Dormant Volcano enters the battlefield tapped.
When Dormant Volcano enters the battlefield, sacrifice it unless you return an untapped Mountain you control to its owner's hand.
: Gain .
Printings View all
|Commander Anthology 2018 (CM2)||Uncommon|
|Commander 2014 (C14)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Dormant Volcano Discussion
1 month ago
I really like Mikokoro, Center of the Sea. I'll definitely make some space for that card.
I see your point with Dormant Volcano, adding this one as well.
Temple of the False God is not for me. My very first deck was the pre-constructed Faceless Menace deck with Kadena, Slinking Sorcerer as my commander. However, I always ended up not being able to use Temple of the False God since I did not control enough lands. Finally, after some games I decided to never use that card ever again.
Thanks for your help Kyle_Winter again!
1 month ago
I'm about to do some land edits for my mono-red deck and Nykthos, Shrine to Nyx, Shinka, the Bloodsoaked Keep, Vance's Blasting Cannons Flip which flips to Spitfire Bastion, Hall of the Bandit Lord and even a group hug draw card Mikokoro, Center of the Sea should all be considered. Dormant Volcano may slow you down slightly, but it could allow you to use 1 less land in the deck by providing 2 mana instead of 1! On that note, Temple of the False God is a slightly better version of this as well. Forgotten Cave should immediately replace Ash Barrens in my opinion since it's the same but in red, and Hanweir Battlements Flip is good for hasty-cakes. If you really wanna go all-out, Ancient Tomb is unbeatable in ramp land.
3 months ago
Hey -- I just put my current incarnation Krenko on here a couple weeks ago and run a few that you might consider:
Not cheap -> Valakut, the Molten Pinnacle it's great but it's $15-20 atm.
Don't overdo it though, especially with tapped lands and anything that can't produce , especially in an aggressive build. Flamekin Village and a removal land and maybe one more... Mine's got a little different focus, but for reference here's what I'm toying with: http://tappedout.net/mtg-decks/krenko-kontrol-theory/ Hope that helps!
9 months ago
Lanzo493: The difference between Myriad Landscape is that you don't set your self a turn back on lands. It can also tap for mana and just etbs tapped. In addition it gets two red, Dormant Volcano only gives one red and one colorless
9 months ago
I did have Dockside Extortionist in at one point. I took it out in favor of Fires of Invention , although I should rethink about putting it back in again. I've just wondered about its effectiveness since my meta doesn't run hyper competitive decks, but everyone has mana rocks. So thanks bushido_man96. I'll take out the Dormant Volcano , too Deadpoo111. Wouldn't the same reasing be true for Myriad Landscape ? Since it's a mono color deck, it's just a tapped land that somewhat ramps like the bounce land. At least the bounce land sometimes let's me discard a card for exceeding my hand size.
9 months ago
Hey there! I'm loving the deck, I've always been a big mono red fan myself. I'll be honest with you, I haven't looked at a feldon deck in a long time, and I think you're right about people not playing him that often. Come to think of it, I've never played against a feldon deck before. Shame isn't it. For my suggestion, I'd take out Dormant Volcano the OG karoo lands are just...really bad. At that point you'd be better off running a Mountain or Dwarven Mine . Other than that, this deck is sweet, hopefully I'll see more feldon decks in the future, they seem so interesting.
11 months ago
Dormant Volcano - (Yes I know the name is already used. I can't think of another name. Sorry.)
Dormant Volcano enters the battlefield tapped.
Whenever you cast an instant or sorcery spell, put a pressure counter on Dormant Volcano.
Remove all pressure counters, : Dormant Volcano deals X damage to each creatures, Planeswalker and player where X is the number of pressure counters removed from it. Sacrifice Dormant Volcano.
How about a spoopy card for Halloween?
1 year ago
Commenting here rather than on your page.
I don't mean to sound so overbearingly critical, but your deck is overall lacking in substantial board presence. Oathbreaker is a format in which you want to protect your Planeswalker at all viable costs. You have four creatures. That does not make for a very strong base. I'm going to rip into this deck, but I am also going to offer you suggestions on how to greatly improve upon it :) I hope that you don't take offense to anything I am saying, but I felt like I can do you some good here.
