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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Trade

Have (2) Horizon97 , DemMeowsephs
Want (1) ViRSneG

Printings View all

Set Rarity
War of the Spark (WAR) Rare

Combos Browse all

Legality

Format Legality
Pioneer Legal
Casual Legal
Unformat Legal
Duel Commander Legal
Magic Duels Legal
Vintage Legal
Canadian Highlander Legal
Modern Legal
Pre-release Legal
Legacy Legal
Brawl Legal
Commander / EDH Legal
Historic Legal
Arena Legal
Tiny Leaders Legal
Oathbreaker Legal
Highlander Legal
Block Constructed Legal
Leviathan Legal
1v1 Commander Legal
Standard Legal

Blast Zone Discussion

MrBoombastic on Lofty Veto

3 days ago

A few suggestions for optimization:

  • Being a low-cost aggro deck, you want as many of your lands to enter untapped as possible (and on color). Blast Zone is a poor fit, cause it hits on your side too, you won't have the time or mana to pump it and it doesn't tap for any of your colors, which can hurt your early plays. I'd probably also swap out the Temple and Triome for the last Hallowed Fountain and more basics.

  • Shark Typhoon is too slow. You only play 21 lands, so it'll often be a very small shark and you'd want to close out the game before it really becomes impactful. I get that you can keep up counterspells a little easier that way, but the deck is mostly tempo/aggro. The full 4x Brazen Borrower should be a better fit.

  • Your creature count is a bit on the low end. If you want some more instant-speed stuff and card draw, you might want to add some copies of Sea-Dasher Octopus - it plays well with all of your 1-drops.

  • I like Skycat Sovereign and Sephara, Sky's Blade for this deck. Consider trying 2x Sephara and 3-4x Skycat. Maybe instead of some number of Dovin's Veto and/or Mystic Subdual.

Hope that helps. Good luck with the deck!

DuTogira on The Immortal Mr. Mittens

4 days ago

PurePwnage SynergyBuild isn't a troll, just a very well informed player who doesn't sugarcoat anything. They're not wrong about their arguments, although many of their suggestions might take the deck down a path that I'm unwilling to take it.
Regarding board wipes, removal shouldn't be a part of this deck. If it is, then I can't really justify running a 6 mana enchantment combo whose primary purpose is to invalidate creatures.
Greater Auramancy might be ok as sideboard tech, but it definitely shouldn't be run maindeck as Nine Lives already has hexproof, which is its primary advantage over making 'just another Phyrexian Unlife combo deck'. Additionally, the whole point of my counter-magics are to invalidate enchantment removal while providing additional flexibility. Greater Auramancy is just more narrow.
Let's also be realistic here because too much redundancy is also a bad thing: What modern deck runs Thoughtseize, Blood Moon, AND Oblivion Stone? Thoughtseize is annoying, but most aggro decks don't run it. Jun[d/k] run it, along with assassin's trophy, but jun[d/k] are two of the biggest natural predators of combo decks due to the heavy and diverse disruption suite they run. I'd rather not invest too much into fixing a bad matchup, other than maybe including some Greater Auramancys in the sideboard.
Blast Zone is my biggest actual threat. Pithing Needle can fix that, and so can some Ghost Quarters, so running some of those in the sideboard may be worthwhile. Based on the number of decks running Blast Zone, Pithing Needle may even be worth mainboarding instead of Hex Parasite.
With that tech in the sideboard to help ameliorate bad matchups and cards that are very hard to answer, any remaining threats can (hopefully) be countered, and I'm left with a few slots to reinforce matchups that might flip after the sideboard.

DuTogira on The Immortal Mr. Mittens

1 week ago

Hex Parasite is a silver bullet and Swiss Army knife put together in this deck. You cite Blast Zone and Ugin, the Ineffable as problem cards. Parasite deals with those, and can remove counters from nine lives. I don’t run black, but by paying 2 life (which is life loss, not damage) I can remove counters from Nine Lives. One or two black sources may be prudent, but the fishbowl won’t tell me that. I can also bounce Blast Zone with Cryptic Command (again, not an answer) which slows down that particular threat enough to where I can hopefully finish a game 1 with Kefnet in time.
Kefnet is here as a very pesky, slightly faster clock than emrakul. Since he has evasion and inevitability built in, he helps close games against many more aggressive/midrange decks quickly, so that they don’t have time to draw outs.
You cite Abrupt Decay, but that can only target Solemnity, not Nine Lives. If I play right, I can either use Cryptic Command to bounce my own solemnity, or can replace the enchantment with a second copy next turn. I’m a firm believer that this deck should run no creature removal by nature of the lock, and that this lack of removal is what justifies spending card slots on the lock itself. If the lock isn’t strong enough... well then I really should just be playing U/W control instead.
As for pesky walkers and lands like Blast Zone which really can ruin my day (as can Oblivion Stone) the post board hope is that some Pithing Needles and my countermagic are enough to play through. Otherwise... rough.

