Kicker (Red) (You may pay an additional (Red) as you play this spell.)
If the kicker cost was paid, Molten Disaster has split second. (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)
Molten Disaster deals X damage to each creature without flying and each player.
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|Commander / EDH||Legal|
Latest Decks as Commander
Molten Disaster Discussion
1 month ago
At the outset of this article I wasn’t overly fond of pure red as a concept. In my eyes it’s been too aggressive and too narrow in scope to form a deck that would keep me, specifically me, happy. I say this with a double helping of skepticism, because Omnath, Locus of Rage , Okaun, Eye of Chaos , and Rakdos, Lord of Riots all keep me very happy. Today, we’re talking Burn, Chaos, and Sneak Attack as key concepts in mono-red. As always, please bear in mind that our focus here is not necessarily competitive but rather thematic, archetypical commanders.
Red patented fast damage output, but the standard RDW strategy has limited viability in EDH. Lightning Bolt and the like often don’t cut it in a format where everyone starts with 40 life. Dig for recurring damage like Irencrag Pyromancer or BIG stuff such as Molten Disaster , though, and you can reach frightening levels of well done and extra crispy.
I am a huge fan, and not just because of the card. Gloriously savage as this card might be, it still pales in comparison to the character in the books. Anyone who single-handedly roflstomps the blue representation on an entire plane and then EATS HIS OWN DEITY should inspire terror even when rendered on cardstock. Make sure that only you have an odd life total, play any Furnace of Rath effect, turn right, leave only blood and ashes in your wake. Seriously. He might pop off the card and eat you if you don’t.
I knew a guy who played Ashling and 99 mountains. I’m fairly sure he never won with it, but nobody laughed either. Hard to laugh at someone whose general is a water balloon slowly filling with napalm.
I don’t like Purphoros. I freely admit to sulking like a teenager with a bad haircut whenever I see him in a game, let alone in the command zone. Indestructible on generals, I can take and even enjoy. Massive damage output tied to creating horde of tokens, I can appreciate (see my favorite in mono-black, hehe). Both of them together, though, is too much for me to take with grace. But who needs to care about grace when you have so. Much. POWA.
Some folks aren't looking for anything logical, like winning. Some folks just want to watch the world burn. Such folks come to Red, the color of all true agents of chaos, where they can ensure no plan, no board state, no hand is safe. Planar Chaos , Possibility Storm , and the iconic Wheel of Fortune are all examples of this wild approach to magic. Go nuts, and drive everyone else crazy in the process. Maybe you'll win, maybe you won't, but you'll certainly make a difference and have fun!
Does anything really need to be said, other than a profound sense of pity for opponents who are praying to top deck? Play things like Seize the Day and seize all their goodstuffs as well.
Come the time to discuss Izzet we’ll talk a coin deck, but I don’t honestly think ol’ double-or-nothing here is just for flipping coins all game. No, you come to this guy to truly take your chances. Who should his partner be? Don’t have one. That, and the prospect of a twincast Warp World will drive opponents bonkers. However, point of order (bleh): Krark is also an unholy terror if you want to break storm spells. Just be sure to bring his thumb.
I'd never heard of Diochan before writing this, and... wow. Just wow. Assuming you aren't stocking a suite of boots or maybe Darksteel Plate , how delightfully risky. How marvelously political. Bring Thornbite Staff for EXTRA wow... Wow!
This is an odd, but potent one. Next to the whole glorious theme of chaos, Red's most irritating archetype may well be creating/playing/stealing creatures for a turn, examples being Tilonalli's Summoner , Insurrection , or even the ludicrously rare keyword Dash. There isn’t a relevant mono-red general that temporarily steals creatures as yet, but there are still some real doozies in the neighborhood. Just ask Kiki-Jiki, Mirror Breaker and his blue ETB untap friends (disqualified for extra-chromatic fraternization, but still).
Red has the least graveyard-related cards of any color and arguably the least thematic business to be fiddling about in there, phoenixes notwithstanding, so Feldon’s a bit unusual. Consider the weight of discard/draw in Red’s wheelhouse (see what I did there?). Consider what can be in your graveyard. Consider that it will cost three mana to wink it out. No more, no less. Solemn Simulacrum . Cavalier of Flame . Bearer of the Heavens . Have yourself a time.
We’ve talked graveyard and copies, but red also makes with the actual Sneak Attack . I suppose Lord Okkoto makes for a world class distraction. A favorite red archetype of mine is the extra combat phase, and the high mighty porkiness is a marvelous opportunity to fetch opponents an epically Savage Beating by dropping all sorts of heinous nastiness without actually paying for it.
And, for my personal favorite...
Rakdos, Lord of Riots and Omnath, Locus of Mana are two of my oldest commanders. Evidently those genes shouldn’t be mixed, because that’s how I surmise we got here. What an absolute beast. I started this article down on red, and ended it with a passionate need to build this monstrosity. As you may have guessed and will confirm in the next article, I am a green player at heart. Neheb sings the song of my people. Loudly. Boisterously. Encouraging atypical silliness like Soulfire Eruption and Apex of Power .
