Commune with Lava

Commune with Lava

Instant

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

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Legality

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

Commune with Lava occurrence in decks from the last year

Latest Decks as Commander

Commune with Lava Discussion

Corrosive_Cat on Frantic Archaeology [Infinite Graveyard Jank]

1 month ago

It's a challenge, because often I do like having a little extra in the graveyard for when I don't have the combo but want to go off on Prowess; plus, Logic Knot doesn't quite fit the main playstyle, and having to wait for them to cast a spell is a little limiting. Satyr's Cunning is sort of supposed to be that card in the condition that you do need to empty stuff out - I just worry it's a little slow but I'm definitely still considering it!

Thanks man though, I could definitely switch out some more lands, they really do make up the bulk of this. Also, dead excited about Birgi, God of Storytelling  Flip; she'll probably take the place of the Commune with Lavas.

Azeworai on Land Twins

1 month ago

Alright, let's do this.

Good day to you, FacetiousFanboy. Now, I have a mere one lands-matter deck, whereupon 'tis the extent of my knowledge upon the strategy, but 'tis something I have meticulously tinkered for quite the meiny of years. Therefrom, I may offer my enlightenment.

Upon the very intrinsic parts, we have the categories of a commander deck: removal, wraths, card draw, ramp, lands, recursion, and engines. Being a legendary creature in the modern era of Magic, Mina and Denn grant a splendid engine from the command zone. Allow me to touch upon the basics within the decklist.

In order aforesaid, removal:

I mayn't have ever seen Relic Crush, but I do not like it. Five mana to kill two things is far too inefficient, thus I would recommend you take this out of the deck. Force of Vigor is better on most accounts.

Storm the Citadel requires you to have a board state, and requires a sorcery-speed deployment. Removal is best utilized in surprise, and being a sorcery negates such a factor. I do not like this card.

I would add Chaos Warp, for it hits any permanent at an efficient cost and at instant speed. One I much like is Hull Breach. Two-mana, two targets. It does not get much better than that.

Unto wraths:

I have noted a supreme lack of wraths. I have also noticed some inefficient X-spells for which you intend to use twelve or so mana. Try removing Banefire, Clan Defiance, Spitfire Lagac, Tunneling Geopede, and Living Twister. The pinging effects matter little until the opponents are sitting at seven life. Living Twister is one I have tried and disliked. Banefire and Clan Defiance hit the opponents' face, but do near to nothing in terms of furthering your board state. These are great when you are ahead, but you currently have no options for when you are behind.

Try Blasphemous Act, Chain Reaction, Molten Disaster, and Savage Twister. In the event of you finding one, do add Ezuri's Predation.

Upon card draw.

If you so desire X-spells to utilize, I would add Commune with Lava. It may be cast upon the endstep before your turn, and thus offers many more option without requiring you to tap out.

Escape to the Wilds offers a new hand and an additional land drop, whilst being a mere $0.25.

Well, Valakut Exploration has impressed me. It is essentially another Horn of Greed, which bears much dint. I would add these both for the endless engines they offer.

Similar yet potentially better, Tireless Tracker. Clues are fantastic, and are a splendid devotion of mana for use at any time. By this argument, I would kill Seer's Sundial. I have attempted the Sundial, but it requires a mana dump immediately as averse to any time.

Courser of Kruphix is just better than Grazing Gladehart. It may be half of the life gain, but the card draw off of the library's top is fantastic.

Outside of land-related draw engines, there are the basic ones of Outpost Siege, Elemental Bond, Guardian Project, and Harmonize.

Ramp, of course.

Notably, you are in Green, the very pinnacle of ramping. I would add the basics of Rampant Growth, Farseek, Harrow, Nature's Lore, Three Visits, Skyshroud Claim, and SOL RING.

As to what should be removed, Rootweaver Druid ramps you for one and an opponent for two. It could ramp you for two and your opponents for four. You always come out behind in this exchange, and thus I would see this fit for exclusion. Far Wanderings is great, but best if you have a full graveyard. This deck cannot achieve Threshold too easily, thence this effect may be improved.

Returning from the grave, recursion it shall be.

This is an optional field, but it is nice to have an option or two. I see but Seeds of Renewal. Seven mana for two things returned? I nill. Bala Ged Recovery  Flip serves as a land early and a win condition late. Eternal Witness is just always fantastic.

Start your engines.

What in heck is this Sporemound Nonsense? A five-mana 3/3 that spawns 1/1s. Quite lacking indeed. I do not see any justification for having this in the deck.

