Blast Zone

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Legality

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

Darth_Savage on Prowlers

1 week ago

My first thought was add maybe 1 or 2 Nighthawk Scavenger to give a couple more rogues that can close out the game. Something else to consider is utility lands Castle Locthwain and Hive of the Eye Tyrant being the most obvious, though I could see a case for Blast Zone too. Varragoth, Bloodsky Sire could have a place as a tutor.

To really work you need a sideboard, so here are some suggestions;

2x Lithoform Blight (land strategies)

2x Cunning Nightbonder (control)

2x Bloodchief's Thirst (more removal, can hit planeswalkers)

2x Fatal Push (more removal)

4x Duress (for combo or to remve sweepers)

3x Faerie Macabre (grave hate or a rogue at worst)

thesilentpyro on Korvold - Treasures Without Borders

1 month ago

With the resurgence of the lands theme in the deck, I feel like I want one or two more utility lands. Options:

  • Crystal Vein
    Extra land drops + Crucible effects is a situation that the deck may get into pretty often.

  • Wasteland
    Strip Mine backup. Never not good.

  • Thespian's Stage
    Not as good as Thespian's Stage, but that doesn't make it bad.

  • Dryad Arbor
    Fetchable creature that can be sac'd to creature outlets and used with creature recursion.

  • Blast Zone
    Removal, albeit slow.

  • Cabal Pit/Barbarian Ring
    Creature removal. Random burn to the face with Ring if you have spare mana and land drops with nothing else to do with them.

  • Argoth, Sanctum of Nature  Meld
    Token maker, feeds recursion. But it's very slow and the ETB untap condition isn't reliable. It makes me consider Titania, Voice of Gaea  Meld so I can tutor for one when I have the other (and Titania's lifegain on its own isn't the worst either), but that's probably too many slots for an unreliable effect. The meld not happening until your own upkeep sucks too.

  • Tranquil Thicket/Barren Moor
    Go nuts with Loam, turn Wrenn and Six into a draw engine.

  • Kessig Wolf Run
    Wincon on a land. Though Korvold usually grows quickly enough on his own to do the job.

Niko9 on Titania #2

2 months ago

Looks awesome! What do you think about Blast Zone? I feel like being able to bring it back might be powerful and you don't have a ton of things on board that would feel bad to get wiped.

wallisface on taxes

3 months ago

Some thoughts:

  • Urza's Saga has no place here - the only artifact it can grab is Aether Vial... and getting Vial down on turn 4 is pretty useless.

  • You have 5 Leonin Arbiter in this deck (1 mainboard and 4 sideboard) - your deck can only have 4 of any card total. Personally i'd move the Arbiter into the mainboard and ditch Aven Mindcensor entirely, as that's a much slower/clumsier card.

  • 19 lands is waaay too low for a Taxes deck. You want to be running at least 23 lands imo - especially with your quantity of 3-drops. In particular for your land choices, you'll find Blast Zone does nothing for you in almost all games, and really you should be running much higher quantities of Ghost Quarter and Field of Ruin so that you can make the most of Leonin Arbiter.

  • If you're unable to run at least 3 Stoneforge Mystic for budget reasons, then i'd say its better to run none. The artifacts they're meant to search for are more likely to trip you up than help you with such a low number (Kaldra Compleat is never getting into play in this deck). Even if you manage to get 3-4 Stoneforge Mystic into the deck, I wouldn't suggest running more than a single copy of Kaldra Compleat or Maul of the Skyclaves - These cards are awesome when you can grab them with Mystic then cheat them in, but pretty terrible if you draw them naturally. You want these to be "toolbox" options for Mystic, and limit their quantity.

  • Personally I'd ditch Cloudsteel Kirin... it's just too likely to be a liability and do-nothing card. Maybe its worth a sideboard slot at-best.

  • There's no point running Spellskite when you could just be running the full playset of Giver of Runes

  • really try to find room for that 4th Aether Vial!

NV_1980 on Be'lakor tribal demon deck

4 months ago

This looks nice but I think you could add some more (cheap-to-cast) draw-resources to increase the speed of your deck somewhat. I would consider Ponder, Preordain, Mystic Remora, Faithless Looting, Night's Whisper, Sign in Blood, Read the Bones. Please note that aside from Chaos Warp, the deck has nothing to deal with opposing enchantments. Therefore I'd really consider adding Feed the Swarm. Maybe also a Blast Zone and/or Nevinyrral's Disk, just in case.

