1 week ago

So, to start:

While your manabase is decently developed, 35 lands is an extremely low number for 3-color if you want to hit your fixing consistently, especially with your overwhelming inclination towards black (it's a lot harder to splash in Commander, so you may want to lighten that up after more deck testing, moreso since most of your black inclination comes from multicolored spells). To this end, I'd recommend adding Grixis Panorama and Crumbling Necropolis for a nice, handy 37 (an important threshold for consistently getting 3-land hands) that has a good bit of early fixing.

Furthermore, if you're shakily building a deck, remember the building blocks:

-10 ramp sources-10 draw sources-5 single-target removal sources-5 mass removal sources

You're halfway solid here, but your overwhelming reliance on artifact ramp might be a problem in your meta. I'd try Nightscape Familiar and Expedition Map to better support the wide amount of multicolored spells you have and fetch Urborg, because it's bloody Urborg. It's never a bad idea to diversify your ramp sources, lest Armageddon or Vandalblast set you back 5 turns.

(cont.)

7crunch7 on Gisela

1 week ago

You have a lot targeted creature removal so I would suggest keeping the best ones (Path to Exile, Swords to Plowshares) and removing some of the "prevent/redirect damage" effects like Comeuppance and Deflecting Palm since you'll usually be keeping mana open and waiting for the right time to use them when I feel like you will be focused more on just attacking not being defensive in this deck. I also would only keep Return to Dust, Vandalblast and maybe one other non-creature removal cause those are the best and I think you need more ramp/card draw. And you also need a lot of cuts.

For creatures, I would cut:

Basandra, Battle Seraph - I've considered her before cause her abilities do seem fun, but she's always seemed cutable (although I've never playtested her)

Bruna, the Fading Light and Gisela, the Broken Blade - you're never going to meld them unless you're really lucky or run tutors and they aren't that great on their own

Silverblade Paladin - he's nice but you could just put in Fireshrieker instead

Sunblast Angel - I think a non-creature wrath is better since this only works if your opponents' creatures are actually tapped

*and I agree with the other creatures Eric said to cut

*also I would check the price of some of the angels you added, they are pricy and I'm not sure if you wanna invest in them.

wisegreenbean on Neheb wants the world to burn

2 weeks ago

Burnished Hart cuz you need some mana and your commander is a 5 drop.

Sandstone Oracle is good when you've blown through your hand, which can either mean you're doing well or doing badly. So nice versatility and a strong effect. And atm, I only see 4 pieces of real card advantage, plus a few wheels. Good, but you can stand to pack more.

Browbeat feels dodgy. I wasn't afraid of 5 damage, and I'm not afraid of netting you 2 mana.

Never underestimate Volcanic Offering.

You can afford to diversify your landbase, I'd suggest Valakut, the Molten Pinnacle, High Market for what few steal effects you have + Feldon and Daretti, Scavenger Grounds, at least.

I see chaos warp as the only enchantment answer. Bare minimum you can afford to pack a Scour from Existence, you have the mana. That makes Spine of Ish Sah decent too. Artifact destruction also fairly light, I only count three and I'd at least suggest Vandalblast or Shattering Spree, or maybe with your mana, Shattering Pulse.

Stuffy Doll

byxorna on Jhoira Eldrazi Funhouse

2 weeks ago

Scour from Existence is way too expensive imho. Better removal like Pongify, Rapid Hybridization, and Chaos Warp exists. I see no answers to jhoira hate; you probably need some sort of a counterspell package to protect Jhoira, because you are so dependent on your commander. Detainment and anything that shuts down activated abilities will freeze Jhoira out, so you probably need to pack in some anti-enchantment/artifact/creature hate as well to counter Arrest, Lavinia of the Tenth, Cursed Totem, etc. Note that UR are entirely devoid of things to deal with enchantments, so you are gonna wanna counter shit before it hits the table.

Spawning Breath seems cuttable. Swerve is interesting, but curious how useful this is compared to straight countermagic. If you want to go this route, look at Fork, Reverberate, and Wild Ricochet.

Suggestions to add: Treasure Cruise Vandalblast Smelt Shattering Spree

Suggestions to cut: Abstruse Interference Adverse Conditions Demolish Detonate Bash to Bits

Fun things to think about: Conjurer's Closet, Archaeomancer and Pull from the Deep for spell recursion

Load more