Crash of Rhinos is cute, but does not accelerate your gameplan by itself. Large, but not unbeatable. I am not fond of Akoum Hellkite myself, but it is better than others of what I would remove.

Primeval Bounty is always lovely, but not requisite. I believe it to be more powerful than current options in your deck.

Zendikar Resurgent doubles the mana and offers much card draw, winning the game once you untap. Beast Whisperer is similar, but an early-game card.

Given the number of tokens you create Purphoros will drain the opponents' life apace. In the same avenue, Evolutionary Leap can offer defense if someone attempts to kill a creature, or it can find a better use for your tokens.

Comet Storm is a far more efficient version of the X-spells you had opted to include, for it can remove problematic threats or multiple problematic players.

Unto finality, Genesis Wave can plop out most of your deck upon the table, and it is difficult to lose from there.

Conclusion.

Thus is the end of my babbling. Pardon the overlong comment, but I do hope it was of some aid.

I do have my own list, as forementioned, built around the lovely Hazezon Tamar. If you would so deign to peer upon its glory, that would be splendid.

The Lands Restored

Fare thee well.

DespairFaction on Aurelia - Equipment Voltron (EDH/Commander)

2 months ago

Greetings friend, long time Aurelia player here. Your list is looking pretty good, but there are some recent cards from that past year or so that are worth checking out that I think you'll really like.

Card Advantage stuff:

Tectonic Giant and Akiri, Fearless Voyager have both been fantastic, Tome of Legends is also really good for card draw, and I pair with Manifold Key if i need multiple untaps, but also serves the role of unblockabe for those pesky flying blockers. Ignite the Future is also a really good piece of card advantage as well as Commune with Lava which is really good with sword of feast and famine. Bonders' Enclave and War Room are newer lands that have performed well, but also Geier Reach Sanitarium and Mikokoro, Center of the Sea are solid for additional card draw again with feast and famine.

Equipment: You have most of the big equipment, just a few to check out are Dowsing Dagger  Flip its basically your second copy of sword of the animist, and Blackblade Reforged is damaged incarnate.

Creatures:

Since you are going full voltron, I'd like to see you incorporate more of the voltron synergy creatures especially the free equips. Fervent Champion and Kazuul's Toll Collector are both really good, although I have found I dont use Balan, Wandering Knight as much as i used to. Godo, Bandit Warlord is insanely good. Neheb, the Eternal is also unbelievably good, and combos with Aggravated Assault if you want the combo finish option available. I find that i go for feast and famine/neheb + aggravated assault combo more often than i go for helm of the host because of the lower mana cost, and the fact that enlightened tutor off of sunforger can find either half of the combo especially if you already found 1 piece.

Anyway there are 5 or 6 other cards out of Commander Legends that have been really good that Im still testing through. Once I get through a little more play testing I'll post the changes to my list, but in the meantime you can check out what I've got going in my list currently. Aurelia Weapons of War

Hi_diddly_ho_neighbor on Commander Legends Spoilers

3 months ago

Coward_Token - good catch. I missed the "until end of your next turn" portion. Still, I think that just makes the card O.K. instead of unplayable. 9 mana for a spell better win me the game or put me so far ahead that my opponents can't catch up. Soulfire Eruption is just too high variance to be worth running over cards like Commune with Lava, Ignite the Future, or Light Up the Stage, which all can be cast for much cheaper. To be honest though, of the 4 spoiled so far, only the blue 9 mana mythic seems potentially worthwhile. Also, its nice to finally see green get arguably the worst mythic of a cycle as Reshape the Earth is just plain bad.

This is it, this is perfection. Juri, Master of the Revue is exactly what I have always wanted Judith, the Scourge Diva to be. Time to start brewing Rakdos aristocrats again.

Commander's Plate is a nice little bonus for voltron commanders with limited color identities. Hope of Ghirapur and Traxos, Scourge of Kroog will love this card.

Seeing Nevinyrral get a card is pretty cool and he is pretty solid to boot. Stapling his Disk's ability onto him might be a little oppressive in those colors though, but still a cool design.

Also, Splicers finally got their legendary creature. I am surprised that he is mono green though, but he has a pretty solid partner pairing with Livio, or if you want to get the best splicer out there in Wing Splicer (and some artifact synergies), Ishai would be a solid partner.

Lastly, it's nice to see more landfall hate showing up with Nightshade Harvester. As much as I love my lands decks, it is pretty tough to punish people for playing lots of lands outside of large scale land destruction effects or stax effects that hurt the whole table (play more Tectonic Edge people!). This gives black a nice little punisher effect for those aggressively ramping.

OmicronPrime on Operation: Desert Storm

7 months ago

Daedalus19876 I've been replacing conditional draw with cards like Commune with Lava because more often than not people do not want me drawing cards. I have been eyeing Wheel of Fortune to take the spot of Risk Factor. I kinda like Gemstone Array for scenarios where i'm out of gas and i just need to store mana for upcoming turns, I did not know that card existed lol. Winds of Change is an excellent disruption card! Thanks for the ideas!

thijmnesoy on OH LORD JESUS IT'S CORONAVIRUS | WASH YOUR HANDS

8 months ago

And although they don't park the exiled card(s) for the entire time until your next endstep as Furious Rise does, Syr Carah, the Bold, Tectonic Giant, Outpost Siege and the above mentioned planes walkers all do that exile-play thingy. But cards that are very similar to Furious Rise, are Ugin, the Ineffable, Ignite the Future and Commune with Lava which already have a spot in the 99

DespairFaction on Combat as a Resource (Aurelia Warleader)

8 months ago

Hey its Commander Replay. I played about 7 games with the deck between your version and mine so ill share my analysis of everything. Ill start with the more general stuff, and then ill dig into card specifics.

First off the hate bear plan worked great against U/x combo decks. Had their combo lines covered early and easily. On the other hand I faced blood pod several times and that seems to be a pretty bad matchup. They have a ton of answers, and with Elesh Norn at the top end its just destroys this deck. It felt like they are doing the same thing but just way better cause of Gaea's cradle and green black tutors so that wasnt amazing. I had a chance to beat it in one game but missed some land drops and drew all the swords with the giant in play, and null rod down. Had i not drawn sinew and steel could have shot the null rod, reequipped jitte, and killed the kataki that followed. I also assume that any deck that is good against blood pod, will also be good against this list. Pyroclasm is real scary.

So the single biggest problem with this deck right now, and the single biggest opportunity for improvement is mana production. You are running very little fast mana and the land count was super low. This list was running 29 and your updated on moxfield was running 30. Both conceptually and in practice, this deck isn't going to win the game on 4 mana...its not flash hulk or consultation. So i think its begging for more lands. I was able to get my list to 31 lands but honestly I think 33 or 34 or would better. Again, this list isn't winning with 3 lands.

Following the land problem there is also not enough fast mana, and things to do with 1 mana. I noticed I was getting log jammed with 2 and 3 drops and was giving away a lot of precious time. And this sort of plays into mana curve issues as well, definitely need to trim back on the 4 drops. I was able to get down to 10, and as I mentioned Id still like to go lower.

So in short the curve was high, and the deck is mana hungry.

Two other smaller problems that I didn't elect to fix since they are matchup specific, but can be solved with a few card changes. Not a lot of removal for creatures. Again, soft to blood pod. Also no main deck pyroblast, REB and Angel's grace type stuff to prevent losing on the spot. Would like to see some answers main deck.

So here are the changes I made. I won't go through all the cuts, but ill mention the big ones. A few things were cut simply for deck space so I won't worry about those.

Out:

  • Helm of the host - deck isn't producing enough mana to get anywhere close to equipping this. Plus a huge blow out to instant speed interaction.
  • Stonehewer looks like the only possible path to victory with this.
  • Ruination - a worse armageddon. switch to static orb. its more abuseable.
  • Decree of Annhilation - high cost. but i think it could return due its hard to counter nature. went with static orb in place. the orb effects are more abusable IMO.
  • Elspeth - not enough impact at 4
  • Karn - bad card draw, slow. would rather just pay 1 to get some extra lands.
  • Aurelia Exemplar - I cut this one, but it might be worth brining back. I may have cut too much damage from the deck.
  • Angel of Jubilition - lot of good abilities, cut for deck slots. might return.
  • coalition relic - turn this into fast mana.
  • thrill of possibility - we can better than this.
  • faithless looting - I'm not a huge fan, but i know people like it.
  • glorybringer - this one may need to come back with better mana production. more damage and creature removal.

Must Adds: Ok here are the cards that I think are must adds for the deck to compete in the competitive space. - Land Tax - find your lands. card advantage.

  • Tithe - find your lands. card advantage

  • Springleaf Drum - this is fast mana in a deck like this.

  • Chrome Mox fast mana, but card advantage problem. be sure to balance with draw.

  • Curse of Opulence - more turn 1 plays and fast mana.

