|Commander / EDH||Legal|
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|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 week ago
Cool updates man. I see you're still over the golden 100. My suggestions for cuts are as follows: cut Rancor, basically everything you want to attack with already has trample, or at the very least, flying. Feels like it would be redundant more than helpful most times. Gruul Keyrune, better off using this slot for a Nature's Lore. Explore feels strange... really good first 3-4 turns then progressively worse? Thinking just playing a land in that slot may be better. Given playgroup rules, may wanna cut Volcanic Offering. Lastly cut either Nature's Claim or Bramblecrush, as they seem a bit redundant since they'd typically be used for artifact/enchantments anyway. I think that'd get you to the 100.
2 weeks ago
2 months ago
Hey, thanks for checking out my deck. I had been thinking about including Blood Moon in this list since it relies so much on stalling out my opponents. But I didn't fit it in with the other land removal that I had in there. Ruination is more to my liking as a sorcery but land removal can be pretty frustrating to play against, so I hadn't made it a focus of the control aspect. Fissure Vent, Volcanic Offering and Structural Distortion all have alternate targets or do more than just land removal providing a bit of utility.
3 months ago
You should definitely cut down on lands. You're in Boros so your ability to draw gas is limited. You also have plenty of rocks. Most decks should run 37-39 lands , but with yours I would consider going as low as 36.
I also would cut Humble Defector, Temple Bell, Artisan of Kozilek, Vance's Blasting Cannons Flip, Sunbird's Invocation and Fate Forgotten. Among the replacements I would suggest are Thran Dynamo, Dictate of Heliod, Wear / Tear, Commander's Sphere, Volcanic Offering, Boros Charm, Chandra, Flamecaller, Sunforger, and Caged Sun. And DEFINITELY add Skullclamp, which might become the strongest card in your deck.
Hope you find this helpful!
4 months ago
Master WarcraftFight to the DeathFortunate FewTempt with GloryTempt with VengeanceTempt with ImmortalityVolcanic OfferingCurse of Stalked PreyTocatli Honor GuardHushwing GryffThalia, Heretic CatharBlazing ArchonMana-Charged DragonSwords to PlowsharesOblationCruel RealitySphere of Safety
4 months ago
May main suggestions are to either drop MLD for targeted land destruction like Ghost Quarter, or cards that "incidentally" remove lands like Volcanic Offering or Decimate. This way people cant complain too much but you still dont have to sit back and watch people abuse stuff like Glacial Chasm.
4 months ago
I like your deck because it's about smashing the opponents face in pure and simple!
I think you already made a really good job with your card choices. Many of those I would have suggested as well.
Here are the few that still come into my mind:
Illusionist's Bracers would economize mana if you activate the ability of Kumano, Master Yamabushi at least three times (assumed you play and equip the bracers the same turn you want to start shooting)
with Basilisk Collar your commander becomes a machine gun, because dealing one deathtouch damage to a creature suffices to kill it. It might also be good to gain some life with the collar here and then, though lifelink does only work with combat damage.
Repercussion has huuuge combo potential in this deck. It might be even dangerous for yourself. But normally you should be able to play it in a way that it hurts your opponents more than yourself. Imagine playing Blasphemous Act or Chandra's Ignition while this is on board and your opponent having 2 or 3 creatures. It will often be a game ender.
Radiate is a funny card
and why don't you play Skullclamp? It doesn't work with the ability of Kumano, Master Yamabushi because the creatures won't die, but you have enough sweepers and burn effects in this deck to cash in a lot of draws when you equip your creatures with skullclamp before.
Stranglehold establishes parity between you and all the black, green and blue decks that have the ability to play a lot of tutors. It is a great card and a bit underrated I must say.
That's all for now. I hope my comments are helpful.
5 months ago
so. aside from some upgrades like;
I'm looking at a few different options for my LD package;
I'd like to know what you think, perhaps you've some choice cards I've missed