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
Commander / EDH:
All decks: 0.01%
Volcanic Offering Discussion
1 month 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 :)
1 month ago
On the opposite side of the coin Ive been doing a lot of Aurelia deck reviews lately, so based on my past experience heres what changes I would make. The first issue that jumped out at me is the number of 3 drops. This always becomes a problem when you run a lot of the swords, however when deck building I will often shift the swords to the 5 CMC slot visually just because that is much more inline with how they perform. Anyway with this being the case I always want to make sure my 3 CMC cards are essentially over performing because its so crowded, and the other thing is that you do want to have some number of bigger plays as the game goes later or if someone ramps hard. I recently destroyed all the tokens of Avenger of Zendikar with an Elesh Norn which was 7 drop vs 7 drop...you won't get that by running entirely 3 drops. When the game gets big, you want some ability to go big as well.
I would probably cut captain lannery storm as a result. I would add signet or talisman in its place. Combat celebrant has generally also underperformed for me so In place of that, the card you need more than anything else in this deck is Elesh Norn, Grand Cenobite its removal, and its team pump for a deck full of small creatures. In short its a game winner.
Depending on how winds of abandon is performing, that would most likely be the slot for generous gift/chaos warp. By running both of those I notice that glacial chasm and spore frog aren't nearly the problems they used to be for me. In general I don't love that wind's of abandon gives something back to opponents, it can be a problem sometimes, so I might go for Volcanic Offering instead since blowing up key lands or just slowing your opponents while also taking out the 2 best creatures in play of your opponents.
Next Outpost Siege has never been my favorite, Light Up the Stage is a bit more immediate, but lately Ive been really hot on Commune with Lava especially when you've got feast and famine in play since you can float mana. Commune has the ability to grab 2 early if you just need a land or you can scale X to go bigger in the late game. You'll need to play it a few times it does require a small amount of skill to get it just right, but Id go that route over outpost. Tome of Legends is a card that i am currently trying to get tested, but i never seem to draw it, however it looks very promising in Aurelia. Beyond that, I've also used Prophetic Flamespeaker in the past. It wears equipments well and will get you to look at some extra cards, and it works best in a low curve deck like this because of the nature of impulse draw.
Here are things that I very much want to add but don't have room for but you might want to consider. Blackblade Reforged it deletes players from the game, especially if you have double strike. Umezawa's Jitte its easily the most complicated equipment since its range of performance goes from does nothing up to wins the game. Neheb, the Eternal It just makes so much mana and its good on attacking and blocking also. Archangel of Thune predominantly to make your hate bears bigger and close the game quicker.
Here are some very interesting cards to think about that Ive used or have been trying to test more. Backdraft Hellkite slow but flashback on your spells. Helm of Possession Turn your 2 drops into someones consecrated sphinx or commander. Its somewhat skill intensive, but stealing other peoples stuff is absurdly powerful. You currently don't have a fog effect other than teferi's in the deck which makes me nervous, maybe its a meta call but I really like a fog that can be brought back with mist veil plains so Comeuppance or Dawn Charm depending if you value the lower CMC vs more power. Also as a nice, this deck does look a bit soft to other aggro or big stompy decks.
Next, lets talk about stax. You've got some light stax to medium stax happening in this deck. If you want to bring it to the next level here are some super nasty options. God-Pharaoh's Statue this thing makes it super hard for your opponents to cast anything and just grinds them to hault.. they won't be comboing off through this. Next, my personal favorite its very good as you get toward the Cedh side of things, is Winter Orb once again it crushes combo decks, crushes tatyova and golos style decks and other big ramp decks, and really any deck that doesn't have just tons of big creatures in play. Its very skill intensive, but the key to break parity is Feast and famine and Neheb. Next Blind Obedience its nasty, and if you draw enough cards its a win condition, plus life gain which is also relevant. If you find that other aggro or stompy decks are problem, take a look at Angelic Arbiter you basically don't lose to creature decks. Aura of Silence is also very real, sometimes a little slow but can come back with sun titan...happens occasionally.
I personally wouldn't mind seeing another protection spell in the deck. Many choices available here Eerie Interlude, Legion's Initiative Brought Back and even just Cloudshift Ephemerate bring some amount of protection but can also be used for the 3rd combat trick amongst other things.
