Volcanic Strength

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Volcanic Strength

Enchantment — Aura

Enchant creature

Enchanted creature gets +2/+2 and has mountainwalk. (It's unblockable as long as defending player controls a Mountain.)

PunkJkr3 on Kediss//Rograkh

3 years ago

I would Trade of Claws of Valakut for a cheaper enchantment as Rograkh, Son of Rohgahh comes with first strike. Maybe Furor of the Bitten or Volcanic Strength . But, I love the deck and been working on one for me too. Us little guys got to stick together

Gossipmime on

4 years ago

Instead of tackling the enemy with stacks of auras bolstering Uril, I have opted for a flavoring of complementary PAIRS of enactments and auras.

Here's how:

Using the only tutor I have, Plea for Guidance I could find Volcanic Strength & Blood Moon . One gives Uril mountain-walk, the other turns all players non-basic lands into... mountains.

Another pair is Dryad's Favor giving Uril forest- walk as i tutor and throw Song of the Dryads onto a dangerous enemy permanent that turns it into a, wait for it... forest.

Or, for pure beatdown power, I could search for the aura Spectra Ward which gives uril protection from all colors, and in doing so would restrict me from being able to enchant him any further... except from colorless auras. Enter the perfect dance partner Eldrazi Conscription the powerful colorless aura that, together with Spectra, brings Uril to 21/21.

And, where I could have given my deck a one sided board wipe, I instead opted for the more sportsmen sorcery of Single Combat . Where ALL players choose one creature they own... and sacrifices the rest. Leaving my champion Uril a little one-on-one time to show his prowess, and prove that even the strongest creatures stand no chance against an enchanted beast.

Along with other complimentary tricks my version of Uril is a fun waltz of choices. An elegant way to have fun with strategy over slapping on cheap, vapid auras.

This is my Uril.

BabyK on Narset (growing in competitiveness)

6 years ago

The first thing that I would suggest is cutting out the bounce lands. Not only do they put you a land behind, but they also put you a turn behind. That's something narset can't afford. It would be better to replace those lands with basics until you can grab the shocks.

Next, I would take out all equips and replace them with buffing enchantments like Indestructibility and Tricks of the Trade. Steel of the Godhead is also a wonderful include along with Volcanic Strength.

Replace manalith with Darksteel Ingot. Ideally, you don't want 3drop mana rocks, but darksteel is better than manalith until you can grab moxes.

I would replace the creatures with either stax pieces or spells that make tokens, just so you don't fizzle on a narset attack. Rhystic Study, Mystic Remora, Ghostly Prison, Smoke, Raise the Alarm, Talrand's Invocation. The last two aren't great, but they all provide a small amount of protection against attackers. Replace Minds Aglow with Mind Spring for a better effect.

Most of these suggestions are budget friendly, mildly competitive and will get you set in the right direction for less than $100 (with shocks added to the price)

landofMordor on A necessary evil

7 years ago

Hey there,

Cool deck so far! Looks like you've got some really strong cards in RWB and a killer commander, but your deck might be a little unfocused (which is really hard to avoid in your first EDH deck -- 100 cards is a lot of slots to fill with meaningful cards).

Okay, so probably the best way to improve your deck at the beginning is to decide on what you want the deck to do. Do you want your deck's strength to be lifegain? reanimation (bringing stuff back from grave)? or pure and simple combat strength?

Once you decide how you'd like to win, then make sure every card in your deck helps you accomplish that, either through directly enabling those win conditions or by hindering your opponent. The way your deck lacks focus right now is that you've decided on too many cool strategies at once (I see a mix of all three of the strategies I described), so your cards won't always be useful.

I see your strongest strategy right now is control/lifegain with a little bit of reanimation mixed in (all your Vampires support this, in additon to Tariel, your planeswalkers, and the majority of your creatures). However, cards like Serra Angel, Wispweaver Angel, Secure the Wastes, Brute Strength, Flamespeaker's Will, Pacifism, Volcanic Strength, Ponyback Brigade, Grave Titan, and Bad Moon don't seem to promote either of those goals. You can probably identify some other cards, too.

The first step to making a tightly focused EDH deck is to replace those cards with cards that enable your primary goal. I would recommend cards like Inferno Titan, Searing Meditation, Sunbond, Divinity of Pride, Ayli, Eternal Pilgrim, Sunscorch Regent, Wall of Reverence, Well of Lost Dreams, Greed, Phyrexian Reclamation, Firemane Angel, Firemane Avenger. These either help you get opposing creatures into the graveyard so that Tariel can Reckon them, or they keep your life total high. Obviously those aren't necessary, they're just cards that have worked for me on my lifegain deck. Also, you don't want to remove all of your utility, so I'd totally keep some cards like AEther Snap or Kill Shot -- you just don't want so many that you can't draw cards that help you win.

