|Commander / EDH||Legal|
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|Masters Edition IV||Rare|
|Masters Edition III||Rare|
|International Collector's Edition||Rare|
|Limited Edition Beta||Rare|
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Land — Island Mountain
(: Add or to your mana pool.)
Price & Acquistion Set Price Alerts
Volcanic Island Discussion
2 weeks ago
Force of Will. Nah, just kidding, but if your budget allows, Volcanic Island, Badlands, and Scalding Tarn should be top priority. Otherwise, blue staples are the highest priority with at least shock lands and fetches. Brainstorm and Ponder are cheap blue staples because of deck fixing on cantrips, and, if you can afford it, Jace, the Mind Sculptor is king in Legacy.
3 weeks ago
This looks fun, I would play Nivix Guildmage with the Reset. I would play less of the double colored mana spells, because you don't gain enough value off of Mizzix of the Izmagnus, Goblin Electromancer, and Baral, Chief of Compliance. If you are playing with high tide, you would want to take out Arcane Lighthouse for sure and some other lands for Volcanic Island and more islands. Capsize is awesome, because buyback is part of the "Cost" to resolve the spell. And everything that reduces costs doesn't specify that it reduces mana cost. It just costs less to cast. So I love the X spells, Buyback, Kicker, Retrace, and Flashback are all beautiful things.
3 weeks ago
1 month ago
1 month ago
Hey man! Sure, I'd love to help. Not sure how on budget are you, and since you have some pretty darn expensive cards I'll make sugestions based on that. If it just happens that you had the cards from before and don't have too much to spend, just tell me and I'll give another options.
Well, I'd start by adding more lands. Always play Between 35 and 40 lands in your deck, unless it's an mono G elf deck that can go lower, or a deck that want lots of lands like Tasigur, Gitrog Monster or Omnath RG. Steam Vents, Watery Grave, Blood Crypt, Badlands, Underground Sea, Volcanic Island. Fetchlands would be perfect Polluted Delta, Bloodstained Mire, Scalding Tarn, Misty Rainforest, Marsh Flats. Check lands, Filter lands and Painlands. Urborg, Tomb of Yawgmoth, High Market, Academy Ruins and Tolaria West as utility. Prioritice on lands that come into play untapped.
I usually don't consider cards like Phyrexian Altar or Cathodion as a ramp because it's not going to ramp you over the curve. I consider them as combo piece or sac outlet. That being said, add more ramp like the signets, Mana Vault, Mox Diamond and Chrome Mox for fast mana. Expedition Map would be awesome to grab that beautiful Mishra's Workshop.
As for the combos, the first thing is Nim Deathmantle and Ashnod's Altar. Those two can go infinite with TONS of cards, like your Wurmcoil Engine: Sac wurmcoil to add 2 mana, triggers on the mantle and the wurm dying. Put the tokens onto the battlefield, then sac one of them for 2 mana (now you have 4 mana in your mana pool). Use the mana to reanimate Wurmcoil with the mantle. Repeat again for infinite tokens (with deathtouch?), and since you have infinite tokens, you also have infinite colorless mana. This works with any creature that enters or leaves the battlefield with two or more tokens. It also works for infinite mana with your Cathodion. These combos with your Disciple of the Vault win immediately, although I prefer Blood Artist because he helps you to stop other players that wants to go infinite sacrificing creatures. Krark-Clan Ironworks is also a good sac outlet that gives you mana.
Triskelion goes always side by side with Mikaeus, the Unhallowed. Remove one counter to ping for 1 to your opp. Remove the other two to shoot Triskelion itself. It dies with no counters in it so Mikaeus brings it back now with 4 counters. Hit your opponent for 2, then hit Triskellion for 2, repeat for the win.
A combo deck loves to have tutors to win fast. Keep in the Forgemaster and the Transmute, and add Tezzeret the Seeker , Demonic Tutor, Fabricate, Whir of Invention, Arcum Dagsson, and the mages pack Trinket Mage, Trophy Mage and Treasure Mage.
For the controling part, this deck needs more actual control and removal. Damnation, Toxic Deluge, Blasphemous Act, Vandalblast, Counterspell, Counterflux, Force of Will, Pact of Negation, Slaughter Pact.
As for what to take out, there are a lot of cards I see there that don't do much for the strategy but this is up to you. My suggestions on what to take out would be: Golem Artisan, Hellkite Igniter, Hellkite Tyrant, March of the Machines (unless you put the Mycosynth Lattice to land lock your opponents xD), Breaker of Armies, Conqueror's Flail, Silent Arbiter, Library of Leng, Genesis Chamber, Gravepurge, Moltensteel Dragon, Clone Shell, Bearer of the Heavens, Burn from Within.
Man, that was a wall of text xD tell me if you have any questions.
2 months ago
You should specify a budget then we can work the deck out.
Just a heads up, you reduce the price, usually the power goes down by some or much depending on your replacements. Cutting a Volcanic Island for Izzet Guildgate hurts less than cutting Demonic Tutor for Diabolic Tutor. Sort of... depends on which playgroup you are in, but I will guess a casual, semi-competitive environment?
3 months ago
Thank you! I guess I will add the combo. I wish modern wasn't so damn expensive. There are lands more expensive than my deck :/
3 months ago
I do not want Volcanic Island right now, but I am looking for most of the other cards. I am also looking for some standard pieces.
Here is my binder: