Red Elemental Blast

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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
Oathbreaker Legal
Oldschool 93/94 Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planar Constructed Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Red Elemental Blast

Instant

Choose one - Counter target blue spell; or destroy target blue permanent.

Fox_Thot on Obeka, Spreader of Cheeks

1 month ago

Rekt_Angles Very valid suggestions, thanks for stopping by! I really appreciate it. I think I'm gonna start with cutting 1 or 2 lands and see what other kinds of cheap evasion or protection I can stuff in here. Red Elemental Blast is a great thought.

Rekt_Angles on Obeka, Spreader of Cheeks

1 month ago

I don't normally say this, but you could actually probably stand to cut a couple of lands. 39 lands is a lot, especially with the surprisingly reasonable amount of ramp/rocks you're running. I'd recommend cutting about 3 for more way to either A- Increase your commander's power for more upkeeps or B- Make your commander unblockable. Bedlam, Cover of Darkness, and even Levitation/Archetype of Imagination would work for the unblockable side of things. As for the power increases, depending on what you're spending your mana on each turn, Firebreathing style effects could work rather well, turning your extra mana into extra damage and upkeep triggers sounds like good fun.

I would also consider Red Elemental Blast because once someone sees your commander they will know hwo the deck is built and will attempt to counter it asap.

SaberTech on Mad World Rising

1 month ago

Thanks for the questions greyninja!

Grazilaxx is a remnant from an older, pre-banning of Dockside cEDH build for the deck. At that time in cEDH people were running Animar as more of a midrange deck because it wasn't fast enough for a turbo build to work well in the meta. I've kept it now that I run the deck as more of a Bracket 4 build and have to face off against more board wipes in the casual meta. It's mostly in the deck as another way of drawing cards to help recover but if an opponent would rather have me bounce back my creatures so that I can put more counters on Animar and get more ETB effects instead of drawing a card, then who am I to argue?

I've generally been pretty happy with Elvish Spirit Guide and Simian Spirit Guide. Like you pointed out, they help to increase the chances of a turn 2 Animar. There have also been times where I was digging through my deck with the help of something like Glimpse of Nature but have completely tapped out to do it. In those cases, having cards like the Guides, Lotus Petal, and Chrome Mox help to give free coloured mana that I might need to help close out the game. In cEDH the guides are a little more useful because they can pay for cards like Red Elemental Blast and Veil of Summer on their own but even in this build they can help to pay for a Wild Cantor or a Talisman so that I have blue mana up for counters to protect Walking Ballista. At 3 mana, the Guides can also be Neoformed into Ancestral Statue.

The 27 lands may not seem like a lot but some of the cEDH builds have even less. Animar doesn't really need many lands to go off considering the various cheap mana dorks and other ramp the deck provides. It is a bit tricky to go that low in lands and can require some aggressive mulligans to get a decent starting hand. While playing though, I've sometimes found that even just 27 lands can result in some mana flooding when I would really rather be drawing spells. The land count is something that you just have to experiment with for your own build to see where that sweet spot is for your own play style.

As for Utopia Sprawl, there are times where it has been a dead draw but it's not that often. Between the Dual Lands, Shock Lands, and Fetch lands in the deck it's not normally that difficult to get access to a land that counts as a forest on turn 1. Using Utopia Sprawl and Wild Growth as ramp synergizes well with Arbor Elf and can also net extra mana with the help of cards like Snap, Deceiver Exarch, and Peregrine Drake.

Poly_raptor on 1 Billion Grains Of Salt | Mass Land Destruction

7 months ago

StarRushford thanks for pointing that out, it’s currently in its first draft and I have added a couple things in and thought I had made enough cuts.

Esper Sentinel has gone in and I have removed some cards that buff the tokens, Eldrazi Monument and another, I have added Pyroblastfoil & Red Elemental Blast as interaction for counterspells.

steveoowns on Mono Red Legacy

10 months ago

Okay, so the infect is practically gone from this deck, and with it go most the artifacts that can't be used for the red free spells. I sill have the Inkmoths because I think they're good for my turn 2 consistency with the built in evasion, but Pact of the Titan giving me the 4/4 for free should step things up a bit, and the 4/4 body made me look back to the comment klone13 to go for a bigger shoal bonus, and taking the biggest one I could find in Volcanic Salvo puts me in a position where if I'm on the draw the 4/4 titan can swing pretty reasonably for 20 outright. Another newer haste enabler in Samut's Sprint was added to help with hopefully getting it off the ground since infect is now more of an alt wincon. Pulled Red Elemental Blast out of the sideboard since the deck cant afford the mana opting for Pact of Negation instead, I can't pay the cost but if the deck is working right, even if I have to delay a turn, I shouldn't be worried about having to pay the cost, either I win when I'm playing the cards or I have already lost.

halanvaina on Mono Red Control/Mill (Premodern)

11 months ago

Forgot about other stuff and sideboard updates.

I see the problem with the 5 mana stuff, so I added a couple Helm of Awakening to try and reduce the cost a little. Has to be colorless since almost all of my 5 drops are artifacts. Speaking of 5 drops, i added a single Mangara's Tome as a way to kind of tutor with a added risk. More tweaking foreseeable in the future. I know it's jank, no need to tell me.

As for the sideboard I took out Black Vise for Red Elemental Blast. Forgot what I took out, but I put 3 Burnout in there. Added a couple Tangle Wire, leave the creature hate alone and I think it's fine.

Also as for the whole Dwarven Ruins thing, I'm actually debating if I should replace those, or take out two mountains for the Balduvian Trading Posts. Again I'm very much in debate over this.

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