Commune with Lava

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Custom Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Dragons of Tarkir (DTK) Rare

Combos Browse all

Commune with Lava

Instant

Exile the top X cards of your library. Until the end of your next turn, you may play those cards.

Commune with Lava Discussion

Joe_Ken_ on How many red things can i make? EDH

1 week ago

You may want to consider adding in some of the red 'card draw' effects like Outpost Siege and Vance's Blasting Cannons  Flip since red can end up with a lack of cards in hand in the late game.

Commune with Lava is another really good card to get yourself some new options for a turn.

Endless Atlas will be card draw for you since you are running mostly mountains.

Tectonic Reformation can turn any mountains you draw into card draw if you ever just need to try and dig through your deck.

Lastly some wheels could be good options like Khorvath's Fury and Magus of the Wheel

Warstorm Surge is another burn on entering the battlefield effect for your deck.

Since the deck is also 11 cards short I would consider adding the cards listed above as well as some more mana rocks like Fire Diamond , Mind Stone , and Wayfarer's Bauble .

heckproof on Riftfire

1 week ago

If you want card draw in mono-red you can run Commune with Lava ; it works really well with Tron. The rituals are fine when they work but if you can’t find a Worldfire they’re really awkward. I might suggest running some mana rocks, like Boros Signet or something like that. Vexing Devil is only really good in Burn because it gives your opponents choices and 9 times out of 10 they’ll take the 4 damage. Flame Slash is decent anti-creature removal. I wouldn’t run any Evolving Wilds . They’re just too slow. I’d replace them with more mountains, or, if you’re feeling fancy, Ghost Quarter for the mirror-they’ll never see it coming!

Joe_Ken_ on Neheb, The Eternal Burn *Help!*

2 weeks ago

Aggravated Assault (which you already have in the deck) will go infinite with Neheb as long as you land enough damage in a turn because of his effect, so potentially extra combat steps may also go well with the burn damage theme.

Just including all the wheel cards that are in your maybe board as well as Endless Atlas in your maybe board could help a lot. Molten Psyche and Khorvath's Fury could be the best ones since they have the ability to deal some damage before your second main phase.

I would also up the land count. 32 is just too low to me. I normally go 36 or 37 lands in a deck. I would remove some of your lands that don't do much like the ones that need to tap for just to do 2 damage since that just is bad trade off for what you could use that mana for.

Outpost Siege , Vance's Blasting Cannons  Flip, Commune with Lava , and Syr Carah, the Bold are good options for what red has in terms of 'card draw' since they at least give you some more options when they are on the field or when you cast them.

SideBae on Red Equinox: Torbran Mono Red Superfriends

3 weeks ago

I mean, the main thing I see that you're missing is card draw. Red is bad at it, but it still exists -- and drawing more cards makes Neheb, the Eternal all the more powerful. Additionally, if you are drawing enough threats, your commander won't have such a big target on his head. I suggest at least considering some of the following:

Additionally, there're some cards I think you should at least consider:

Good luck!

king-saproling on Norin the No Nonsense

3 weeks ago

Twinflame is nice for either cheaply reusing the ETB effect of a costlier creature, or looping it with Anarchist + striving it to continually reuse an ETB effect. Priest of Urabrask + Cloudstone Curio + anything that reduces the priest's cost (Ruby Medallion) or doubles its effect (Panharmonicon) nets you extra mana and extra triggers on things like Impact Tremors. The Priest can even provide infinite mana in the right setup.

Embermaw Hellion makes your enchantments hit harder. Fractured Loyalty on second glance is too situational here since you don't have that many effects that target things. Umbilicus and Blood Clock are not stars by any means, but they do allow you to reuse ETB creatures. Indomitable Creativity seems great if you have a lot of tokens out, and can act as removal as well.

Just thought of a few more that might interest you: Commune with Lava , Flameshadow Conjuring , Minion Reflector , Feldon of the Third Path , Sandstone Oracle , Skirk Prospector

SideBae on Howdy, May I have some Blood???

1 month ago

Hey N3M3S1S! Welcome to EDH. I hope you find it fun... I like this format the most. Hopefully you'll find these suggestions helpful:

  1. Card-draw is one of the most important elements of any EDH deck -- in a format with three opponents, you typically want any source of card advantage you can get. Not being in blue means you don't have access to Windfall and friends, but Mardu has its fair share of mass-draw effects. I highly suggest Painful Truths ... You'll frequently be casting it as a three-mana draw-three, and the life-loss is more than worth it. Other draw-spells to consider: Night's Whisper , Minions' Murmurs , Faithless Looting , Syphon Mind , Read the Bones , Commune with Lava , Sign in Blood ... I'm sure there're more, but they aren't coming to mind. Permanent-based card-advantage is even better, since it's... well... permanent. Consider some of the following: Twilight Prophet , Phyrexian Arena , Arguel's Blood Fast  Flip, Greed ... I love that you already have Necropotence .

  2. Multi-for-One removal is another way to build card-advantage -- cards like Go for the Throat , Anguished Unmaking , Mortify and Path to Exile are good in two-player formats, but in multiplayer I've often found them not to be good enough. Some cards to consider instead: Fire Covenant , Grasp of Fate , Wear / Tear ... Though it's a one-for-one, I think you should include Swords to Plowshares . It only removes one thing, but it's like... REALLY efficient. Path to Exile ramping your opponent is actively dangerous.

  3. Gamble is a good tutor to consider. Enlightened Tutor and Vampiric Tutor are also good, although those two tend to be very pricy.

  4. Consider Cover of Darkness as another way to capitalize on your tribal theme. Other tribal-powering cards to consider include: Cavern of Souls , Patriarch's Bidding , Vampire Nocturnus , Bloodlord of Vaasgoth , Malakir Bloodwitch and Champion of Dusk . I suggest removing Gifted Aetherborn Paladin of Atonement , Pitiless Pontiff and/or Vampire Cutthroat for some of these.

  5. Your artifact-ramp package has room for improvement. I like your signets... two-mana rocks are much better than three-mana rocks. Consider some or all of the following: Talisman of Conviction , Talisman of Hierarchy , Talisman of Indulgence , Mind Stone , Fellwar Stone , Arcane Signet , Prismatic Lens or even just Coldsteel Heart .

  6. I think Lightning Greaves is probably better than Swiftfoot Boots , if you want to be able to equip frequently. If you need to get around the shroud, you can move the boots to something else, do what you need, and then return the boots to the first creature.

  7. If you take my advice from (5), you can cut some lands. In general, if you have ramp and your curve is low, you can run 31 or 32 lands. With your current curve, I suggest 35 lands plus ramp. If you want to keep your basic land count high, you can run things like Blood Moon , Ruination , etc. Otherwise, here're some non-basics to consider: City of Brass , Mana Confluence , Prismatic Vista , Godless Shrine , Blood Crypt and Sacred Foundry .

  8. Finally, I see you're running Bloodghast . Consider Skullclamp . The combo of 'play a land, pay one, draw two' seems good.

Right. Good luck have fun!

SideBae on Noble Knights in MTG????

1 month ago

A few cards to consider adding:

Good luck!

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Commune with Lava occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Red: 0.17%