That's it for this round. Thoughts and questions are welcome. I hope you enjoyed it, and will come back next week for Green!
1 month ago
Let’s be clear and open this by admitting I’d never considered building a mono-blue deck before now. In fact, I can clearly remember only one in all my years on playing, and we didn’t finish the game (he left for a Killer Instinct tournament). That said, blue forms the backbone of several favorite decks. Those of you who have braved the mono-blue challenge, I salute. Or rather, I salute those of you who didn’t shuffle islands and counterspells together until you had ninety-nine and then threw Talrand, Sky Summoner on top as the world’s most unimaginative cherry.
That lone blue deck I saw? The first spell in the game gets played. Mr. Talrand peers at it, then nods and says “I’ll allow it.” You could see his name appearing in neon at the top of the table’s hit list, and he hadn’t introduced himself or even played a spell yet. This, I think, is what a lot of folk unjustly assume of mono-blue: that attitude, that play style. But at its best, blue is a beautiful game of dancing on the edge, bringing grace and guile to the table beyond anything the other colors can manage.
Blue has enough mass in squelchy things from the deep to square off with anything but the swollest green, and the islandwalk to not bother. Curse of the Swine and Rite of Replication are only two of the many mean, mean things you can do to a board state. Just the knowledge that counters exist leaves blue players resigned to suspicious looks whenever opponents so much as breathe. And yet, for all this power, blue truly outshines the other colors in three areas: draw, artifact manipulation, and control. Let’s talk commanders for these archetypes, shall we? Again, please bear in mind the point isn’t to discuss the competitive but rather to celebrate the thematic. Happily, blue has a bounty of legends loaded with both!
Ah, Blue Sun's Zenith . Only blue can kill with this peculiar species of lunatic kindness. While there isn’t a mono-blue commander that has this exact effect… yet… it highlights the singular relationship blue has with drawing cards. Whether you want to draw or deck, if you like a full hand then look no further.
Tribal is an archetype available to all colors. While I’m trying to steer away from that as a theme, we must talk Azami if we talk draw engines. There are many, many good wizards, and her ladyship is an absolute powerhouse of card advantage. Arcanis the Omnipotent is omnijealous, bitterly sulking in the 99.
For the more political blue players we go once more to Kamigawa. He’s little, group-huggy, and a fantastic choice for those who appreciate the challenge of treating their commander as an afterthought. Besides, nobody resents an extra card until you drop the sphinx. You know the one.
Can’t be countered. No maximum hand size. Whenever your opponent goes noncreature, draw a card. Blink. I hope the Scots are pleased, because Nessie is quite the monster. Seven mana is a lot, but so, so worth it to play this unholy avatar of blue. Give thanks and happy chortles as she pours cards into your endless hand and flickers past everything that isn’t Molten Disaster .
Where Red abuses artifacts the way black abuses… well, everything, blue takes it to full symbiosis, protecting, enhancing, and eating the pancreas of anyone who offends their precious toys. Blue has the tutors, the synergies, the splendiferous Tezzeret the Seeker . If you like artifacts but aren’t quite crazy enough to go full colorless, blue is your in.
In a singleton game, tutors are king. Long live Arcum. Bonus points if you take out somebody’s combo piece with him while taking a break from digging for yours.
Here’s a pancreas eater for you: theft-by-tutor is unorthodox, but undeniably fun. Blue delights in theft and, as anyone who has siblings will tell you, stolen treats taste better. You’ll never appreciate using your own high-powered tin crap half so much as using your opponent’s high-powered tin crap. Stockpile extra turns and go shopping on the opposition’s dime.
You talk blue artifacts, this guy is in the conversation, if not THE conversation. Lord High Wombo Himself is not here because he makes a goon. Lord High Wombo Himself is not even here because he has mightily potent mana sink if you break infinite. Lord High Wombo Himself is here because of that middle line, turning things like Winter Orb from “our” problem to “your” problem, and that’s just the tip of this degenerate iceberg. Go nuts.
When my wife tells me not to break my toys, this is NOT what she means. No other color manages the sheer mind-bogglery of bouncing, tapping, stealing, and otherwise screwing with other people’s toys without breaking them. No other color boasts this heinous plurality of extra turns, to say nothing of counterspells. Control is the glory and the terror of blue: Laboratory Maniac might take the game for you, but it’s control that will get him there.
Blue is the heavyweight champion of yoink, and Memnarch holds the belt. Just be ready for everyone to treat you like a male dog with a full bladder whenever he takes the field, especially if you had your Mycosynth Lattice in the morning.
Honestly, the pay X bit of this is only tangential for me. Blue is all about minimal force, and tapping something whenever you Opt has very interesting applications. After all, the phrase “doesn’t untap during their untap step” is patented in blue ink. I’m not even sure building around this is a good idea, but you have to admit that Ol’ Gadwick is frightening to any command damage chaser who left their Lightning Greaves at home, especially when Dismiss into Dream is lurking.
