Blast Zone

Blast Zone

Land

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

: Gain .

, : Put X charge counters on Blast Zone.

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

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Set Rarity
War of the Spark (WAR) Rare

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Legality

Format Legality
Oathbreaker Legal
Unformat Legal
Vintage Legal
Arena Legal
Leviathan Legal
Historic Legal
Custom Legal
Highlander Legal
Modern Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Pioneer Legal
2019-10-04 Legal
Tiny Leaders Legal
Limited Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal

Blast Zone occurrence in decks from the last year

Latest Decks as Commander

Blast Zone Discussion

VampDemigod on Land Interaction

4 days ago

The only things I can think of are Karn's Bastion combined with either Blast Zone or Hickory Woodlot/Saprazzan Skerry. These aren’t super combos, but this is what you get when you try to find land-only combos. The Vivid cycle would also work with the bastion but isn’t better than dual lands in a 2 color deck.

A quick note: These combos are not super useful. The first pays 5 to avoid paying 3 (counting the land tap as 1 mana), and the second...I just realized it doesn’t really work well in your deck. So both of them are really only useful if you need proliferate anyway.

Other than the above, the only combo I can think of is the Tron lands.

Caerwyn Should this be in the deck help forum? (Not trying to be rude OP, I’m just @ ing Caerwyn so he can move this if it’s needed). :)

Ze_Geuse81 on Maralen of the opposition

2 weeks ago

helm of awakening is not good in this deck not enough draw ant not enough tutors Blast Zone is too slow
needs more board wipes
Yawgmoth's Will is no good in this deck

Peer into the Abyss is not a good card with you commander same with ad nauseum.
remove the sac a creature cards since none of your creatures have recursion you need more card draw

TriusMalarky on Eyed Abyss of Rainbow Irises - Jodah and Jegantha

3 weeks ago

Mystic and Llanowar Elves are better than Grazer or Caryatid 99% of the time. The only downside is that Mystic and Elves are super easy to kill. That's the only downside, and while it's a big one and keeps them in check, it's not significant enough to make them worse than much else. The only things better than them aren't really good in Pioneer(Deathrite Shaman) or aren't legal(Birds of Paradise, Noble Hierarch, Utopia Sprawl, Wild Growth).

Also, I can definitely see 1x TKS as a tutor target in a Vannifar Pod list. You can run 1 Blast Zone and some Yavimaya Coast as ways to have sources so drawing it isn't a problem. It's a powerful card, and being able to turn any Corridor Monitor or Bounding Krasis into a 4/4 that steals your opponent's best card forever is pretty darn good.

You don't have the support for blinking. If you're going Pod, you can't really be blinking anything. You don't have the slots, and it's a synergy that is only really good if you can jam Restoration Angel or Felidar Guardian, and then you only want 1-2. You can't do either of those here. You can't even use Flickerwisp.

Combat Celebrant isn't a combo with untapping. If you read the text, it says 'if it hasn't exerted yet', which kills comboing.

Profet93 on Devil in the Details

1 month ago

adam1floyd3, tell me what you think of each suggestion. +1

Teferi's Puzzle Box - Forced draw

Ancient Tomb - Ramp for T1 commander

Tome of Legends - While not the best, still helpful

Memory Jar - Forced draw

Blast Zone > High Market - Blast zone interacts with enchantments which red has trouble with, tutorable through expedition map. What is the point of high market, to sacrifice your commander if they try to take it?

Sword of the Animist - Ramp with your devils

Light Up the Stage/Ignite the Future - While not needed in this deck particularly, it's nice to have additional card draw. Ignite is nice with your wheels due to flashback.

Curse of Opulence - Ramp and politics

Profet93 on Ladies & Gentlemen, Mister Konrad Twitty..

1 month ago

Metroid_Hybrid

Have you considered adding a Rings of Brighthearth and Sensei's Divining Top package? Rings is synergy with your commander (all fetches if you wish) among others and top is great on it's own.

Imp's Mischief - Counter counterspells, redirected targetted removal/draw/extra turns.

Why dead of winter with only 2 snow swamps? Why not make all your lands snow covered? You're not playing field of the dead so I see no reason not to.

I also agree with above user's comment.

You have no artifact or enchantment removal aside from Ulamog - Nev disk/Oblivion Stone, Blast Zone, Feed the Swarm among others are all great inclusions to mitigate black's weakness.

Profet93 on Send them to the slaughterhouse

1 month ago

I used to run Xiahou dun, upgraded to Sidisi. Respect for sticking with the Dun.

Your land count is a little high, especially for your CMC. I run 37 lands with a 3.3ish CMC. Your cmc is much lower with slightly less ramp. You should cut 2-3 lands for more ramp IMO.

Infernal Darkness - Like contamination but it doesnt shut off coffersn or requires continuous sacrifice. Can be used as redundancy to contamination and counterbait against blue.

Replace Cabal stronghold with Volrath's Stronghold - Cabal takes too long to get online, stronghold helps you bypass commander tax or reuse a utility creature. Can even potentially save a creature from grave hate worst comes to worst.

Replace Memorial to the folly with Deserted Temple/Blast Zone - Untapping cabal coffers or having a wipe that can interact with artifacts and enchantments is key. I know you have 2 cards or so that can interact with enchantments, but a a land that doesnt take up a slot and is tutorable through expedition map is definitely worth considering.

Replace Liliana for ramp or Imp's Mischief - Lili doesn't do much on her own. Ramp will help ensure you being able to keep up with green and further your game plan. Imp's mischief counters counterspells, redirects targetted removal/draw/extra turns. Very powerful utility for 2 mana, and unexpected in black. If you like off color cards, do note Withering Boon.

Syphon Mind - Each opponent discard 1, draw 3. Pretty good and at with no lifeloss.

Deliver Unto Evil - Not an entirely serious suggestion, but is one of the few ways to get nonblack cards back from your grave.

Have you considered adding Basalt Monolith + Rings of Brighthearth + Sensei's Divining Top? Each piece is good on it's own. Monolith for ramp, rings for commander synergy (adding fetches would help, as well to be good with top) among a few others, top for general utility and digging deeper. Adding all three gives you infinite colorless mana and draws your deck.

What is your meta like - Competitive, commanders/colors played? I might recommend Boseju given all of your sorcerries and instants.

You might want to add a nev disk for good measure in case shit hits the fan. Be sure to lmk what you think of each suggestion. Mono black shenanigans are always fun. +1

Profet93 on Yargle, Extreme Sub $40 Budget EDH

1 month ago

+1 Good deck on a budget, mono black and Yargle just make it better

Nevinyrral's Disk - For when shit hits the fan, also helps get rid of enchantments and artifacts, to which your only answer to enchantments is feed the swarm.

Blast Zone - Another answer/wipe to artifacts enchantments and more!

Syphon Mind - Draw 3, each opponent discards one. Seems good

Profet93 on Damage with norin :D

1 month ago
Ok first of all, +1. I like this deck. Relatively low to the ground for Norin, has a general sense of purpose (dealing damage). I have a several comments and suggestions...

Fanatic of Mogis - I've found him to be lackluster, what has your experience been with it, do you usually have enough devotion to make him meaningful?

Pia and Kiran Nalaar - Similar to above, but I see you have another theme of tokens and damage dealing ETB enchantments/cards. I just find the activated ability to expensive and slow. I would always rather play something from my hand.

Deflecting Swat - Such an amazing card, but if only Norin could stay. What has your experience been with it in Norin, I'm very tempted to slot one in.

Sculpting Steel - Same question as above?

What is your meta comprised of, power level?

Darksteel Citadel - What is the purpose of this, stealing an artifact with confusion?

Roiling Vortex - Meta call?

Cloudstone Curio - Experience with this card, ups and downs?

It feels you suffer from red's lack of card draw, to be addressed in suggestions below. You have virtual card advantage through looting, but little card advantage aside from wheels and a little others.

Tome of Legends - Best card for Norin ever printed. Don't sleep on this

Endless Atlas - Almost as good as above

Hedron Archive/Mind Stone - Ramp when you need it, card draw when you don't

Mind's Eye/Memory Jar - Top of the curve for draw but can help you out when you need then late game. Mind's eye is especially fun with wheels and Honor-Worn Shaku, as you use shaku + norin and mind's eye to draw during each opponents draw step.

Blast Zone - Speaking of red's weakness, this can work as enchantment removal.

I think you should cut some of the less impactful non basics and add more basics. This will fuel valakut and will help you with extraplanar lens - which itself is a very risky card.

A cool combo (not a serious suggestion but funny to note) is Ugin, the Ineffable + Top + Experimental Frenzy = Draw your whole deck. Each piece is good on it's own (maybe even frenzy in this deck given your lack of card draw?) and Ugin works as both card draw and enchantment removal.

Heat Shimmer + Dualcaster = Infinite Hasty Dualcasters, each piece is good on it's own. There are 1-2 other cards that work with dualcaster as well but escape me at the moment.

Light Up the Stage - With all your damage dealing, this is easy to cast, works well with top too, allowing you to knowingly be able to cast a card rather than risk it in exile.

Ignite the Future - Similar to above but flashback payoff has won me games.

Curse of Opulence - Ramp and politics. I recently had 2 games in a row in a 3 man pod where me and opponent #2 both cast this on opponent #3 on Turn 1. Very fun

Outpost Siege - Draw when you need it, damage when you don't, primarily used for draw in my experience

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