  • Feast and Famine - bring this in from the Sb, its the best sword by a large margin. it also opens up combos with aggravated assault, and neheb.

  • Mox Diamond - if you have the $$, MTGO, or proxies legal.

  • Sword of the Animist - the ramp is very good, and the +1/+1 is relevant.

  • Smothering Tithe - broken cards are broken.

Other fast mana worth considering:

Card advantage tricks:

I still need to do some work in this area. Tectonic Giant needs more testing, but could consider Prophetic Flamespeaker instead. Its great with swords and you get both cards as opposed to always exiling one. no damage mode tho.

Win Conditions and Lock outs:

So this is where my deck was maybe a little thin, and Ill need to test a bit.

  • As mentioned I took Helm out because I just don't think its ever going to happen on the current mana production (but maybe if we figure out some mana tricks) so instead I went for Neheb, the Eternal Sword of Feast and Famine and Aggravated Assault. This is a favorite of mine, all 3 pieces are great on their own and game winning when together.

  • Winota, Joiner of Forces ridiculous with aurelia. Free creatures.

  • Winter Orb and Static Orb with Blinkmoth Well ghirapur aethergrid Sword of Feast and Famine and either Neheb. One sided mana production. Use Goblin Engineer to find any of the artifact pieces of the this combo, as well as sword recursion or shenanigans with the orbs.

  • Planar Chaos this is pet lock piece that I've been testing out. Haven't resolved it yet, but i can't imagine anyone is going to cast much into it.

  • Ive been strongly considering Possibility Storm with all of the rule of law type effects as an additional source of lock. You can still cast your commander, and generally that should win the game.

  • Helm of Possession is a fun trick I've used in some decks. good against decks where they really need their commander.

Miscellaneous Thoughts:

Given the absurd mana hunger of this deck I realized a massive difference in games with dockside extortionist and games without. That led me to thinking about more ways to get dockside extortionist. There are the 2 main recruiters, but I think goblin recruiter is worth looking at because you can put dockside on top, then kiki-jiki right beneath and copy it the following turn or anything else that might make sense (plus aurelia's untap)

testing out Crovax, Ascendant Hero this is to hose blood pod and green mana dorks. basically a second elesh norn. If the deck gets good at locking stuff or producing crazy mana, could look at Thalia's Lancers into Elesh Norn.

All of the 4 drops in my list require significant testing, feel free to cut any of them.

You should add Mikokoro to the main deck. Its solid.

Adriana, Captain of the Guard warrants testing. again for blood pod and other green decks...makes your team huge.

If mana production is good enough to warrant the return of Helm, also add Godo, Bandit Warlord for the additional tutoring and redundancy. Hammer of Nazahn is also pretty real. Could also consider cloud shift and ephemerate as protection and blink to further this combo.

Reanimation is needed. Could be a lot of things. Reveillark, Sword of Light and Shadow that one ajani, and Sevinne's Reclamation all come to mind.

Profet93 on Norin's ETB Extravaganza [Primer]

8 months ago

NorinTheWise +1

I really like this deck. My initial build was quite similar to this, (although higher CMC) as ETB synergy is the best way to go. What I have found in my meta, is that paying 5 mana for minion reflector for example, with nothing else to do during that turn is quite unimpressive, as they usually remove it by the time it gets back to me. More important than that smaller issue is your devastating lack of card draw....

I count 6 cards that you net positive card advantage, which in my opinion, is too low for a mono red deck. Options include Hedron Archive, Humble Defector, Ignite the Future, Light Up the Stage, Outpost Siege, Arch of Orazca or Commune with Lava. Adding some of these will help ensure you maintain gas to apply pressure and find combo pieces. Because once they destroy tome or atlass, you're SOL.

Chandra, Torch of Defiance - Value, removal, draw, wincon, synergy with mox amber

Buried Ruin - Return 1/4th of your deck back

Goblin Matron - Tutor (for combo), ETB synergy

Curse of Opulence - Ramp and politics. Attack them with Norin, run away, get a treasure XD

Flametongue should definitely get a spot, I would cut Pia because he doesnt do much on ETB and activated ability costs too much to be useful. Holding up that much mana means less tempo. Flametongue does the opposite. Do note that you need a target, so that if there are no other creatures, it kills itself.

Volcanic Offering - Not necessary, but I'm almost always happy to see this. Politics. 4 for 1 removal at instant speed. Hits pesky lands which are big problem in my meta anyways.

I would love to hear your thoughts on each suggestion. If you wanted some more ideas or wished to discuss strategy, lmk me know. Feel free to check out my Norin Deck

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