|Commander / EDH||Legal|
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|Commander Anthology Vol. II (CM2)||Rare|
|Commander 2014 (C14)||Rare|
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Destroy target nonbasic land you don't control and target nonbasic land of an opponent's choice you don't control. Volcanic Offering deals 7 damage to target creature you don't control and 7 damage to target creature of an opponent's choice you don't control.
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Volcanic Offering Discussion
1 month ago
2 months ago
2 months ago
Regoober Thanks! I really appreciate that!
The thing about grixis is that it has a lot of avenues to victory. You've got Nekusar, the Mindrazer - a deck that takes group hug to a point that is detrimental to your opponents, Mairsil, the Pretender - a combo deck that can work with artifacts and flicker, Marchesa, the Black Rose - A very creature-heavy deck that has some really nice value and of course the obvious Thraximundar-style decks... There's just a lot of things to do with the colour combo. The main reason why I personally don't own any other grixis decks is for a couple reasons: a) I like to have decks in different colours, and b) people tend to associate grixis with a lot of fairly unfun playstyles, so I like to change things up so that people don't pin me as the "grixis player".
As for the tempt cycle (and tempt cards in general) you really have to be careful with how you use them, which is why I tend to use them sparingly. I'll go through each of them to explain their benefits and caveats:
Tempt with Discovery: Probably the best tempt card, since it doesn't pose an immediate threat and you can let the people who have had bad draws get some value. I've never had somebody at the table attack a player with nothing but lands over a player with other threatening permanents because "they have so many lands", and I think there are some ways to use that to your advantage. At worst you can fetch for your Arcane Lighthouse to hose a Narset
Tempt with Glory: Nice in a token deck, but there will be a lot of times in which your opponents have more creatures than you do, and they can hold the buff over you. It's also 6 mana to give your creatures a +1/+1 counter if you would benefit from more
Tempt with Immortality: Reanimate is great... REALLY great in some cases, but make sure that none of your opponents is either sitting on an Avacyn, Angel of Hope, because if they are you're going to feel really dumb for wanting that Prince of Thralls back.
Tempt with Reflections: This card is just... fun. There are so many interactions that can make this card stupid good or just plain funny, a good example being when an opponent cast it on my Duskmantle Seer to end a full-board stalemate.
Tempt with Vengeance: I like the idea, and it can be great if the table decides to let you kill one player, but a lot of the time it's just going to draw unneeded attention from players with fliers, and the majority of your tokens are just going to get blocked. Can be interesting with mass pump spells or Purphoros, God of the Forge though
Anyways, as for the Offerings (Infernal Offering, Volcanic Offering and such), while they can work as a peace treaty, they're more likely to cause the table to look at you more than you'd like. Usually instead of a peace treaty, it just looks like you've signed a blood bond with this player, so the other players don't feel bad focusing you a decent amount. However, there are some times in which it works out fine; Volcanic Offering specifically is great at dealing with a single player. If my playgroup didn't find land destruction as taboo it'd be a great include, but... well... it's pretty easy to use the card to screw over a player's mana base, so I found it unfun. Infernal Offering is great if used right though, it's a very nice give-and-take kind of card
2 months ago
Mogg Fanatic / Bloodstone Goblin / Goblin Spelunkers / Skirk Prospector / Spikeshot Goblin / Taurean Mauler / Pulse of the Forge / Radiating Lightning / Burning Wish / Seismic Shift / Grand Melee / Impact Tremors / Trove of Temptation
Cut these creatures and spells as soon as possible, none of them improve the Voltron wincon. You've got a lot of filler in here, I stopped adding cuts because it really depends how far you want to take this deck as well as what you'd budget for it. Mono red likes ramp, I'd recommend adding the mana doublers Gauntlet of Might / Gauntlet of Power and Caged Sun as well as some rocks Sol Ring and others. From your maybe board I'd include Goblin King / Blood Moon / Daretti, Scrap Savant and a few others. Mono red voltron is going to rely on you ramping up harder and controlling your opponents by destroying artifacts and land so Shattering Spree / Volcanic Offering / Incendiary Command / Mizzium Mortars / Fissure Vent/ Structural Distortion are all cards i'd recommend. Hope this helps, like I said it all depends on how far you want to take it but there are plenty of mono red staples that you don't have in here that would work well with a voltron build.
Jote on Burn it up
3 months ago
I would consider cutting Volcanic Offering (too expensive just to remove a couple creatures and doesn't hit face), Dictate of the Twin Gods (you already have some of these effects and this one can backfire), possibly Furnace of Rath for the same reason.
4 months ago
Yes, you do. Though the original Volcanic Offering says your opponent chooses some of the targets, you only follow those instructions when you're actually casting the spell. For Riku's copy effect, you instead follow the instructions given there and choose the new targets yourself.
4 months ago
4 months ago
Really enjoyed seeing your deck on MTGMuddsta, I have a Queen Marchesa deck that does similar politics shenanigans.
Cards that support your theme include Blind Obedience and Teysa, Envoy of Ghosts and Cruel Reality. Also, if you wanted to skew a bit more into an enchantress deck (great fun) then Doomwake Giant becomes a good asset, as does Marchesa's Decree. Another interesting politics card that can definitely make someone your friend is Volcanic Offering.