Alright those are my thoughts for now. I am sure thats plenty to think about. Let me know if you have any questions :) -PJ, Commander Replay
2 months ago
Hey man, this is a really tight list! My suggestions are going to seem half-hearted, because there isn't a lot I would change here. All the key pieces I was looking for are already here. Well done.
I really like Torbran as a pressure and efficient boardwipe commander, so I'm glad to see both of those elements here.
Here's some cards to consider:
Immolation Shaman is another pressure card you're missing.
Satyr Firedancer is some cool tech with direct burn spells, plus the +2 damage from Torbran stacks!
Shadowspear from the upcoming set might be awesome in here. You can target stuff and they lose indestructible. Huge.
Drakuseth, Maw of Flames is a great finisher, with Torbran he's actually dealing 9, 6, 5, and 5.
Let's talk about card advantage. If you add ANY of the cards I suggest, please let it be these.
Cavalier of Flame is a good self wheel/later damage, as well as Khorvath's Fury . Reforge the Soul is just a solid wheel and budget Wheel of Fortune. These plus the wheels/looting you already have go great with Glint-Horn Buccaneer , who's also solid on his own. Humble Defector is my second favorite magic card, and is a great political card or just combos with Homeward Path , which you already have. Tome of Legends has been finding it's way into most of my decks with low cost commanders, if you attack with Torbran you should consider it. Ignite the Future is basically Red's harmonize, and I suggest it for any red deck without blue. And since you're in one color, Endless Atlas is a solid draw engine. Finally, Light Up the Stage is an okayish little draw spell you might consider.
Here's some cards I'm not convinced by and you might consider cutting for my other suggestions.
Chandra, Awakened Inferno Emblems don't have a color, so Torbran doesn't affect then. Yeah she can wipe the board, but you can more easily do that for 1 mana instead of 6.
Electrodominance under-preformed in Neheb.
Sundering Stroke I think is too expensive for what it does. It's hard to get 7 red without Neheb out.
By Force unless you really have to deal with artifacts every game. Add draw to get to the other removal you have faster.
Price of Glory under-preformed in Neheb, people just hold up mana rocks.
Urabrask the Hidden Haste at 5cmc is way too late. Replace with Cavalier if you really think you need it, or anything else.
Thran Dynamo this deck is hungry for red mana. I'd suggest finding a mana rock that gives red. Arcane signet maybe?
Magebane Armor is cool, but most of your sweepers don't kill your important creatures.
That's all I got for cuts, again. tight list man. Love it.
3 months ago
Thanks for the comment LanceBluPaladin!
Dragonlord Atarka was more of a pet-card inclusion, but I do agree that she is the most replaceable creature in the deck. Another dragon which I had initially considered in her place was Drakuseth, Maw of Flames . He is an absolute house with double strike and can easily dish out more damage than her. I might give Drakuseth a go in place of big Atarka.
I have always found Volcanic Offering to over perform in the games I've cast. It may be that my meta runs more multi-colored decks, but I've never had an issue with not being able to target lands. Also, don't forget that all you need is one viable target of each type. Your opponent can chose the same targets as you (as long as they don't own one of them).
As I mentioned ealier, adding in something like Elvish Piper might get in the way of tutors like Selvala's Stampede . I've been considering Quicksilver Amulet , but I often don't have a creature in hand to use it on. Sneak Attack is my preferred safety valve because it pairs well with Worldspine Wurm , the Titans, and Eye of Ugin . Side note, if you play the Naya colors and run Remembrance you can just cycle the Titans and Worldspine Wurm over and over again. I'll keep considering the Amulet though as redundancy is key for a deck like this.
Mizzium Mortars is a fantastic suggestion, thank you for that one.
So far in play-testing I haven't made enough tokens to really abuse a card like Growing Rites of Itlimoc Flip. I usually only have 2-3 tokens on the field at a time and those are oftened polymorphed into a large creature or used as a chump blocker.
Lastly, it's great to hear from someone else that the deck functions well enough to achieve its goal. I can play test it myself, but getting an outside, objective view/experience from someone else goes a long way in deck building. Thank you for that.
3 months ago
So I was looking over your deck here and I think it looks pretty solid. However a couple of the cards I think were a bit mana heavy or didn't do enough as far as removal goes is Dragonlord Atarka and Volcanic Offering . Reason I say this is Dragonlord while a great body it only does 5 damage and it only does it once. Volcanic Offering while it forces your opponents to go at each other while leaving you out of it. I had to cut it from my mono Red deck as sometimes there isn't a creature for your opponent to target, or there is nothing but basic lands in play. As unusual as that is I've had it happen to me and it's a dead card in your hand.
