Vessel of Volatility


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Heirloom Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Block Constructed Legal
Casual Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
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

Xica on Which ramp spell?

1 month ago

Well some online playtesting decided the problem.
While Vessel of Volatility is much better when sorcery hating conters or Chalice of the Void X=1 is a danger, and pumps Monastery Swiftspear instead of sacrificing it, i think the other option is still better.

Because Infernal Plunge enables turn 2 Blood Moon & Chandra, Torch of Defiance (one of her +1 abilities adds , which allows me to dump out some cheap creatures to chump block if its a must.
Not to mention the insane interaction with Flamewake Phoenix

Xica on Which ramp spell?

2 months ago

-that is a major (creature) removal target
-doesn't activate prowess on Monastery Swiftspear
-produces , which is not helpful when i need
-my stuff already has hast, so giving it haste (for a second time) is very pointless

(its a "worse" Vessel of Volatility - at least for this deck)

Xica on Which ramp spell?

2 months ago

So since the somewhat recent "success" of modern lists with Hollow One, i have been toying around with the idea of building a mono red version of it

That is less susceptible to grave hate (like RB lists) and less susceptible to counterspells (like RG lists)
The idea is to play Demigod of Revenge & Chandra, Torch of Defiance in stead of Become Immense + Temur Battle Rage or Gurmag Angler + Bloodghast.

The demigod NEEDS some ramp - of course chandra can be one of those ramp spells, but 3x chandra is just too few, and drawing mutliples is not great - thus i need to play some spell that gives me an additional on turn 4.

Infernal Plunge? Vessel of Volatility? or something else?

(Plunge can enable turn 2 chandra, but its real bad if i have no creatures in play... that relevant if i have 12x 1 cmc ones (plus 4x ~free Hollow Ones)?)

wonderboyrox on

2 months ago

+1 Interesting deck idea. Not sure what suggestions might help unless you tell us what you're having issues with during playtesting.

A little bit of criticism I could give you would be that your Vessel of Volatilitys are too slow to be considered decent "mana ramp", I mean hell, if you wanted that mana in one turn it would be pointless.. you'd pay four mana just to get four mana.

Also, obviously having any Artifacts or Creatures other than big hitters in the deck can possibly hurt it since Indomitable Creativity is in the deck to be your win con. So, as nice as your four Artifacts are in the mainboard right now, they WILL get you killed on occasion.

But then, you could just bite the bullet and build around that fact. So personally, I would probably drop the Vessels, the Panharmonicons (since they dont even trigger ANY ETB effects for you until after you get a big hitter out) and the Browbeats for 8 more creatures that will also help you get out more servos. I would suggest something like Master Trinketeer or Countless Gears Renegade (Revolt would trigger off of many things, for instance Evolving Wilds or even your Indomitable Creativity). Would you be sacrificing the consistent win con of 'Creativity into Stompy Creature'? Yes, a bit.. But it would give you better consistency throughout the early-mid game, and give you more use out of your Inspiring Statuary.

miracleHat on What to remove, Red White ...

3 months 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?

Rex_JB24 on RG :Land Destruction

4 months 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.

DrawStep on kara-doom

5 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.

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