|Commander / EDH||Legal|
Printings View all
|Shadows over Innistrad (SOI)||Common|
Combos Browse all
Vessel of Volatility
, Sacrifice Vessel of Volatility: Add to your mana pool.
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Vessel of Volatility Discussion
6 days ago
I mean, your custom categories make the decklist extremely difficult to follow... You have a category listed angels, and then there are angel creatures outside of the 'angel' category. As for your 'tempo' cards:
Avarice Amulet is a lackluster equipment that gives negligible p/t buff, limited draw potential, and not worth spending a 6 total mana to cast and equip.
Conqueror's Galleon Flip is a horrible creature, 2/10 is nothing but worthless. Needing to be crewed is just insult to injury. The flip side land is not worth it (6 mana Regrowth + Jayemdae Tome is bad).
Humble Defector would be fine, except that it is weak and gives your opponent card advantage.
Inheritance's ability is overcosted. You do not have enough ramp in the deck to have 3 mana left over to also utilize that enchantment effectively.
Magus of the Wheel is risky, like all a-symmetrical cards. You're opponent might end up better than you and you have no way to mitigate any bonuses that your opponent(s) would receive.
Well of Lost Dreams (forgot that brion had lifelink*), Sol Ring, and Skullclamp are all good cards that enhance the deck. The other 5 cards listed do not (as stated above).
Cards that you need to at least 'consider' adding:
better removal, i.e. keep Angel of Serenity (do not remove it ever), but find room for Wear / Tear, Path to Exile, Swords to Plowshares, Wrath of God, and/or maybe Austere Command.
Lightning Greaves, Sword of Feast and Famine/Sword of Light and Shadow, and or Loxodon Warhammer to make your artifact/equipment tutors viable once Sunforger is already in play/hand.
As mentioned previously you have minimal ramp, and this is a serious problem. Sol Ring, Boros Signet, Pearl Medallion, and Land Tax should all be considered. If you are interested in more explosive plays, Neheb, the Eternal, Seething Song, Pyretic Ritual, and Vessel of Volatility (and such forms of fast mana) would be worthy of consideration.
So: I wonder if I am trolling you or just giving advice that you do not wish to hear?
1 month ago
Hello. As a huge fan of standard land destruction, lists like this fall prey to early game removal. If your opponent is good they will "Bolt the Bird", so to speak, and take away your two-drop dork to prevent you from getting to the third turn land destruction. Therefore I would suggest cards that guarantee turn 3 land destruction like Vessel of Volatility. If cutting non-dork cards to run Vessel isn't something you'd consider, then you should probably add high toughness dorks. Channeler Initiate is an unparalleled dork in standard, but Servant of the Conduit could be replaced by Druid of the Cowl or Naga Vitalist. In the case of Druid, the extra toughness prevents you from dying to Magma Spray or other 2 damage or 2 -1/-1 counter effects and forces opponents to waste better removal than they would to kill Servant. If having better mana fixing is your concern, then Naga can provide mana without being reliant on energy (so you can remove Hubs for Rootbound Crag once standard rotates).
Outside of reliable turn 3 land destruction there are your threats that actually win you the game. I like a lot of your choices, especially Chandra ("drawing" an extra card is huge in land destruction as you want to keep drawing spells to stay ahead), but would suggest Wildfire Eternal. It might seem greedy, but if you keep them under the two land cap with a destruction spell per turn and then drop the Eternal when they first miss a land drop it will most likely be backbreaking. The ability to cheat a lend destruction spell into play with Eternal is nothing to scoff at.
2 months ago
I'm gonna touch on enchantment here
2 months ago
thank you sooooooo much, I've been meaning to get most of those actualy, but never actually did, i have a kami ,but its in my oloro. I do have a spot for Crucible of Worlds instead of Vessel of Volatility (or Ramunap Excavator more likely). asusa might be worth more if i had more card draw, but I see your point with crucible. and Garruk, Caller of Beasts might come out for Meren of Clan Nel Toth when i get a hold of her. and I again dont have a copy of the sad robot, but I'll think about what to take out for him when I get him.
3 months ago
Hi Robert. Red mana is the tricky part which is why I run 4 Vessel of Volatilitys. That said having the cataracts could be very helpful for those times I just can't seem to draw one. Thank you for the suggestion.
3 months ago
Dude. You're not running Open Into Wonder? With all the insects you'll get, it'll refresh your hand, get in some damage, and make a bunch more!
for some creature buffs, Cartouche of Knowledge is a good start, and it draws cards.
Go for some cheap cantrips to draw a lot of cards and make advantage, like Expedite and Renegade Tactics, and get some ramp to go with it like Vessel of Volatility, Chandra, Torch of Defiance and Conduit of Storms.
4 months ago
First, let's look at our ramp options:
Myr are an old favourite of mine, and definitely of use here. When speaking of artifacts, there are quite a few low costed "rocks" in your colours: Rakdos Signet, Charcoal Diamond, Fire Diamond, Talisman of Indulgence to name a few :)
And finally, Bog Witch can turn dead cards in your hand into dark rituals.
4 months ago
With 24 Lands, you'll have 4 on T4 71.3% of the time. It rises to 77.9% with 26.
Multiply that by the % chance of getting Soul-Scar Mage on T1 (40%) Vessel of Volatility by T2 (44%), Nest of Scarabs by T3 (49%), and both Insult / Injury and Sweltering Suns on T4 (53% each), and you're looking at a 1.7% chance of the scenario occurring as you lay out.
Your mileage may vary of course, depending on how many copies of each you run, how aggressively you mulligan, etc. But I'm with Argy ... that's really a magical Christmas-land interaction.