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.
Printings View all
|Commander Anthology 2018 (CM2)||Rare|
|Commander 2014 (C14)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Volcanic Offering occurrence in decks from the last year
All decks: None%
UR (Izzet): None%
All decks: None%
UBR (Grixis): None%
All decks: None%
UBR (Grixis): None%
Commander / EDH:
All decks: None%
RG (Gruul): None%
UR (Izzet): None%
RW (Boros): None%
RGW (Naya): None%
BRG (Jund): None%
UBR (Grixis): None%
RUG (Temur): None%
RBW (Mardu): None%
RUW (Jeskai, America): None%
Volcanic Offering Discussion
1 week ago
I'll try to keep my suggestions budget
Chaos Warp - Permanent removal
Dualcaster Mage - Value
Etali, Primal Storm - Powerhouse that works with the chaos theme
Flametongue Kavu - Removal the creature
Genesis Chamber - Army of Myrder
Hedron Archive > Sissay's Ring
Ignite the Future - Card Advantage
Inferno Titan - Burn them all
Light Up the Stage - Card Advantage
Outpost Siege - Card advantage when you need it, removal when you dont
Solemn Simulacrum - Ramp and card advantage
Tome of Legends - BEST CARD IN THE DECK. IF YOU ADD ANYTHING, ADD THIS!!!
Volcanic Offering - Removal and politics at instant speed, very useful
Nevinyrral's Disk - Wipe that deals with enchantments
Sunbird's Invocation - Card advantage. This sticking around means you usually win in a few turns with all of the value if you build your deck correctly
2 months ago
Thanks for all the awesome suggestions, you got me back into hardcore brewing mode! I have been workshopping this deck for a long time and am excited about the direction it has taken. Although the deck could be slightly more consistent without it, I am proud of how well the decks sub theme of playing other peoples cards is integrated.
First off, I dove head long into solving the card draw problem. I added your suggestions: Hedron Archive, Outpost Siege, Arch of Orazca, and Humble Defector. I also took on the card draw challenge by changing the deck up a little bit and going big mana/artifact. I added cards like Thran Dynamo, Hedron Archive, Curse of Opulence, and Ugin, the Ineffable. (Ugin can be a powerhouse in this deck with almost half the spells being colorless.) With having more mana I added spells like The Immortal Sun and Tower of Fortunes which can now be played and/or activated far earlier than their respective curve.
Personally I am not a fan of Plainswalkers as a whole in the game of MtG. I don't like the way they slow down the game. I added Ugin mainly for his passive ability, with the bonus of his card draw, but otherwise have shied away from plainswalkers in most of my decks. Thus, Chandra, Torch of Defiance isn't really my cup of tea. I even opted for The Immortal Sun instead of Staff of Nin in order to shut down others plainswalkers.
I added Buried Ruin, it was a great reccomendation.
I have opted away from Goblin Matron since I have very few Goblins and it feels more situational in that case.
I have been debating Flametongue Kavu since the beginning but just couldn't figure out what I wanted to get rid of to add it. But with all of the positive feedback I have seen on that card I am finally hopping on the bandwagon!
I am still debating Volcanic Offering. I think it will depend on my playgroup more than anything. Kind of a side board card for me.
Your Norin deck is fantastic as well, I enjoyed looking it over. I will right a few suggestions I have in the comments soon!
2 months ago
I really like this deck. My initial build was quite similar to this, (although higher CMC) as ETB synergy is the best way to go. What I have found in my meta, is that paying 5 mana for minion reflector for example, with nothing else to do during that turn is quite unimpressive, as they usually remove it by the time it gets back to me. More important than that smaller issue is your devastating lack of card draw....
I count 6 cards that you net positive card advantage, which in my opinion, is too low for a mono red deck. Options include Hedron Archive, Humble Defector, Ignite the Future, Light Up the Stage, Outpost Siege, Arch of Orazca or Commune with Lava. Adding some of these will help ensure you maintain gas to apply pressure and find combo pieces. Because once they destroy tome or atlass, you're SOL.
