Volcanic Island

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Casual Legal
MTGO Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Vintage Masters Rare
Masters Edition IV Rare
Masters Edition III Rare
Revised Edition Rare
Unlimited Edition Rare
Collector's Edition Rare
International Collector's Edition Rare
Limited Edition Beta Rare

Combos Browse all

Volcanic Island

Land — Island Mountain

(: Add or to your mana pool.)

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Volcanic Island Discussion

TH3MUF1NM4N on animar draws hate

1 week ago

am purchasing the Volcanic Island as well as the Cascade Bluffs and Fire-Lit Thicket as soon as my wallet stops crying from the Tropical Island

RazortoothMtg on A Truly EPIC Experiement

1 week ago

I found in my O-Kagachi deck that having all 10 signets along with all 5 talismans really helps with quick mana acceleration and the signets sorta fix mana a little bit. I would start by cutting maybe Basalt Monolith. Also, I entirely have to agree with Eyrie007: You need better mana. If you don't want to completely upgrade to Scalding Tarn/Volcanic Island $10000 manabase, then do what I did: the 5 ally-color fetches from KTK are all less than $15 I think- Polluted Delta/Flooded Strand/Bloodstained Mire/Wooded Foothills/Windswept Heath. You can even replace heath with Krosan Verge as it ramps you a little as well. Then for fetchable duals, buy the shocks you can afford and replace the rest with the BFZ and AKH duals like Canopy Vista and Sheltered Thicket. I would cut the tri lands as well as Mishra's Factory for them.

Byuante on Marchesa's Demonic Tool Box

2 weeks ago

Your mana curve is far higher than your amount of lands can account for. I would consider adding more lands until you have around 38 or so. Is this a budget deck? If it's not, please consider

Cavern of Souls,Badlands,Underground Sea,Volcanic Island,Blood Crypt,Watery Grave,Steam Vents,Most Fetches, and Bojuka Bog. If you were to add these, either consider removing the bounce lands or add Amulet of Vigor to try to counteract the "enters tapped" clause.

Patriarch's Bidding seems under utilised here, try adding Entomb or Buried Alive to try and "cheat" in some big guys, you could also try Reanimate or Exhume.

I'd consider removing all 12 Shadowborn Apostles, as there are other ways to cheat things in like Omniscience or As Foretold, or, my favourite, Demon of Death's Gate

If you'd want some more "tribal" ideas, you could look through Angelic Devotion.

gravitydefyinghair on Surrak Dragonclaw EDH

1 month 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.

Winterblast on Solutions For Nonbasic Hate

1 month ago

bushido_man96 I get where you are coming from and under other circumstances your suggestions do make much sense. It's not that I rely on this one 5 colour deck for all my games in the same playgroup though. We all have some decks to change and the matchup multicolour against mono seems to be particularly bad, so I wanted to find ways to improve that. The "trick" with trying to build something that appears weaker than it is doesn't really work imo. Usually I try to kill the player first, who is easiest to remove in the early game, because he might play something that is hard to remove later in the game. It depends on the commander and if I know the deck and player, but doing unsuspiscious stuff in the beginning often means that the real action comes afterwards.

If I don't want to worry about blood moon at all, I can always play one of my other decks...I have one for every colour, Rhonas, Purphoros, Xiahou Dun, Jhoira (90% blue), Brimaz, my best deck is probably UW Stax and I have a Gitrog Monster. During one evening I don't play all decks, usually I play a deck until I have won once or twice, then take another one. Last week I happened to run into mono R and mono U with the 5 colour combo and the games showed some flaws in my deck. I managed to get rid of a Magus because I topdecked the single basic plains in the deck and hand a Path already available but I wasn't able to remove a blood moon even though I had a recruiter and Kiki Jiki...if that doesn't work, there's clearly something missing in the deck.

I do quite well with the 31 lands because there are mana dorks and some artifacts. I'm always somewhere between 30 and 33 and the amount of mana usually isn't the problem...with one free mulligan there's a good chance of getting what you need. The choice of lands is imporant though. I've removed Volcanic Island for an additional basic forest because I rarely need the combination UR. I tried removing Anger now because that was my main reason for playing duals with red but without green...and Anger was mostly needed for a trick with Master of Cruelties/Volrath's Shapeshifter and I kicked that combo out. The importance of Badlands still needs to be checked. I do want to keep the shocklands with green though, because green is my main colour.

What makes it difficult to cut something is that all the combo parts interact with something else and it's hard to find out what can absolutely not be thrown out and what is just a nice gimmick but not essential. Volrath's Shapeshifter and Defense of the Heart for example look great but I am not sure how much they really do in the current build. Defense can win the game if it triggers, but the requirement of 3 opponent creatures might be hard to meet by the time I could win with something else.

I'm testing Flametongue Kavu now, maybe Ghitu Slinger and I have Birthing Pod and Reclamation Sage in the deck again. We are opening some HOU displays tomorrow and I hope to get a Razaketh. Jin Gitaxias has also arrived yesterday, so I'm going to test him too as one of the reanimation targets. Cryptolith Rite might replace another land, because it makes all creatures into mana dorks...with all that specualtion and your inputs I think I should rather test some chances and see how it works in practice. I don't have a Sneak Attack but this and the EE dlamars suggested are on my watchlist. I'm still in favour of instant/sorcery removals (besides creatures with built-in removals) because Snapcaster Mage can reuse them and I've got nothing to make artifacts searchable or reusable.

sonnet666 on Dramatic Locust

2 months ago

I always thought that part of High Tide in dual color decks was to use your non-basic islands (Volcanic Island and Steam Vents) to have access to your off color as you combo. That's sort of the point of running all the fetches so you're likely to hit those two in the first few turns of the game, and you don't have to worry about not having the color you need.

Blood Moon doesn't completely screw you over here, but it makes the two lands that you're most likely to have less effective by turning them into just Mountains, and that means you need extra lands before you're able to go off with High Tide. It's likely to slow you down by a turn or two.

Of course, you can mitigate this a little by fetching basic Islands when you know you're going to play Blood Moon, but then your less likely to have the red sources you need to go off with The Locust God.

It's up to you whether you think it's still worth it.

LordNazahn on Extraplanar Lens and Dual type ...

2 months ago

So a pretty basic question since I cannot find any rulings on Extraplanar Lens But basically, if I waste a dual typed land: Steam Vents, Volcanic Island. Does it now effect all lands i have in play that are either Mountain OR Island, or would they have to be BOTH Island AND Mountain to trigger?

Looking into The Locust God deck for EDH and looking for nice ways to ramp out for combos.

the.beanpole on Vergil_Redgrail

2 months ago

Ah. My apologies, Vergil_Redgrail. I suppose my intent was misstated. I meant that I would generally expect to sell for -10% of the lowest listed Near Mint copy. I have amended the description of the linked list to more accurately show my expectations. As for your offer; the buylist pricing of a NM Volcanic Island is significantly higher than you are offering. I think I'll pass for now, unless you'd like to alter your offer.

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