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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
3 weeks ago
Last night I played an Animar, Soul of Elements deck against a Zo-Zu the Punisher deck as well as a Gyrus, Waker of Corpses deck. Right off the bat I had a tough time setting up with the land drops I started with, but finally my board was getting ready for me to storm off and get beefy creatures on the field. The Zo-Zu player does what he does best and punished me by blowing up both of my non-basic lands on the field and killing two relevant creatures on my board, including Animar with Volcanic Offering. A couple turns later and he Destructive Forced and I was left nearly landless. These are both incredibly powerful cards that I found set me back quite a lot, but thankfully I was able to resolve a Bane of Progress to blow up the Punisher's board state and have a 10/10 on the field when I did so haha.
1 month ago
Love Purphoros, figure I'd share some of my findings from when I'd play him. When I put Purphoros together, felt like I really ran out of fuel too fast, so I changed up my mana rock and creature selection.
The principle i'm applying here is I'm red, I run out of cards due to my low CMC, so at all points i need to be able to convert my field into more fuel. The last one Coveted Jewel is pretty easy to protect in such a crazy token deck as well.
Other Draw Effects : Prophetic Flamespeaker usually results in two cards, as he has double strike. Both him and Stromkirk Occultist are great, as youre trying to win via damage anyway. Commune with Lava Do Commune with Lava before your turn starts, usually in response to someone moving to their end step. Nets you a bunch of toys next turn. Vance's Blasting Cannons Flip Worse than outpost siege, but from my perspective I just dont care, as I want to draw cards lol.
I noticed there's not a lot of super strong removal or instant speed stuff so I figured I'd drop a few cards for those as well.
Volcanic Offering Volcanic offering in multiplayer usually results in two threats removed, and two lands removed. Seismic Strike (Assuming you just have lands, its 3 mana for 3 damage, and it gets better as time goes on.) Chain Reaction The majority of reds field wipes kind of suck, so im not sure how else to help you here. Less conditional than Aligned Hedron Network, and will hit very hard since you're a token based deck. Starstorm Instant speed, cycling, really good! Disaster Radius and Volcanic Vision are one sided. The last one lets you recur usually a good token spell as well, though ill admit its one of the weaker suggestions.
Although Purphoros is really, really strong against restrictive enchantment decks, I run a lot of enchantment removal and when you run against an azorius deck trying to ruin fun, i always wish I had them in my mono red decks.
Scour from Existence Every time I've cast this, it's saved me. As weird as it sounds and yes its 7 mana, but there are so many times I've been playing where I wished I had this or chaos warp, admittedly Chaos Warp is better, but you can only run one of them :(. Unstable Obelisk Meteor Golem He triggers purphoros too!
2 months ago
Skullclamp to make your commander a draw engine. Best suggestion I have ever given you or will.
I don't get what purpose the 2 colossus serve. In my opinion, you would be better off with some burn spell like commet storm or rolling earthquake or Jaya's Immolating Inferno. A lot more versatile, can come down sooner and cheaper. Add some more utility creatures to help you with some common situations
Solemn Simulacrum - For ramp, card draw and a body, all needed.
Tuktuk Scrapper - Artifact removal
Imperial Recruiter - Useful tutor
Sensei's Divining Top - obviously
What purpose does rings serve? Maybe im missing it? It can help you draw extra cards with senseis or add a basalt + rings + senseis + 2 mana to get infinite colorless mana and draw your deck.
Mind Stone - Maybe?? Idk, not sure if you need it. Ramp when you need it, card draw when you don't
Memory Jar - More card draw (trust me, you'll need it)
Hanweir Battlements - Not sure if you need it but worth considering. Other half is irrelevant
Strip Mine - Because cradle, coffers, urborg, eye of ugin all need to die
Volcanic Offering - May the politics be with you (SUCH A GOOD CARD)
Disrupt Decorum - Maybe to get their blockers open and more politics!
Inventors' Fair - Tutor for the artifact you need
4 months ago
4 months ago
4 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
4 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
5 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.