Best of luck brewing! Hope this helps. Really love the concept of your deck, and let me know if I can help.

DaringApprentice on Hope You Didn't Want That

7 years ago

Sweet deck! I didn't realize how interesting Yasova was to me until I started thinking of ways to use her ability better.

I see you have Willbreaker, letting you keep the creatures you temporarily steal. Some other options for keeping these creatures past the end of the turn could be Conjurer's Closet, Deadeye Navigator, Synod Sanctum, Cold Storage, Nephalia Smuggler, and Ghostly Flicker, which all return creatures back under your control without you having to return them to their owners.

You could also use Hellkite Charger, Breath of Fury, or World at War to trigger Yasova's ability multiple times per turn.

With Glaring Spotlight, you can steal your opponents' creatures that have hexproof. To steal your opponents' noncreature artifacts, try turning them into creatures with options like Toymaker and Titania's Song, and to steal your opponents' noncreature lands, try turning them into creatures with Lifespark Spellbomb or Quirion Druid.

Land suggestions include Command Tower, Frontier Bivouac, Rootbound Crag, Opal Palace, Lumbering Falls, Temple of Abandon, Temple of Mystery, Vivid Crag, Vivid Creek, and Vivid Grove.

If you don't want to give the creatures back after you've stolen them, you can use sacrifice effect cards to get rid of them for profit. Some powerful sacrifice engines include Ashnod's Altar, Culling Dais, Barrin, Master Wizard, Bloodshot Cyclops, Jalira, Master Polymorphist, Profaner of the Dead, Scourge of Skola Vale, Evolutionary Leap, Goblin Bombardment, Perilous Forays, Shivan Harvest, Momentous Fall, High Market, Life's Legacy, and Primal Growth.

To make your opponents' creatures easier to steal, you can use power-reduction cards such as Cumber Stone, Schismotivate, Downsize, Dampening Pulse, or Agoraphobia.

You can also make opponents' creatures easier to steal by increasing Yasova's power, with any of these or other boosting cards: Kessig Wolf Run, Ceta Disciple, Llanowar Augur, Moonveil Dragon, Ursapine, Wolfir Silverheart, Bonesplitter, Hero's Blade, O-Naginata, Ring of Kalonia, Sai of the Shinobi, Shuko, Sigil of Distinction, Silver-Inlaid Dagger, Sword of the Chosen, Boar Umbra, Briar Shield, Elephant Guide, Exoskeletal Armor, Forced Adaptation, Giant Spectacle, Goblin War Paint, Inferno Fist, Madcap Skills, Moldervine Cloak, Mythic Proportions, Quest for the Gemblades, Rancor, Seal of Strength, Shape of the Wiitigo, Spectral Flight, Spider Umbra, Taste for Mayhem, Volcanic Strength, Wurmweaver Coil, Blossoming Defense, Brute Force, Giant Growth, Groundswell, Invigorate, Might of Oaks, Mutagenic Growth, Prey's Vengeance, Strength of the Tajuru, Wax/Wane, Blessings of Nature, Elven Rite, Give / Take, Increasing Savagery, Phytoburst, Reckless Charge, and Soul's Might

BabyK on No Whine With My Cheese, Please

7 years ago

Alright, so here's some things I have on hand that go in line with some of this.

Bonds of Faith, Basilisk Collar, Scourge of the Nobilis,Ethereal Armor, Volcanic Strength, Tricks of the Trade. Vow of duty and sphere of safety will be going in as well as Bonds of faith.

aholder7 on Battalion!!!!

7 years ago

Herald of Dromoka is your only warrior. So he has no reason to be here.

Volcanic Strength can be replaced by many other enchantments that are like it but better, but I think it would suit you better as another aggressive creature. Or possibly as some Lightning Bolts which you should play 4 of. Lightning Strike should be Lightning Bolt. If you already put bolt in from my earlier suggestion maybe try Lightning Helix. Barbed lighting is horrible. Just don't play it. It's 3 mana to do what should only cost 1.

Clawed6 on Gruul Hexproof is janK

7 years ago

White enchantments boost toughness (not only power), which enables the creature to attack into an opposing blocker if required and survive. In this deck, you need both the power boost plus finding one of your evasion (or semi evasion like Madcap Skills) cards as well, else you are doing suicide trample attack.

Call of the Full Moon seems a bit weak. I think due to the issue with toughness not being boosted, you need more evasion aura's in that slot. I think 4 Treetop Bracers would be great.

Sideboard: Some Volcanic Strength would be good if you did a SB.

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