Blast Zone

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Standard Brawl Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Blast Zone

Land

Blast Zone enters the battlefield with a charge counter on it.

: Add .

, : Put X charge counters on Blast Zone.

, , Sacrifice Blast Zone: Destroy each nonland permanent with converted mana cost/mana value equal to the number of charge counters on Blast Zone.

kamarupa on Party Rocking

1 month ago

Nice budget build!

I have a small suggestion: cut 1xSpoils of Adventure and Squad Commander each and add 2 lands, possibly even utility lands like Scavenger Grounds, Field of Ruin, Blast Zone, or Rogue's Passage. But another Glacial Fortress and Hinterland Harbor would be good, too.

TheoryCrafter on Help me to build my …

5 months ago

Okay, I am back thank you for your patience. I don't know if you're just looking for advice or if you want a whole deck list, so I'll meet you somewhere in between.

So I use the manabox app for card listings. Turns out I miscounted and there are 35. If you put all but Twisted Riddlekeeper(potential color identity issues) in there you have a good start.

Perhaps the strongest cards in addition to Fear of Sleep Paralysis are Mjolnir, Storm Hammer, Monstrosity of the Lake and Scroll of Isildur; though even cards like Kitnap, Lost in the Maze and Sleep-Cursed Faerie can be a boon due to Tekuthal's activated ability and not be affected by Fear of Sleep Paralysis.

One card I recommend you add is Maskwood Nexus. Both Protocol Knight and The Watcher in the Water require creature types to be effective.

Speaking of Watcher in the Water, you'll need instant speed card draw. You're gonna need card draw regardless, but WitW will need feeding to be effective. This includes, but isn't limited to Archmage's Charm, Bane's Contingency, Jace's Archivist, Opt and Triskaidekaphile.

Triskaidekaphile is an Alternate Win Card as well, which you should have in your deck as a means of winning if you can't win by beating up your opponents. Other Alternate Win cards that would also fit the best in this deck are Central Elevator / Promising Stairs(To fully take advantage of the Eerie ability on Fear of Sleep Paralysis), Darksteel Reactor and Twenty-Toed Toad(which doesn't specify what counters apply to the win condition).

The latter two are fed well by your commander's static ability. Proliferate cards you can use include, but are not limited to, Contagion Engine, Contentious Plan and Inexorable Tide.

However, if you have a Commander like Tekuthal, it would not be wise to NOT take advantage of the proliferate ability. Crystalline Giant can give your creatures counters other than +1/+1, especially if you use Goldberry, River-Daughter to move hexproof counters onto your most important pieces. Power Conduit is another card that can strengthen your creatures. And you certainly can't go wrong with The Ozolith of you can afford it.

Ramp, like card draw, should be in every deck. Sol Ring is practically a necessity. Astral Cornucopia and Everflowing Chalice become mana fountains of their own once the charge counters are on and proliferating. Though cards like Arcane Melee, Defiler of Dreams and Urza's Incubator(which gets support from Maskwood Nexus) are just as useful.

And finally there's lands that can help with counters(like Nesting Grounds and Blast Zone), reusing spells(Like Mystic Sanctuary), redundancy(such as Reliquary Tower) and can offer elements of control not available to blue(such as Scavenger Grounds. Try this keep at least half lands as Basic Islands. That way, if you get hit with cards like Alpine Moon or Blood Moon it's not an immediate capitation.

Well, that it for my part. I hope this is a help, if nothing else than for inspiration. Thank you for reading me out. Happy Hunting!

sergiodelrio on Eldra-Zero

10 months ago

That's exactly my point tho... any land other than Deserted Temple would provide you with 3 mana total from all land sources on turn 2 as well (*if you play a tap2 land on T1)...

I guess what I'm saying is you could look for replacements of Deserted Temple which add maybe utility or sth else without actually sacrificing anything important here imho. Maybe even go with a split: 1x Gemstone Caverns 2x Cavern of Souls 1x Blast Zone you have many great options actually ... Inventors' Fair, Mutavault.