Next, I notice that a lot of your lands are either bounce lands or lands in which you can sacrifice them to get an additional mana for that turn. I am concerned with this style of play, because the bounce lands sort of equal out to the same amount of mana for the turn, and in some cases don't even move you ahead. Sacrifice the lands for extra mana sets you back. Allow me to explain:
- T3: You have two lands out. You tap both to add to your pool, then play Boros Garrison . The rest of the turn doesn't matter, we are merely focusing on land presence and mana potential.
- T4: You replay the land you just bounced last turn. Now you have a total of three lands that can produce a total of 4 mana.
The issue here is that you set yourself back on tempo on T3 to become caught up on T4. Rather than producing 3 mana on T3, you only produced 2; And for your efforts on T3, you are no better off on T4 than if you had just played a basic land.
Dormant Volcano and Karoo are even worse, because you have 16 of your 26 lands that contain specific subtypes, each one only being represented on 10 Plains and 8 Mountains. So if you have a Dormant Volcano in your hand but you don't have any lands with Mountain as their subtype, you literally can not play it. Even worse, it has to be an untapped land you return AND it still enters the battlefield tapped. So not only do you lose a land, you don't even get the mana from it and it's highly more restrictive than Boros Garrison .
Additionally, Temple of the False God literally does you no good if you get it out before you have five total lands. Shrine of the Forsaken Gods is better absolutely all around because at least it produces you something.
Now we need to discuss your "pay-to-play" lands; Crystal Vein , Dwarven Ruins & Ruins of Trokair . The issue here is that you may have immediate access to ramp, but you trade that for immediate downfall as you slip farther and farther behind because you no longer have lands on the battlefield. These cards should never go in any deck that doesn't have some means to return them, such as Crucible of Worlds / Ramunap Excavator or Wrenn and Six .
Dwarven Ruins and Ruins of Trokair for Heart of Ramos and Tooth of Ramos . This is because on T3 you can play your 3rd land and play an artifact to ramp with. On T4 when you play your fourth land, you now have 5 mana available and therefore are in ramp mode. You can also sac the artifact to generate another mana if need be, and it won't hurt your land base. These are under appreciated artifacts, and to be honest you don't need 26 lands in a 58 card deck. Yes, 58. Ajani and Mudhole are outside of your library.
Dormant Volcano and Karoo for Boros Signet and Boros Cluestone . Signet gets you two mana for the cost of one (Tapping two permanents equals out to 1 mana per permanent, but now you get one of each color) and Cluestone gets you one of any color, but also gives you draw options if you need it later on.
This sets you down to 22 lands, which in all of my playing of Oathrbeaker is ideal. This also increases your stones up from 4 into ~6. We will be working on this in a moment.
I get it, you want to blow up lands so your opponent can't play the game. But do you need 10 cards that do that? 11 with Ajani?
Cut out the following, for their listed reasons:
As mentioned before, you want more artifacts that produce mana. You currently have the following:
Now we still have four card slots open from before. We are sitting now at a total of six stones. We want eight. We will use two slots to add the following:
We now have 22 lands and 8 stones. 30 mana producing cards in a 58 card deck. This means you will SERIOUSLY ramp in Boros.
- Faithless Looting : Because it can be played twice, due to Flashback
- Dawn of Hope : Another 2 CMC permanent that can be used in conjunction with Ajani Vengeant 's -2 for card draw on non-specific colors of mana. Then you can also use it to create tokens with self-fulfilling conditions since they have lifelink. This means you don't have to rely on Ajani going down, and you can still progress the boardstate.
As for a win condition outside of Form of the Dragon , there is also Martial Coup . Since you are snuffing out all of your opponent's lands anyway, as well as their creatures, why not create a literal army of tokens that now stand unopposed?
You may also want to consider replacing Mudhole with something more viable. Perhaps Lightning Helix ? It burns and gets you life. Acts as another win condition, makes it harder for your opponent to win in the process as your life totals grow farther and farther apart, and plays nicely with the aforementioned Dawn of Hope .
This took me like 40 minutes, so I hope it helps.