BullTru3 on Can I use abilities in …

4 months ago

My question is concerning two cards specifically and their eligibility to use abilities in my opponents end step, Walking Ballista and Blast Zone

In regards to Blast Zone, I have seen people add blast counters to Blast Zone in their opponents end step. Is this able to happen legally? I know card abilities happen at instant speed (assuming it’s a creature that isn’t suffering from summoning sickness trying to use a TAP ability) and can be placed on the stack whenever you receive priority.

Assuming the above example is legal, does that mean during my opponents end step, could I add a +1/+1 counter to Walking Ballista, pass priority back, my opponent relieve his turn, then in my upkeep I immediately untap the lands I just used and be free to use them again?

Max_Hammer on I’m Rick Grimes, Bitch 2.0

5 months ago

Howdy, I think your mana base could use some work-shopping. As for what you have right now, it's good. You don't need to remove anything, nothing here is hurting you. However, there might be something you missed. The only reason I can see for having this number of basics is for Emeria, but I think you could get even more value elsewhere. For the record, I'm not saying to include all of these, but I am giving you some choices as to what you might wanna include. I suggested the ones that seemed like the best choices.

Removal:

For removal, we have a few choices. Scavenger Grounds is graveyard hate, which is fine because we only have one piece of recursion and it's Emeria. Blast Zone is pretty solid removal, just in case. Field of Ruin can get rid of someone else's Emeria or other problem land. Eiganjo, Seat of the Empire can be removal when you need it, and a land when you don't. And lastly, Kabira Takedown  Flip in a token deck takes down pretty much anything without hexproof.

Protection:

Your stuff is important! Keep it safe with these cards. Eiganjo Castle is nice for anyone especially important, as can Karakas, if you can swallow the high pricetag. Sejiri Shelter  Flip can keep a creature safe once, assuming you don't need the mana. Nephalia Academy is fun when playing against specific deck strategies. Now, for a lot of them all at once, Kor Haven, Mystifying Maze, and Labyrinth of Skophos (With a shoutout to Maze of Ith) all prevent people from bonking you too hard.

Misc.

Everything else that wasn't in those two categories. Windbrisk Heights can play you a free Mass Calcify when you need it, just for swinging with 3 tokens. Reliquary Tower because this is Commander. War Room, depending on how much draw you need. Idyllic Grange may as well replace a Plains if you plan to keep focusing on Emeria. Arcane Lighthouse is just another Detection Tower effect. And for the final one, Karoo. I dig the bouncelands. They're perfect turn 2 plays and might help you ramp a little bit extra.

And one more thing aside from all of this! Caged Sun is, in my opinion, better than Gauntlet of Power. One extra mana for blocking out my opponents feels worth it.

Max_Hammer on Myrtron

5 months ago

Yeah, Saga is way too expensive, it needs some reprints. And I'm just now realizes the only 1 cmc card you have in your deck is a land fetch, so it's probably not all that helpful.

As for what to remove, Myr Turbine doesn't seem too useful. I've never run it before, but five mana for one 1/1 a turn, seems... Not great. The tutor is cool, but it seems kinda meh, too. That card is probably meant more for commander or something to that end. Maybe the Might/Weakstone, too.

As for the basics and land removal, it doesn't really look like there's any reason. If you have Darksteel Citadel it's indestructible, so removal doesn't matter anyway, and Modern doesn't have very much nonbasic specific land removal. If they're gonna blow up a land, it doesn't really matter if it's basic or not. That said, sometimes cards will let you search for a basic, but with 19 mana, playing against land destruction probably screws you anyway, and being able to search for the 1 basic wouldn't be too helpful. Anyway, here's the scryfall link to it.

https://scryfall.com/search?as=grid&order=name&q=%28oracle%3Adestroy+oracle%3Anonbasic%29+legal%3Amodern

As for nonbasic lands you could also use, here are some of my favorites. The aforementioned Darksteel Citadel and Field of Ruin are both good. Labyrinth of Skophos is pretty casual, but it's surprisingly not awful. For the creature light meta of Modern it doesn't really matter, but for casual it's fun. Nephalia Academy is fun if you're vulnerable to discard strategies, which Mystic Forge could prevent, maybe. Blast Zone is also pretty effective removal for a color that doesn't have much removal.

Sorry for the paragraph, or several, and good luck!!

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