Molten Disaster

Molten Disaster

Sorcery

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.

Browse Alters View at Gatherer

Trade

Have (2) metalmagic , Bluboltar
Want (0)

Combos Browse all

Legality

Format Legality
Oathbreaker Legal
Custom Legal
Vintage Legal
Leviathan Legal
Modern Legal
Highlander Legal
Commander / EDH Legal
Unformat Legal
Block Constructed Legal
Limited Legal
Duel Commander Legal
Tiny Leaders Legal
2019-10-04 Legal
Casual Legal
Canadian Highlander Legal
1v1 Commander Legal
Legacy Legal

Molten Disaster occurrence in decks from the last year

Latest Decks as Commander

Molten Disaster Discussion

RadicalOink on Aurelia, the Angel of Red/White

1 month 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.

Azeworai on Land Twins

1 month 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.

MagicMarc on What is the best card …

2 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.

Peoyogon on Grudge-Bearer's Revenge

5 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??

Blazenitro on Wrenn and His Parasitic Buddy

7 months 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!

Magic_Faqs on Wrenn and His Parasitic Buddy

7 months 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.

dongerlord on Sevinne, the Chronoclasm Acid Flashback

9 months ago

It seems like you're running burn as your wincon.

Here are some cards that might help.

Static burn: Harsh Mentor, Zo-Zu the Punisher, Ankh of Mishra, Manabarbs

Finishers: Acidic Soil, Price of Progress. Molten Disaster is a decent finisher you can consider with split-second and also acts as a board clear (you might try replacing Devil's Play with this)

Since these are symmetrical burn, you could also run Glacial Chasm and stall it out. This is also the most important land card to run with these mono red sorcery finishers. Your Pariah is also a god level card with this setup. You might also consider Heartless Hidetsugu as a combo with these 2 cards.

For more drastic changes, you can fix around your landbase to cut a lot of nonbasics and add basics with a load of fetchlands, such as Fabled Passage, Prismatic Vista, , Ash Barrens, Terramorphic Expanse, Evolving Wilds, Myriad Landscape, Warped Landscape, some Panorama fetches, and keeping Flooded Strand + Scalding Tarn + Arid Mesa. I have this landbase in another of my burn decks and its fully sufficient for tri-colour commanders. In white, you get access to Land Tax as well so it helps further fix your mana - although in my experience with this landbase I would say its not even necessary.

With a basic land landbase, it opens you up to more burn, such as Price of Progress, Burning Earth. It also opens you up to hard stax cards if you have a vendetta against someone: Magus of the Moon, Blood Moon, Back to Basics.


An alternative package you can consider with your wheels is Narset, Parter of Veils and Alms Collector to discard their entire hand. You already have Smothering Tithe as well. Psychic Possession is also insane with wheels as it lets you draw 14 off a single wheel.

I would also just add Underworld Breach because its straight up insane.

You can also try Mana Geyser for a super explosive turn by recasting it from the graveyard again.

Dack Fayden is both a ramp card and a way to dump cards into your graveyard.

Good old Blasphemous Act and Chain Reaction are 2 of the best board clears you can pair with Sevinne.

Jace, Vryn's Prodigy  Flip Baby Jace is a VERY good card with Sevinne. Helps cycle into lands/ramp early and lets you cast spells from your graveyard once it transforms into Jace, Telepath Unbound.


Some cards I see that you could also try cutting/changing are:

Land Tax - you can run ramp artifacts instead, such as Surveyor's Scope. Surveyor's Scope is an excellent card with many fetchlands as you can tap them to sac as a cost, then activate Surveyor's Scope for up to 3 basics untapped since your fetchland is no longer on the field. Or basically any other 2 mana rock will do.

Mirage Mirror and Scroll Rack - these cards are a bit clunky to use and you can do more with mana rocks instead.

I would consider Ral, Izzet Viceroy a bit too slow.

You should swap Jeskai Ascendancy for the new Whirlwind of Thought

You have a lot of single target protection - Momentary Blink, Lightning Greaves, Diplomatic Immunity. I would suggest cutting one or two because you can still tutor for it.

Narset of the Ancient Way SEEMS a bit slow (but I have't seen this card in action yet), so you could replace it with Narset, Parter of Veils

Ray of Distortion is pretty omega slow. You might want to try Aura of Silence or a simple Disenchant

Personally I'm trying to build a cEDH Sevinne burn deck haha! Thinking of also trying Thought Lash with Thassa's Oracle

Long live our Overlord Sevinne

Eloniel on [Primer] Political Subterfuge - Marchesa Aikido

9 months ago

Hey Seabody

Indeed my deck Here include Arcbond, Blasphemous Act and Rolling Earthquake.

I haven't added Molten Disaster because i wanted to include Torment of Hailfire (I know it will not work with repercussion but it work with Wound Reflection).

Maybe i could use Master of Cruelties without Master Warcraft or Rogue's Passage and surprise other players, but i fear that on end game it will not be feasible within my playgroup, i might try.

What do you think of my decklist: Here ?

Load more