I do appreciate that you’re trying to help me make this deck as good as possible, but I’d rather not go too far down that rabbit hole, as it’s very likely that the most competitive version of this deck just cuts the enchantments and becomes Yorion U/W control.

SynergyBuild on The Immortal Mr. Mittens

1 week ago

Sadly, even though I have no fault with that sentiment, the description says that many lists completely lack Enchantment removal, which after checking nearly none of the top decks lack it, as was my point. The other point was that the "few" that could didn't have the ability to resolve it through countermagic. One Blast Zone breaks the countermagic and doesn't care about counterspells, so assuming that the 2-4 copies in most Eldrazi Tron lists, which along Azorius Control and Jund (I thought junk was abzan, but I could be wrong?)

Checked the metagame and found that at least 62.56% (maximum 75.54%, 12.98% is considered "other" and I didn't bother looking into it) could resolve some amount of Enchantment removal against this deck relatively easily. Assuming it couldn't win without the lock (no walkers, sweepers, efficient removal for creatures, efficent wincons, etc.), and most of the time it either wouldn't hit the lock, wouldn't easily handle interaction (little backup if it is interacted with), or not resolve it (over half the less than 40% of the metagame it "preys" upon, with minimal enchantment interaction have strong discard or countermagic bases, like Storm, Red-Black Discard-Burn, a popular Lurrus build showing results, etc. that still beat the combo) and so an estimated 30% winrate game 1 winrate, and 12% winrate for the deck overall, as best of 3 exponentially increase the chances of sided in interaction, that this deck just doesn't handle.

Personally, making the additions of Supreme Verdict, Path to Exile, Celestial Colonnade replacing Emrakul, the Aeons Torn. Wall of Omens fits well in slowing down other decks aggro, while digging for the combo, etc. Even more cantrips could help, but splashing green for a big Uro, Titan of Nature's Wrath could be both a good value piece, wincon, and way to survive while digging for the combo!

Otherwise I don't see Hex Parasite being great, as you don't have black mana, and while it answers opposing walkers it just doesn't synergize with the list much when you have to pay life to "gain life" or more accurately "prevent damage", additionally because you can't pay life you don't have (you can't pay life into negative numbers with a Phyrexian Unlife in play even) it just doesn't do a lot later on when a good walker would beat this list.

I honestly don't get Kefnet, but if you do have a reason for it I could be swayed, it's a grindy value engine, and fits with some themes, but just doesn't seem strong with the base of cards I see. I hope my advice helps, I love the list and want it to work!

SynergyBuild on The Immortal Mr. Mittens

1 week ago
  • Laughs in the fact pretty much every deck other than blitz has maindeck enchantment removal *

Jund has discard, Maelstrom Pulse, Abrupt Decay (One of it wrecks this entire deck), Assassin's Trophy, etc. Azorius Control can counter it easily, resolve a Teferi, Time Raveler or Teferi, Hero of Dominaria, or even just deck you with a Jace, the Mind Sculptor ult.

Then Eldrazi's have Thought-Knot Seer (somehow always turn 2-3 smh, I hate that deck), Ugin, the Ineffable, All Is Dust, some have Karn Liberated, all of them have Blast Zone, which can't even be countered, and other meta decks don't even often care.

Ad Nauseam doesn't care, Dredge decks just Creeping Chill you after they dealt 15 damage in creatures pre-turn 4 (and runs sideboard Nature's Claims), blitz can kill you by then, Temur Reclamation has countermagic, better draw, and answers like Blast Zone, and the rest of the metagame just fits in with these.

Maybe like 3 years ago players didn't run enough enchantment removal, but as is every deck has the stuff, I love the list, and posted a couple Phyrexian Unlife ones around that time, but even just a few months later that deck was outdated and couldn't compete, and more and more cards have come out shutting down this strategy, as Abrupt Decay killed the blue-white counter versions and now Assassin's Trophy/Blast Zone put it in the grave, as the list spends so much to get the lock it needs a slow enough wincon the opponent can disrupt it and win.

As is I can really only see a Blood Moon variant to screw up some of the Blast Zones and the mana to cast Abrupt Decay and it's ilk. +1 on the list though, I do love the deck, I just don't think it's great in the metagame ;-;

OJSTheJuice on Windgrace Landscaping Company, Inc.

2 weeks ago

Have you considered a Blast Zone? Its a bit slow, but easily fetchable in this deck. In my deck its at least very meta dependent, but really hurts any low to ground strat.

SynergyBuild on Building a commander deck... Help

2 weeks ago

@RNR_Gaming actually Yisan has become much stronger within the wake of the Flash banning, and while Demonic Consultation endgames are incredibly strong, the lists still reliant on Isochron Scepter are easily preyed on with the Caustic Caterpillar/Collector Ouphe builds, and even before then the old Ravenous Slime builds were really strong.

I'll admit, green as a midrange color has been lagging behind white, which due to Drannith Magistrate/Aven Mindcensor has been given a ton, Collector Ouphe in the command zone is still letting Yisan get free wins time and time again, as well, it's become incredibly resilient to the countermagic of the blue based consult lists with Allosaurus Shepherd and Destiny Spinner's recent releases, I mean in the last 3-4 years, Veil of Summer, Force of Vigor, Ravenous Slime (I mean, it was super big in Yisan for the age of Hulk), Kenrith's Transformation, Manglehorn, Runic Armasaur, Finale of Devastation (easily the best wincon), Castle Garenbrig, Blast Zone, Prismatic Vista, etc. all help the list in both value and consistency.

While I'd argue that it actually has been doing better than most partner powerhouses in the past (Tymna/Tana, Tymna/Kraum, Thrasios/Vial Smasher) due to new cards making the tutor effect more and more powerful, the format also homogenized around the consult+value+interactive strategy. While yes, Thrasios/Tymna, Kenrith, Najeela, Gitrog, Kess, and a few others are tier 1, Yisan is too. The reason artifact based Iso-rev strategies aren't as popular as they were pre-flash is because in the time flash was the big thing, Collector Ouphe and Force of Negation were printed. I mean, Drannith Magistrate too, but that card less-so, as that was really after the banning.

cadstar369 on Pir//Toothy

1 month ago

Here's some cards you may want to add to the mana base: Temple of the False God 'cause extra mana. Forge of Heroes + Opal Palace for the easy +1/+1 counter on Pir/Toothy. Novijen, Heart of Progress to give any creatures a +1/+1 counter on entry. Bonders' Enclave + Karn's Bastion for card draw & proliferate on demand. Nesting Grounds to shift any of your counters around. Castle Garenbrig + Castle Vantress for extra mana to activate abilities and some scry on demand. Mosswort Bridge's Hideaway is very easily fulfilled by Toothy. Blast Zone should help if you find a horde of tokens blocking the way. Misty Rainforest if you want a fetch land. Fabled Passage + Terramorphic Expanse to increase the basic fetching.

Additionally, since it seems you are mainly aiming to put lots of counters everywhere, here's some cards that may be useful towards that end (in no particular order): Crystalline Giant + Nesting Grounds + Vivien, Monsters' Advocate lets you start moving various keyword counters around your creatures. Hornbash Mentor + Wingspan Mentor give other creatures a flying or trample counter respectively, then start handing out +1/+1 counters to any creatures with those keywords. Avian Oddity + Titanoth Rex give the same keyword counters as the above pair when cycled. Skatewing Spy + Trollbred Guardian give everyone that has +1/+1 counters flying and trample respectively. Additionally, Longshot Squad gives reach to creatures with +1/+1 counters, Herald of Secret Streams gives unblockable, and Crowned Ceratok + Pridemalkin + Tuskguard Captain give trample as well. Ominous Seas pumps out tokens twice as fast with Pir around. Primal Empathy either gives you card draw or an extra +1/+1 counter. Contagion Clasp + Contagion Engine for additional proliferate on demand. Sword of Truth and Justice also works when you really start pounding people. Primal Vigor is a second Doubling Season, but beware that it affects all players. Song of Freyalise is a time bomb finisher that also activates any of your passive buffs for creatures that have +1/+1 counters. Branching Evolution doubles any +1/+1 counters you generate. Inspiring Call makes all your creatures with +1/+1 counters indestructible, as well as drawing you a card for each one. Give / Take lets you draw at least three cards (four with Pir on board) if you need to dig for something quickly. Vivien of the Arkbow + Vivien, Arkbow Ranger + Vivien, Nature's Avenger are all great support Planeswalkers. The two arkbow Viviens have removal with their minus ability (note that Arkbow Ranger can hit planeswalkers!), and the avenger grabs the top creature in your deck with her minus. Nissa, Voice of Zendikar isn't as great at putting counters on your creatures as the Viviens, but the tokens should prove useful blockers, and her minus puts counters on everyone instead of just one creature. Additionally, since you'll probably be drawing lots of cards, Jace, Arcane Strategist will also be handing out counters with his passive. Kalonian Hydra doubles everyone's +1/+1 counters every time it attacks. Also, Rite of Passage is great if you find your creatures constantly taking nonlethal damage, as it gives them an extra counter for surviving.

Hope this helps finish your deck! :)

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