|Commander / EDH||Legal|
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|Shadows over Innistrad (SOI)||Common|
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Vessel of Volatility
, Sacrifice Vessel of Volatility: Add to your mana pool.
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Vessel of Volatility Discussion
1 month ago
Little something about the format, this is a vintage deck.
If you wanted to ramp for burn real hard, why not add a Vessel of Volatility or two?
2 months ago
2 months ago
I play Infernal Plunge, since if i played a creature before it, it will ramp as if it was 2x normal mana flares like Pyretic Ritual - there is only a single comparable effect in the format Vessel of Volatility but its a turn slower, and won't help me in powering out turn 2 Blood Moon, or Chandra, Torch of Defiance.
And its not problem if i "loose value" on my mana flare. Its there to do broken things, like not allowing my opponent to play magic (as they will only have red mana), play an early chandra they can't really interact with, that can run away with games, or simply as a way to cast Demigod of Revenge on turn 3, & reanimate copies from the grave. When i swing for 10+ damage i don't care that i sacrificed a cheap creature for it. Plus using the ritual on bloodghast is a 3 card combo, as i need a card to loot it into the grave on turn 1, the ghast itself, and the ritual - currently i only need the ritual and the creature.
I don't run Bloodghast becasue i am not content with surviving grave hate, i want to thrive against opponent who bring it in against me game 2. All my grave based cards (Demigod of Revenge & Flamewake Phoenix) are pretty decent even without the added value from the yard - the same cannot be said about Bloodghast. Its also weak, if i want to play the "ride chandra to victory" plan, as it can't block. Ghast is also much weaker if i don't run fetches - and as a mono red deck i don't plan to do so.
I tried Hour of Devastation, in the heyday of UW gideon tribal "control". Its extremely strong in many matchups, but its excruciatingly bad against decks with Thalia, Guardian of Thraben - which is pretty relevant at the moment.
3 months ago
So heres my evaluation of the colors:
- has the best card value, from Dark Confidant, Liliana of the Veil, Thoughtseize, Gurmag Angler, Death's Shadow to stuff like Ad Nauseam - but if you takd a step back and pretend that you forgot the decks that are built to abuse these cards, all of them habe some significant drawbacks. They are often the best core cards but need support to be viable. Black is also the second best color for hate cards.
- best hate cards. Rest in Peace, Stony Silence, Rule of Law... etc. Its also the king of "symmetrical" (and crippling) effects and exile - exiling creatures is VERY underutilized at the moment, just consider what Declaration in Stone does to hollow one...
- is the color of counters, stupid stuff with spells (Snapcaster Mage, Gifts Ungiven... etc.) and nearly great cards, like Vapor Snag, Reality Shift, As Foretold, Disrupting Shoal, Delver of Secrets Flip and the list goes on. Its also USED TO BE the undisputed king of card filtering and card advantage but that got banned (Ponder, Brainstorm, Treasure Cruise) we have Search for Azcanta Flip, Serum Visions - the draw package is much more intact than filtering (sadly it was weaker to begin with). Problem is that red is arguably better at filtering with its loot effects - scry is good for miracles if its preceeded by a draw, while looting supports any strategy that is willing to get its hands dirty with using the grave (lets hope surveil makes blue better). (And black has plenty of good draw engines.) So its basically counters + stupid support cards for instants & sorceries.
- is a pretty good color that is pretty nice all around, but gets little to no credit as burn is an easy cop out answer wjen asked "what does red do?". Yeah it has reach, but it also has Blood Moon, Koth of the Hammer, Faithless Looting, Through the Breach all great quality cards that need no introduction. And it has some of the best 4 & 5 drops (Hazoret the Fervent, Stormbreath Dragon) - which are great in the push + bolt meta (and not that bad when you got the help of path to be able to play them early), and the vest 1drops - yes Goblin Guide is not bad - but its no Grim Lavamancer. Oh and it has all the mana acceleration you may want - Vessel of Volatility & Infernal Plunge are absurdly underappreciated cards - the former is basically a fixed Seething Song that can't be abused by storm, the latter is frickin Dark Ritual if you have cheap creatures in your deck - which is an achievable goal (not for storm though, apparently Wotc hates storm).P.s.:if you have run the old squee, all the loot effects becom card advantage engines.
During my recent excursions into mono red hollow one land, i relized that there are stupidly powerful lands like Nephalia Academy or Scavenger Grounds that simply don't fit into 3 color decks. Am i the only person who sees these cards a very good reason to not get greedy with color splashing?
3 months ago
Bloodrage Brawler is a trap!
It dies to most 1 mana removal in the format, leavibg you 1 mana and 1 card short compared to the opposing player. Its a disaster waiting to happen.
Being mono red or budget is no reason to include the worst (eh... second worst, afetr Avatar of Woe) option in the deck. You have acess to cards like Grim Lavamancer for 5$ - its the second best thing after the all around banned and restricted Deathrite Shaman. Red has plenty of great cards, but that minotaur at best should be nothing more than a passing sideboard idea for racing in non-interactive matchups.
If you want to use you rituals to cast early Demigod of Revenge i would advocate replacing 4x Simian Spirit Guide & 4x Desperate Ritual with 4x Vessel of Volatility as its mora consistent and will provide you with 4 cards to do something more useful.
Xica on B/R Demigod
3 months ago
In my humble opinion early aggression is preferrable to disruption - at least to disruption available in BR colors. As removal + discard is often insufficient to stop decks like ad nauseam from scrying into their win conditions.
As a consequence i would recomend using mana flares - like Vessel of Volatility or Infernal Plunge - to power out turn 3 demigods. (The latter spell also enables turn 2 Blood Moons among other things...)
Depending on the local meta Dreadbore may be better than Terminate as you already have 4 ways to interact at instant speed - with everything you may need to - and destroying planeswalkers like Teferi, Hero of Dominaria or Karn Liberated can mean the difference between loosing and winning.
Here is my list, please take a look and offer your insights!
SCORE: 29 | 8 COMMENTS | 4004 VIEWS | IN 15 FOLDERS
4 months ago
5 months ago
Your entire enchantment package seems pretty underpowered.
Gruul War Chant is probably the best one, and I can understand why you would run a copy. Just keep in mind that it's overpriced, and that your deck is already prone to make people double block.
Impact Tremors is not overpriced, and it's actually a decent card, but if you don't drop it turn 2, it's probably not gonna be worth its own price. You are not based around token spamming, and the card can only hit people in the face. You shouldn't play it for the same reason you shouldn't play Lava Spike.
Sight of the Scalelords is a little weird. Maybe it's good enough here. But it's a really, really bad card. It only works when your wolves are transformed, at which point, you are likely to be ahead anyways. And it's so overpriced at 5 cmc.
Sunbird's Invocation is cool, and a decent card, but 6 mana is just too expensive for your deck.
Overall, I feel like you should settle down on the werewolf horrors, and go more into the traditional werewolves. When you play them ën masse, they are just way less clunky as a strategy. That would also make Immerwolf way better. (If you wanna keep the horrors at such a high rate, at least get more lands.)
Oh, and get some Lightning Bolts.