Sorry if I'm being annoying, that's not my intention, I just feel you're overselling the role of Deserted Temple in this particular deck imho, which I still think is very nice no matter if you keep deserted temple or not.

Cheers!

Niko9 on Skrelv's Toxic Masculinity

10 months ago

Deck looks really fun, and as somebody who runs a mono white deck a lot, this list looks awesome : )

I have a few suggestions, just because you were asking about making this as competitive as possible.

You could probably get away with running more utility lands, stuff like War Room or Roadside Reliquary are nice when you just need to draw something, and I like Blast Zone a ton because it's always something you can sink some mana into and when it goes off it's amazing. Treasure Vault can be kinda similar where you can sac a little efficiency and get an amazing turn.

Dowsing Dagger  Flip is a great equip and you have lots of attacking and evasive creatures, so might be awesome.

Concerted Effort could be an absolute bomb, giving all your guys double strike, flying, or protection. Effort and Mother of Runes are so great together.

For max cometitiveness, I think about a Phyrexian Dreadnought and Tocatli Honor Guard or Hushwing Gryff package, just because dreadnaught is such a crazy toxic target, and honor guard can even be tutored off Pyre of Heroes and Mother of Runes or Alaborn Zealot. Zealot also works well with protection because you can pro her from her own destruction, and really, worst case she is just a 1mana protection from attacks. It's a convoluted combo for sure, and I'd only do it because I have a few dreadnaught copies from back in the day, he is way too expensive now : ) Also, things like Hushbringer can just be great stax pieces on their own.

Duelist's Heritage might work well with toxic

And I really like Crashing Drawbridge in any attack focused deck, just for the haste, but sometimes to have a big butt blocker too.

NV_1980 on The Horror ... THE HORROR! *PRIMER*

1 year ago

I can see the appeal of Mind Stone. I'll give it a shot.

With regard to Shadow of the Enemy; I like being able to cast spells from exile opposed to interact with them from the graveyard, as this is generally harder to counter (especially decks that feature lots of graveyard interaction have been able to circumvent my theft sprees with cards like Deathrite Shaman). However, adding Animate Dead/Dance of the Dead/Necromancy would still be a good idea, as these are so cheap to cast and potentially bring such great advantage.

I concur that Blast Zone is slow. Unfortunately Dimir features very little in terms of enchantment/artifact destruction and my meta generally doesn't do much with land-destruction, so my experiences with it (thus far) is that I've been able to use it to good effect.

NV_1980 on Light-Paws' 69

1 year ago

If you take some precautions to keep your opponents from going wide against you, it could be a lot better :) Ghostly Prison/Sphere of Safety/Norn's Annex or anything like that would help. Maybe a Blast Zone to get rid of an opposing token army?

Optimator on Anarchy Burger

1 year ago

Urabrask  Flip - bit more mana and damage, eventually can recast all those great spells from the graveyard. Blocks

Blast Zone - a bit of removal in the land base

Geier Reach Sanitarium - maybe loot away extra lands?

Mikokoro, Center of the Sea - not ideal, but mono-Red

Valakut Awakening  Flip - could take a land slot

Shatterskull Smashing  Flip - take a land slot and add more burn

Song-Mad Treachery  Flip - could take a land slot, could steal a big creature and get across the finish line. Expensive, but synergizes with all your instant- and sorcery-stuff

Imodane, the Pyrohammer - huge force multiplier! A win-con. Probably a must-include

Ojer Axonil, Deepest Might  Flip - another force-multiplier. Might be redundant though

Icbrgr on RDW: Enchantment Removal?

1 year ago

I am wondering what pioneer has to offer for enchantment removal in .

These are the best I came up with but Im not exactly thrilled about them... anybody else have a suggestion?

Nine Lives combo decks with Solemnity... and I just hade no idea what to do...

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