Magmatic Force

Magmatic Force

Creature — Elemental

At the beginning of each upkeep, Magmatic Force deals 3 damage to target creature, player or planeswalker.

Latest Decks as Commander

Magmatic Force Discussion

Tzefick on Kimni, Life's Reflection

8 months ago

sean360 Happy to share my thoughts and considerations.

As for why you kept it more simple. The Populate cost of 4 makes it a lot stronger when just copying good stuff at high CMC, especially ones with ETBs or easy triggers. Imagine copying a Magmatic Force at 4 mana. Normally it takes 3 CMC and a card to make a token of a creature you control. To copy any creature you often turn to Clone and their ilk.

I hesitated suggesting a Populate of 4 because the creature itself provides the token that it can populate. Most of the Populate cards synergizes off other cards making those tokens, so there's a weakness that you need one to use the other. In the case of Vitu-Ghazi Guildmage the token generation is really expensive, so it is more efficient to have another card provide the token and then the Guildmage can Populate it. Kimni is one package, and there's a danger in making that too efficient. That's why I sought other ways to make it stronger without breaking it.


Making the creature and the copy token a changeling (not linked to the Populate ability, only the on-cast) seems close to a no-cost. It definitely makes Kimni stronger in certain deck shells but in others it is meaningless - like when you just copy the best creature on board when you cast it and have little self-synergy when copying your own stuff. And the strength it draws from tribal synergy seems rather small, where it would be more beneficial to run a Commander directly from that tribe.

WotC have already made 2 Changeling token producers in; Birthing Boughs and Maskwood Nexus - the later even being an Arcane Adaptation on steroids. I think the Birthing Boughs were made cautiously because it had to account for limited play. Token generators are very powerful in limited, especially without color restriction. The Maskwood is exploring the use of changelings but at rare, so it doesn't affect limited significantly.

I doubt that making them changelings would break the card. Making the Populate at 4 is stronger than changelings and Populate at 5. At least IMO.

Clerix on Neheb, Dreadhorde-Champion

9 months ago

All changes (cards that moved out) went to the sideboard. Not every change is for the sake of a better deck, but for a better group-expirience. for example Aggravated Assault is stupid good in NEHEB, but I find myself more often discarding it because I dont like "infinite/combo" wins out of the blue. Some other cards like Magmatic Force are just nice to have in my playgroup and kinda fair/manageable.

Squirrel_of_War on Imma mogis how this deck does

11 months ago

Magmatic Force is in here twice and you're missing a card

pistolpeteiii on Mayael, Conjurer of Giant Beasts

1 year ago

I would most likely cut Magmatic Force, Sigarda, Host of Herons, and Karn Liberated.

3 damage to any target isn't bad, but bolting one thing at the beginning of every upkeep just isn't that big of an affect for the mana cost. Even hitting off of your commander's trigger, its a 6 mana 7/7 with no evasion. Using a ramp spell here would get you "free-casting" Eldrazi much sooner.

Along the same lines, Sigarda isn't much of a threat on her own. The body is fine... but again, your deck is full of nasty 6/6 + creatures and you'd rather have a chance at an eldrazi a turn earlier than have a flier with very limited protection capability. Even Shalai, Voice of Plenty provides a greater deal of protection for less mana (with a mana sink to boot).

Karn isnt a creature, and the whole goal of the deck is to spin the wheel and get creatures for cheap. Its a great card, but is a non-bo and limits your deck's ability (slightly, but still) to do what it wants to do efficiently. Running ramp here would start your engine much quicker, and help you get good board presence against those heavily aggressive opponents.

KongMing on Rakdos Demons

1 year ago

I see the way you are trying to dominate the board is through mass wipes, some general sacrifice and destroy effects, and big flying creatures who hit hard once the board is clear. It's a great strategy for something like Red/White or Red/Green. But you're playing Red/Black, which means you have ample sacrifice and graves games you can play. You just need to maybe be willing to cut a couple bigger demons for smaller creatures who act as sac fodder, and replace your targeted Instant removal with repeatible effects that have better longevity in a multiplayer game.

First, you want to benefit more from sacrificing creatures and having things die. Grave Pact and Dictate of Erebos are incredibly oppressive cards whose forced sacrifice go through hexproof, shroud, and indestructible. Zulaport Cutthroat, Pawn of Ulamog, Smothering Abomination, and Grim Haruspex are a few examples of these.

Fleshbag Marauder, Merciless Executioner can force sacrifices all around the board.

Viscera Seer is an example of a good sac engine, but there are many more. Then all you really need is either token generators to produce zombies/imps/elementals to sac, or a recursion engine that puts things from grave to your field/hand.

Some cards that can help get Rakdos out and rack up damage on your turn: Festering Evil, Fireblade Artist, Ill-Gotten Inheritance, Lim-Dul's Hex, Magmatic Force, Palace Siege, Subversion.

Vulnoth on Turbo Aggro Grind Time

1 year ago

It's not a bad start, but there are some clear ways to take the deck in a better direction. Firstly, keep in mind your playgroup and the ever-present specter that ruins people, "play group politics". When approaching a deck, always consider how certain cards and interactions will affect the playgroup. Some people will not particularly care until you just dome someone out of nowhere, while other people may just act when they see things they dislike. Playing to politics isn't something Rakdos does well, but the ideal way to approach is through "minimal" bad stuff that helps you keep the target off your back. It's always fun to talk about how oppressive a deck or strategy can be, but once people grow aware and start countering you, the tables will indeed table against you.

But that said, onto the said ways to better this little carnival cruiseliner of doom.

Chonk

Let's start with the fun stuff. The whole point here is to play every Big Chungus for minimal cost. You should be looking for either beefy dudes to beat your opponents with or high end utility cards that aren't literal neanderthals.

Utility Dudes

Here I'll go over more miscellaneous creatures. You mostly are going to want creatures that either fulfill Rakdos's requirement or are general good stuff.

I'll address the deck further another day as I'm getting tired.

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