We all have strong feelings about counterspells, one way or the other. Forbid is a personal favorite. While Baral’s not that special in a vacuum, he offers hellacious support if you really are all about counterspam. He won’t break the game on his own, but the play-style he encourages certainly has potential for other broken things. Like friendships. Or noses.
And, for my personal favorite... I love perpetually affordable commanders. Rock a few token generators and you might go a whole game paying a single blue mana for this marvel. Sacrifice artifacts are suddenly scary, Sacrificing them suddenly isn’t, and your opponents are suddenly scrabbling for exile effects and that wretched bog. Please remember to bring your self-milling kit, a Mirran Spy , a Mycosynth Golem , and a jar for the tears of your enemies (no sense wasting all that blue mana). First prize if you win with the Phyrexian half of Mirrodin Besieged .
That's it for this round. Thoughts and questions are welcome. I hope you enjoyed it, and will come back next week for Black!
Prior Articles: Mono-White
6 months ago
I would suggest adding more ramp and mana rocks. Things like Thran Dynamo, Armillary Sphere, Boros Signet, or Boros Locket would be really good here as you are in Boros. Smothering Tithe would be ideal, but it's rather pricey. I would also put in more removal. Generous Gift, Path to Exile, and Swords to Plowshares are all great options. Molten Disaster and Earthquake would be good board wipes as you do have a lot of flying. Also, is Shalai, Voice of Plenty legal in this deck? She has green in her text. Overall, solid deck for something that you must have just thrown together.
on Land Twins
6 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 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.
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.
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.
Ramp, of course.
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.
Primeval Bounty is always lovely, but not requisite. I believe it to be more powerful than current options in your deck.
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.
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.
Fare thee well.
7 months ago
Banefire is one of the best, if X is = or >5, then Banefire cannot be countered and the damage cannot be prevented. Very sneaky and even in casual Commander with all kinds of fort and protection cards in play it can still get a win.
Death Cloud: Honorable mention. Go infinite, Cast it with X of 10000, say "I lost as well, but what a great finisher!"
Death Grasp: You gain as they lose.
Rocket Launcher: Like Goblin Festival or Goblin Cannon.
Molten Disaster: If Kicked it has split second. Very hard to disrupt. But you need support to live through it.
Demonfire: With no cards in hand, it's just like Banefire.
Diabolic Revelation: It lets you get all of your other x cards so you can win with all of them at the same time.
Mindshrieker: This is an odd one, and it's mill, but it gets a +x/+x boost and you can activate it for lethal as well as milling the entire table. It can also win without going infinite if you land on something spicy on an activation.
Golem Artisan: It needs a number of artifact creatures in play equal to your # of opponents, but it cnm grant +X/+X flying, trample and haste to x number of artifact creatures. This can be a game winning blowout very easily.
10 months ago
Hmm. Well, I suppose it really depends on how you want to focus your deck. I can see three paths here: 1 you leave the deck mostly as it is - 2 you take out more of your dusters/sweepers and focus on damage from creatures to win - or 3 you take out creatures and add more board control cards (including more dusters/sweepers and punishment cards).
I have a monored deck that, while very different than this, went down the later route. It is geared more towards a lockdown strategy and uses cards like Earthquake, Fault Line, Molten Disaster, and Comet Storm. Because these are global effects, I have few creatures and those that I do have are very expendable. This deck also plays punishment cards like Spellshock, Burning Earth, and Price of Glory to get in chip damage throughout the match (which also pairs ver, very nicely with damage doublers!).
Red also has glorious land control to help balance against explosive ramp. Along with ruination and blood moon, you could run Boil and Wildfire if you are interested in that. I don't run these personally but they are quite good. Do remember that these are salty cards though and maybe bring it up with other players before the match and be prepared to swap the cards or play a different deck if you end up using a lot of mass land destruction.
Hope this helps a little??
1 year ago
Thanks Magic_Faqs! I'll definitely make use of the Dryad of the Ilysian Grove and Prismatic Omen. I hadn't thought of that interaction before, and I'm definitely a fan. After seeing your comment about Cultivate, I realized that whenever I had it during games, there were always better options for ramp. That was a good call. As far as Raze goes, I've got to agree with you on that as well. No point in using that when I can play Strip Mine 5 times in 1 turn. I like Molten Disaster, but it does damage to each player, and that includes me. My health total is already low enough from using cards like Arid Mesa and Prismatic Vista multiple times too. For those reasons, as well as the fact that I have some very aggressive decks in my meta, I'll probably pass on it. I didn't know that card existed though, so thanks for that too! I might try to use that as a finisher in another list. Thanks again!
1 year ago
You should definitely include Dryad of the Ilysian Grove or Prismatic Omen so you can get a bigger payoff with Valakut, the Molten Pinnacle. To make space, I'd probably remove Raze and Cultivate. I haven't faced many decks where their game plan gets shut down from losing a land or two. And with a high land count combined with effects letting you play extra lands, Cultivate just seems unnecessary.
Try running Molten Disaster as a replacement for Starstorm. This will not just clear out creatures, but damage your opponent. And it's easy to give it split second so that your opponent can't respond.