Chandra, Torch of Defiance - Value, removal, draw, wincon, synergy with mox amber
Buried Ruin - Return 1/4th of your deck back
Goblin Matron - Tutor (for combo), ETB synergy
Curse of Opulence - Ramp and politics. Attack them with Norin, run away, get a treasure XD
Flametongue should definitely get a spot, I would cut Pia because he doesnt do much on ETB and activated ability costs too much to be useful. Holding up that much mana means less tempo. Flametongue does the opposite. Do note that you need a target, so that if there are no other creatures, it kills itself.
Volcanic Offering - Not necessary, but I'm almost always happy to see this. Politics. 4 for 1 removal at instant speed. Hits pesky lands which are big problem in my meta anyways.
I would love to hear your thoughts on each suggestion. If you wanted some more ideas or wished to discuss strategy, lmk me know. Feel free to check out my Norin Deck
2 months ago
jdwork Thank you for the comment!
Acidic Slime was the second to last card I cut from the deck to bring it down to 100. I absolutely want it in there, but I can't justify losing something else with a lower mana cost. Which leaves Feast of Worms, Frenzied Tilling, Volcanic Offering and Deus of Calamity as the only spells at 5 CMC, none of which I really want to trade out for the slime. Playtesting will decide if I'm wrong.
As for mana dorks, I also already had that thought, and your certainly in the right to mention them. By the same token, I've stared at this decklist forever, saying to myself "surely there's a way to fit a Sol Ring in here!" But I really haven't figured out how.
The deck is a slow, grinding victory sort of deck. It operates on resource denial, often at its own detriment. However, the land fetch and land recurrence keeps its own mana base alive, while the opponents have to keep rebuilding. And while it doesn't have an incredibly low curve, it also doesn't have any big-mana spells either.
So I'm torn. I feel like I have to have as much land destruction as is in there to do what it does. I don't know; which cards would you take out for dorks?
3 months ago
howdy, blue has some of the better creature stax
Low level board wipes are nice, Pyrohemia is fine but dealing damage to yourself is not ideal, especially since you have no life-gain and essentially one blocker.
Cosmotronic Wave will clear the board for the good dog to attack
Too many lands, this would be fine if you had more ramp but currently you have 4 land tutors. hitting lands is no bueno for the dog, if you need the mana play more mana rocks
Last thing is more removal. There are 3 spot removal spells and they are all replacement removal, which could cause more trouble then they are all worth
3 months ago
Oh yeah. Because you're playing both White and Green and Red and not playing many artifacts or many enchantments, I think you'd be better off playing mass artifact and enchantment hate than playing many artifacts or enchantments yourself (As well as Land Destruction, because it's an option and goes hand in hand with Artifact hate). Good examples are Broken Bond, Dust to Dust, (keep Artifact Mutation), Deconstruct, Gleeful Sabotage, Mwonvuli Acid-Moss, Tel-Jilad Justice, Tribute to the Wild, Ancient Grudge, By Force, Decimate, Fiery Confluence, Fissure Vent, Shattering Spree, Vandalize, Devastating Dreams, Incendiary Command, Rubble Reading, Scorched Earth, Volcanic Awakening, Volcanic Offering, Yawning Fissure. You don't have to play all of those cards, but because you're playing Tymna the Weaver, everyone will want to kill you as quickly as possible regardless, so using these cards will not damage your reputation much anyway.
