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.

Latest Decks as Commander

Commune with Lava Discussion

DarkMagician on Izzet worth it?

1 month ago

Scytec the Dualcaster lines are: Dualcaster Mage + Comet Storm + Ghostly Flicker . Comet Storm can be replaced by Commune with Lava hitting the Comet Storm or Thassa's Oracle for the win. Dualcaster Mage + Twinflame or Heat Shimmer. Not sold on the shimmer yet. Might also include Sublime Epiphany for more redundancy.

sdidonato on Ib Halfheart, Goblin Sac-tician [PRIMER]

3 months ago

The only one that’s worth adding in my opinion from MH2 is the monkey Ragavan, Nimble Pilferer . Although with Dockside Extortionist , Jeska's Will , Commune with Lava , Phyrexian Altar and other similar effects I’m not sure it’s worth it

cattleslayer on The Last Race Bender

4 months ago

Suggestions:

Remove:

1x Tangle Wire

1x Bolt Bend Is this ever reduced for your commander?

1x Changeling Berserker

1x Drakuseth, Maw of Flames

1x Taurean Mauler It's okay but sort of unnecessary. Can have an artifact dwarf instead.

1x Torbran, Thane of Red Fell Useless in your deck, replace with a 1 mana dwarf.

1x By Force

1x Shattering Spree

1x Wheel of Misfortune Really unreliable, especially if all 4 players still playing.

1x Akroma's Memorial You shouldn't win by combat.

1x Illusionist's Bracers One use of commander should be more than enough to win.

1x Dwarven Thaumaturgist His effect is irrelevent.

1x Mycosynth Lattice Mana fixing for opponents, how generous.

1x Rings of Brighthearth see Illusionist's Bracers above

Add:

1x Clock of Omens Primary wincon, and at instant speed.

1x Dwarven Grunt 1 mana dwarves

1x Dwarven Scorcher 1 mana dwarves

1x Dwarven Trader 1 mana dwarves

1x Enslaved Dwarf 1 mana dwarves

1x Liberated Dwarf 1 mana dwarves

1x Proteus Machine Artifact dwarf, slotted for consistency. Unnecessary really, can be replaced with whatever.

1x Feldon of the Third Path Can create an artifact dwarf or maybe pull out a dragon that was discarded/played if game went too long.

1x Dwarven Recruiter Can grab us an artifact dwarf, or whatever deemed necessary. Great with Jeska's Will .

1x Possessed Portal Use if winning and clock of omens has been dealt with or you don't have an artifact dwarf.

1x Daretti, Scrap Savant Good for rummaging or returning an artifact, since you always have a treasure in play. Can be replaced with good card draw.

1x Mystic Forge 1/4 of deck is artifacts. Can also fix dead draws to a certain extent. Can be replaced with good card draw.

1x Herald's Horn Call dwarves every time. Can be replaced with good card draw.

1x Final Fortune Can win out of nowhere. Use only if you are certain you can win. Be careful, highly recommended only if opponents appear tapped out.

Other worthy mentions I don't feel like figuring out how to slot in right now:

Vanquisher's Banner Great draw, and a buff. You can play like half your deck Dwarven Recruiter .

Outpost Siege Solid red card draw.

Commune with Lava Playable red card advantage.

Maze of Ith Use this as a spell slot, not a land slot. Can untap your own dwarves, or be used defensively.

Shatterskull Smashing  Flip Removal or land.

Scrying Sheets all your lands are snow for whatever reason, so could be okay if you have nothing else to cast in a turn.

Valakut, the Molten Pinnacle with all these mountains, why not?

Command Beacon In case people kill your 1 toughness commander too many times.

Darksteel Citadel More artifacts. ONLY PUT IF you don't have color problems.

Flamekin Village Not sure if haste is important enough, but something to consider.

Hanweir Battlements  Flip More haste.

Inventors' Fair gives you health, but more importantly can tutor an artifact.

Madblind Mountain If you end up with a lot of top deck shenanigans.

Labyrinth of Skophos If you're being attacked.

Kher Keep Chump blockers.

Shinka, the Bloodsoaked Keep Might help seem more intimidating early game?

Sequestered Stash Can return an artifact to your DECK, and then commander can grab it.

Sea Gate Wreckage If you run out of cards and have colorless mana sources.

Quicksand Can dissuade attackers

Nykthos, Shrine to Nyx Big mana

Myriad Landscape Ramp

Mouth of Ronom If you still have too many snow lands.

Corrosive_Cat on Frantic Archaeology [Infinite Graveyard Jank]

8 months 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

8 months 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)

9 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

10 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.

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