Cave-In

Cave-In

Sorcery

You may remove a red card in your hand from the game rather than pay Cave-In's mana cost.

Cave-In deals 2 damage to each creature and each player.

Browse Alters View at Gatherer

Printings View all

Set Rarity
Mercadian Masques (MMQ) Rare

Combos Browse all

Legality

Format Legality
Unformat Legal
Casual Legal
Vintage Legal
Limited Legal
Duel Commander Legal
1v1 Commander Legal
Canadian Highlander Legal
Leviathan Legal
2019-10-04 Legal
Oathbreaker Legal
Legacy Legal
Commander / EDH Legal
Highlander Legal
Tiny Leaders Legal

Latest Decks as Commander

Cave-In Discussion

Jlje9 on Ral, Storm Conduit/Fury Storm cOBK

1 year ago

As you can see, I also took Cave-In out for Gut Shot .

Although it is true that this deck is oriented to win on turns 3 or 4, it is quite fragile to interaction, and sometimes your opponents can frustrate your tries to combo off in the early game. It is in this situations that cards like Cave-In and Chalice of the Void come in, giving you extra value in addition to being free spells in case you need them (Chalice can sometimes shut off entire decks).

If you find that yourself rarely being in this situation (depended on the meta you are playing in) feel free to switch some of these cards. Swan Song is a perfectly good substitution since it helps to protect the combo as well as turning off opponent's combos

Soulless_Grimm on Ral, Storm Conduit/Fury Storm cOBK

1 year ago

Oh, I didn't see the thing that way... I already played this deck a lot (with one little difference: Swan Song instead of Chalice of the Void (by the way, what's the use of this card in the list?)), and in fact, when I have the opportunity to start a combo with the help of a free spell, I don't even have to worry about its effet... It's just not important since my opponents die before its resolution...

But more importantly, I never had to use a free spell like Fireblast or Cave-In outside of this situation, because I never faced a deck that could potentially kill me before turn 4 with a swarm tactic, for exemple.

Because of this, I would probably take Cave-In out, because the "exile card" is oftenly more problematic than the "sacrifice two mountains" (thanks to the fetchlands, Volcanic Island and Steam Vents ).

What's your opinion about this ?

Jlje9 on Ral, Storm Conduit/Fury Storm cOBK

1 year ago

I think the two best candidates are Cave-In and Fireblast , it depends on the meta of your playgroup (for example, cave in is better in a meta with a lot of token decks or go wide strategies)

Soulless_Grimm on Ral, Storm Conduit/Fury Storm cOBK

1 year ago

I was wondering... isn’t Gut Shot a excellent card, here ? Because I sometimes have problems with free spells like Cave-In because of the « exile card » downside, and Gut shot doesn’t require that.

If you had to add Gut shot, which card would you take out ?

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