3 months ago
Hey so I know you mentioned you didnt want the power level to be crazy. Keeping that in mind, I took a look at your deck and heres what I see. First 37 creatures is very high for a Boros deck generally, but I havent tested Winota at all myself yet, so her ability may incentive things outside of the norm. That being the case, Id still like to bring the creature count down slightly to make room for other stuff. Second, you have 13 5 drops which is very bloated, this will likely cause mana and clunkiness issues, so I am going to look to cut a few cards from here. Victories Envoy and Anya are going to be the weak links right here so cut those. Next Angel of Finality is a cool card but typically under performs, I would add a somethign like tormods crypt or soul guided lantern in its place for the mana efficiency. Frontier Warmonger I would switch to Iroas, God of Victory because Iroas is incredible. Next you gotta pick one one to cut, either another 5 drop, or a 7 drop (probably the marauders). This will be a tough decision, buts its for the greater good. Ive cut 4 cards, and replacing those will be Dowsing Dagger Flip, Oketra's Monument Tormod's Crypt or Soul-Guide Lantern and Skullclamp. Your deck has a fairly large curve, it looks pretty similar to my angel deck so you just need a ton of mana production. Dowsing is fantastic as a source of multi colored ramp, and skullclamp is insane card draw even if its just on the hands of opponents board wipes, and Oketras cost reduction and free tokens really do nice work. Try the deck is this configuration and see how things go.
Here are a couple other things that I would like to see but you'll have to make some really difficult cuts for. You need another protection spell or 2, Legion's Initiative Selfless Spirit and Eerie Interlude are all great, they all have pros and cons, pick the one you like best. Next your removal count is also pretty low, so it can be a problem if someone gets ahead of you. There are many options here and it just depends on what you need to get done Path to Exile Volcanic Offering Winds of Abandon all do some really nice things. Another thing to consider is creature based removal Intrepid Hero Angel of Serenity are some nice things that are on theme Inferno Titan and Flametongue Kavu for off theme, as well as most dragons ever printed. Again if you find the need to increase your removal and protection count you'll likely need to cut from your creatures.
Here are somethings to consider if you want to really up the power deck later on. Again havent tested it, but I assume the most powerful build is going to be some version of humans that produce lots of non human tokens, and lots of extra combat spells. The extra combats should make it very strong. Im a big fan of Waves of Aggression and Aggravated Assault. Another thing to think about it is interacting with your opponents to slow them down Chancellor of the Annex and Angelic Arbiter do so much work in my Angels deck, and Elesh Norn, Grand Cenobite is the single strongest white creature next to Sun Titan who's also missing. On the lower side of the curve you have many hate bears to choose from which create head aches for unfair decks. Finally, you'll want to lower the creature count in favor of more protection, and more removal, and you'll want to drop the mana curve a bit too. Hope all this helps. Cant wait to try out Winota myself.
5 months ago
Thank you for entrusting me to look over your deck. So i'll start by saying we have reached a point where there are more powerful options than there are available deck slots. Therefore, many times choices come down to prioritizing a specific strategy like voltorn vs go wide, how cards interact with other cards in your deck, or if you want to better your chances against a particular opponent. So the most important information I can give you is the cards that I think will underperform. From there that allows you the freedom to try out some of the things I suggest or test out some of your own choices.
You can find the card by card choices here. I just find it easier to work on a spreadsheet to see what I am changing. Helps me keep track of changes to CMC/mana curve, number of removal spells etc.
Ill use this to talk about general philosophy and other optional choices that I didnt include above.
First things first, many people have mentioned some issues with the mana base. So yes we'll want to get you up around 37 lands. I got you to 36 with 2 cards that find lands. So just be dilligent about your mulligans since were still slightly greedy. Mana production is super important with this deck because all you really need to win after a board wipe is enough mana to recast aurelia and put some swords on her. Because of this early game i tutor for sword of the animist about 70% of the time. I also made some changes to your utility lands so you can get some added benefits there. Becareful with colorless lands, aurelias colors are pretty strict so manage colorless lands closely, if you start having issues either cut colorless lands or add a chromatic lantern. Fetches and Dual lands do make life easier but thats a high cost low impact change. Its nice but not necessary.
As I talk about in the document, Sword of Feast and Famine is the single most impactful change you can make. It sucks because they are super expensive, but it allows you to do ridiculous things and get way ahead of your opponents. It makes the rest of your swords look like rusty forks by comparison. Mid game I am probably tutoring for feast and famine, the only equipment that really comes close is a Sunforger with a full sunforger package though it is slower.
