
Combos Browse all Suggest
Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Vanguard | Legal |
Vintage | Legal |
Explosive Impact
Instant
Explosive Impact deals 5 damage to target creature or player.

![Punish the Enemy feature for [LTMD] RTR/GTC/DGM Block Draft #1](http://static.tappedout.net/mtg-cards-2/dragons-maze/punish-the-enemy/punish-the-enemy-cropped.jpg)





TheoryCrafter on
Beginner Red/Black Deck
7 months ago
If you reduce yourself to one copy of each card(except for basic lands, which you can have multiples of), you'll end up with 58 spells(57 if Screeching Bat Flip//Stalking Vampire Flip is counted twice on your list) and 34 lands. Even if you had a legendary creature in this collection you don't have enough cards for a commander deck. Until you can get the Legendary Creature and the other 7 or 8 cards to fill out a commander deck, my suggestion is to work towards a modern deck.
The only clear cut recommendations I'm making will concern your lands. Having Evolving Wilds, Rakdos Carnarium and Terramorphic Expanse would be great if you were running a landfall deck, but you only have three cards with landfall—and Rakdos Carnarium isn't a land I would put in a non-landfall deck without ways to play additional lands(like Walking Atlas). My suggestion is all three copies of Mortuary Mire and both copies of Rix Maadi, Dungeon Palace. Tapping four lands to make everyone discard may be a lot, but it will prove useful in the late game when you have a lot of mana floating around. You simply activate the land's ability, discard a high mana cost creature card you have, and put it back in your library when you play Mortuary Mire.
Other than that you'll want to build the deck with as much synergy as possible. I suggest organizing all your cards into piles. One for death triggers, one for spells that can benefit from discard, one for ways to sacrifice creatures, one for lifegain and one with creatures that get stronger, and so forth. Look at if/how they interact with each other. One example is how sacrificing Deadbridge Shaman to help pay for Altar's Reap gives you some card advantage.
Another thing to take into account is mana efficiency. If, for example, you're wanting to run a burn deck(Spells that do direct damage), you'll want to consider cards that give off at least one damage for each one mana spent. Lightning Bolt is a good example of mana efficiency, not so much for Explosive Impact.
I hope it's enough for you to get started. Don't be afraid to ask questions if you have any. Thank you for reading me out. May you draw well!
Darkaxel1990 on
8 years ago
10 to 2.0
Out: Boros Elite, Boros Recruit, Warmind Infantry, Ordruun Commando, Nav Squad Commandos, Towering Thunderfist, Surge of Zeal, Wojek Siren, Shattering Blow, Searing Meditation.
In: Angelic Edict, Angelic Skirmisher, Explosive Impact, Five-Alarm Fire, Flame Fusillade, Gideon, Champion of Justice, Goblin Rally, Knight Watch, Luminate Primordial, Molten Primordial.
Ammo37 on
Return to Ravnica Commander Deck
9 years ago
Add:
Borborygmos Enraged: Turn lategame lands into advantage
Chaos Imps: Huge Flier
Chromatic Lantern: Best Mana Fixing
Death's Presence: Capitalize on Big Creatures
Explosive Impact: Removal
Giant Growth: Combat Trick
Glaring Spotlight: Lethal Swing
Hellkite Tyrant: Big Flier
Madcap Skills: Powerful Evasion (note, does not make a creature unblockable with Alpha Authority)
Maze Behemoth: Gives Commander Trample
Mizzium Mortars: Board Clear
Molten Primordial: Removes big blockers, gives additional attackers, and can act as removal
Rogue's Passage: Gives creatures unblockable, like your commander that has to keep attacking
Skarrg Goliath: Combat trick that kills defenders and players
Sylvan Primordial: Ramp and Enchantment/artifact/planeswalker/land removal.
Thespian's Stage: With being limited to RTR lands, why not get out of set lands?
Utvara Hellkite: Wins games on its own
Viashino Shanktail: Firststrike Combat trick (also called SHANK tail)
Weapon Surge: Combat trick/mass combat trick, turn trades into chumps
Worldspine Wurm: 15/15 that spawns 5/5's
Wrecking Ogre: Combat Trick Doublestrike
Remove:
Bomber Corps: Doesn't do much, the battalion isn't reliable, and ping isn't useful
Experiment One: your deck doesn't spam creatures with ascending power/toughness.
Foundry Street Denizen: Doesn't do much of anything, wasted slot
Spire Tracer: 1/1 faux flier doesn't help
Skinbrand Goblin: small combat trick, weak creature
Gatecreeper Vine: defender in an aggressive deck that searches out a single card in deck
Skullcrack: a useless card, even for an aggressive deck, burn is used for creature removal
4x Mountain: Too many lands
5x Forest: Ditto
Mending Touch: Regen isn't worth a card
Pyroconvergence: too expensive, Shocking on multi-color doesn't help much
Skylasher: counters a single faerie a turn, doesn't do much else
Tablet of the Guilds: lifegain doesn't matter, wasted slot
Gruul Charm: doesn't do anything
Maybe:
Hellraiser Goblin: Gives all creatures haste
Illusionist's Bracers: 12 damage with Ruric Thar, the Unbowed, instead of 6
Racecourse Fury: gives any creature haste
Seek the Horizon: Ramp
Street Spasm: boardclear
Tower Defense: anti-fliers if you are concerned about that
Zhur-Taa Ancient: ramp for all, also really cheap big guy
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