I do like Quicksilver Amulet , Tooth and Nail as well, Elvish Piper I saw was mentioned earlier on ways to cheat creatures in. Chord of Calling does seem like it would be good as you do have token generation to pay for the convoke cost. If you're looking for a good board wipe but only for your opponents I would consider Mizzium Mortars when you overload it that's 4 damage to each of your opponents creatures.
The mana excelartion seems great. I did some test draws and loved it. Pretty powerful deck it looks like. I was a bit concern about the higher mana cost stuff but looks like mana is not an issue.
Hopefully this review was helpful.
3 months ago
Why do you run swiftfoot boots, do you need the hexproof or can you just swap with Lightning Greaves ?
No Nykthos, Shrine to Nyx ? Goes very well with your commander
Myriad Landscape for ramp?
Volcanic Offering - Destroys 4 things with 1 card, at instant speed. Can be used politically as well.
Chandra, Torch of Defiance - Ramp, Card advantage, removal and wincon all in 1
Stranglehold - Stops fetches, tutoring and land ramp. Very powerful for 4 mana
Any good mono red deck will find a way to refill it's hand, especially with such a low Avg CMC. As such, you should consider the following...
Arch of Orazca - Repeatable late game draw
Commune with Lava - Draw
Endless Atlas - Best card I can recommend for mono red, repeatable and cheap to play, cheap to activate
Hedron Archive - Whole the CMC is high on this one, it might be worth considering
Mind's Eye - Repeatable card draw. Yes its 5 mana, yes it doesnt do anything the turn it comes down so I understand why you would not like it. But repeatable card draw is repeatable card draw
Skullclamp - With all the devils and tokens you make, this should be an auto include
Solemn Simulacrum - Does everything you need, card draw and ramp
Tome of Legends - Might be worth considering
Magus of the Wheel - Oh look, you used vampiric tutor on my end step. Cool, pass priority during draw step so I can make you wheel away whatever you discarded. But seriously, wheels can be very helpful. While it does refuel opponent's hands and helps GY strategies, it should not be overlooked
Memory Jar - Yes it's expensive, but a psuedo wheel might be worth considering. It's also reserved list
Wheel of Fortune - Best wheel
4 months ago
Potential Cuts Show
Quest for Pure Flame One double damage trigger is nice but I feel would take too long. Plus, it deals double damage from one source you control, it doesn't look nice you have one source that does a particularly large amount of damage that would be benefited by this. I'm slow and also half awake myself so please correct me if I am incorrect.
Enchanter's Bane - Lots of enchantments in my meta are lifegain based. Even if they weren't, most of the time the opponent would rather take the 2-3 damage rather than lose the enchantment. I feel this isn't impactful enough. I would rather you add an Oblivion Stone , Lux Cannon or even Blast Zone .
If you tend to avoid infinite combos, why not take out the Godo/Helm combo and use those slots for more interaction or ramp?
Cards to consider.... Show
Voltaic Key untaps...
Tome of Legends
Idol of Oblivion
ring of 3/planar
Hedron Archive might be slow, but it gets you ramp and card draw. Not 100% sold on it for your deck but it's worth a mention.
Confusion in the Ranks is very powerful! I know you are trying to avoid chaos cards, so am I. But this reads, steal target enchantment and creature. Then steal more creatures. Really funny with dockside extortionist as well or your token generators (remember, mrys can be swapped for artifacts or creatures)
Volcanic Offering Gives you so much value and politics in 1 card. Instant speed is nice. I know holding up 5 mana might be rough, but I've never been unhappy to see it except after a boardwipe. Even then, it's nice to have.
Read above you weren't into warstorm surge sadly, but how about Sunbird's Invocation ? SO much value. I understand casting a 6 drop with no immediate value might not be what your deck wants, but I thought I should mention it.
Stranglehold is a powerhouse. Stops fetches, tutoring, nonartifact ramp. Puts everyone else on the same playing field as red.
4 months ago
How do you deal with enchantments? Ever considered nev disk or o-stone? Maybe even Ugin or Karn Liberated?
Volcanic Offering offers you so much value and politics in 1 card.
I used to run tuk-tuk but I replaced him for Manic Vandal . Comes down more quickly and the lifeloss is negligible.