The second most impactful change you can make is adding teferi's protection. Its useful in 100% of games, but it too commends a super high price tag. Fortunately you can substitute this one with a combination of Boros Charm / Comeuppance / Eerie Interlude or other protection effects.
Mana ramp wise, i made a few changes. Nothing crazy, but in a slower setting I do prefer multi ramp as opposed to mind stone type cards. You want a little of both. The options i added are all colorless. If you find that colors are a problem you can look at gilded lotus or kor cartographer. Another thing to mention is that because of the increased mana production, you may find a need to add 1 or 2 cards at 6 or 7CMC. Just pay attention to how it performs. If you have a lot of mana late with nothing to do having something big to go to is nice.
Removal wise I really like my removal to hit everything possible. So thats where I really like Austere Command and things that blow up multiple permanents types. I didnt mention them in the doucment partly due to cost, partly due to CMC, but they are both incredibly effective and thats Ugin, the Spirit Dragon and All Is Dust. Again all you needs is swords and mana to finish a game. Magmaquake is also a nice option since it doesnt kill aurelia and hits planeswalkers. I really like Hour of Revelation but its pretty dangerous for your equipments.... I would want more protection and recursion effects if I were going that Hour of Rev direction, but its great in decks that are slightly less artifact heavy. Cleansing Nova is also pretty real. Deck slots get really tight and it usually means cutting creatures but I also like having both generous gift and chaos warp, you've only got 1 for now and thats ok. Just pay attention to see if you are really needing that second all target piece of removal...they are useful for people that hide behind sporefrog and glacial chasm. Another card I forgot to mention is Volcanic Offering It never hits your stuff, blows up problematic lands without sacrificing your own lands, and is just fun cause everyone gets to be involved. Many options for removal, will depend on what your meta calls for.
Card draw there are a few additional options for things. Wheel of Fortune and Reforge the Soul will both be the best, and combo with smothering tithe. Plus they are pretty disruptive too opponents especially around turn 4 or 5. Aside from those, Tome of Legends and Rogue's Gloves are both reasonable. I like that tome doesnt require successful hits, but overall draws less cards. Manifold Key looks a little better if you decide to go with Tome because aurelia puts more counters on it than you can untap, plus unblockable is needed sometimes. Prophetic Flamespeaker and Tectonic Giant are also ways that you can look at additional cards. They arent as good as just drawing cards, but if your goal is just to look at more cards they will fill the role, plus Prophetic wears equipments very well, but they do sometimes exile cards you wanted.
Another thing that I ran out of room for is more double strike. I usually run 3-4 sources when possible. Duelist's Heritage is my favorite but Silverblade Paladin and True Conviction are also great. Embercleave will also be possible, but I would wait for the price to come down a little.
Other fun cards that warrant some amount of consideration but are not must includes: Neheb, Dreadhorde Champion, Citadel Siege, Hate Mirage Argentum Armor its fun but it gets stuck in hand a lot. If you attack with it you probably just won the game.
Powering Up the deck. If you find yourself in more high power metas facing down stronger and faster opponents, you'll want to embrace the philosophy of more interaction and dropping the curve back down a bit. A few key hatebears can really slow things down like Thalia, Heretic Cathar Hushbringer and Remorseful Cleric. The big thing I use to shutdown combo decks is to get a decent board position, usually a flying creature with a relevant sword (feast and famine if possible) and then use Goblin Engineer to slam Winter Orb and you can watch the combo decks cry salty salty tears. God-Pharaoh's Statue is also an option that isnt winter orb levels of salt inducing but keeps opponents off of big turns.
You can check out my list right here. Aurelia Weapons of War Currently ive got it setup to go very fast to compete in a more combo centric turn 6 turn 7 style meta. My build is going to be a little soft to someone just having a lot of creatures on board. Anyway I hope all this helps :)