Destroy target land. If that land was nonbasic, this deals 2 damage to the land's controller.
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Molten Rain Discussion
4 weeks ago
Nice build! Some thoughts:
2 months ago
For sideboard options Blood Moon , Shattering Spree , Roiling Vortex and Molten Rain are good. Blood Moon and Molten Rain against greedy mana bases and Tron, although Blood Moon is much better against Valakut, the Molten Pinnacle decks like Scapeshift and Amulet Titan. Shattering Spree is better than Smash to Smithereens against mass-artefact decks like AsmoFood while Smash to Smithereens is better against Chalice of the Void so you might want to run a couple of both. Roiling Vortex is something I'm a big fan of as a meta pick, it hits the cascade cards and Mishra's Bauble hard, is lifegain hate against cards like Batterskull while also giving some damage over a longer game. You can use Alpine Moon for a budget option for Blood Moon, although it is worst in general.
As for the maindeck, I second the recommendation for Light Up the Stage , probably cutting the Searing Blaze as 16 lands + no fetches means that it is often going to be dead without landfall, even if it is really good against creature decks early. I would also give a look at Grim Lavamancer as a source of repeated burn.
7 months ago
A word of advice - Cleansing Wildfire is not Land destruction as it allows the target to go get a replacement land. I'd recommend looking into Dingus Egg , Molten Rain , Fall of the Thran or even Ajani Vengeant .
I also talked about Land Destruction in Pattern Recognition a couple weeks ago, so that might help.
9 months ago
I had a Casual Mono-Red Land Destruction deck that used many of these same cards and combo'd them with Strip Mine.
I'm not sure if Strip Mine will fly in your playgroup as it's not legal in many formats at all, but it's a devastating combo with Boom / Bust since you can sac it in response after it's targeted but before it's destroyed. 2 mana for 2 destroyed lands. Pretty nice.
It's a bit pricey of a drop, but if you want to keep Raze and Tremble then I'd definitely invest in at least a couple Crucible of Worlds. You could get away with pretty cheap cards in Mono-Red Land destro. for the most part, but that's one that combos remarkably well with a lot of the cards which require you to destroy your own lands. Then you could also get away with running cards like Impending Disaster to keep the land pressure on.
Beyond that, I see no reason not to run 4x Molten Rain instead of 4x Stone Rain, just a little added potential benefit at no mana cost. Also, I think that 2x Invader Parasite (another card I ran in my Casual deck) instead of 2x Keldon Halberdier would be a solid call. Far better use of 5 mana in my opinion, and the Parasite keeps playing off the Land Destruction theme.
Crack the Earth can make for an annoying Turn 1 play, and Dingus Eggs can move the game along even when all you're doing is eating lands. Magnivore was on my Sideboard, but he pairs extremely well with all of the Land Destruction spells.
I hope at least one or two of these suggestions helps ya along!
10 months ago
11 months ago
Ah... so we're back with the Swords :)
If you feel like snooping on the last round, feel free to check it out link.
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The token copy is a bit tricky as it can either be incredibly powerful or rather weak depending on what creatures that player has available.
I like it and it seems controlled and fair. It'll be a bitch to fight against for token decks in multiplayer, as one hit to one of the neighbors (willing or unwilling) is likely going to clear your army.
The exile all graveyards is a tech option but one that is generally only applicable once, and then it's rather mediocre. Additionally both white and green has options to bring stuff back from the graveyard, so getting rid of their own seems a bit counter productive.
I feel this suggestion is definitely lackluster.
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Straight land destruction on a repeatable trigger is spelling trouble. If you restricted it to non-lands AND replaced it, it could possibly be balanced - ala Ghost Quarter.
In OG Magic, land destruction was seldom a 3 CMC mana spell with Molten Rain and delved more into a 4 CMC mana spell for the most time like Craterize. I don't think that should be the precedent to set for these triggers.
Returning a land card from graveyard to the hand is nifty but does kinda target a niche of players - those that can afford fetch lands. Most players don't have lands in their graveyard as a rule, except those that plays fetch lands and those that mills - either by their own hand or by an opponent's.
I do hope WotC prints more functional reprints of Evolving Wilds and Terramorphic Expanse that are slow fetch lands but affordable. However so far they have been playing coy with granting these cards at common / uncommon. And the Prismatic Vista which only fetches basic lands but does it untapped is just as expensive as the fetch lands - despite the latter's ability to grab Dual lands or Dual land-esque cards with subtypes.
I feel like this should be considered when designing these cards. How easy is it to get the benefit of these triggers? How niche is this effect?
And forcing a Cruel Edict on the defending player is quite powerful. In most colors it would make more sense to block the attacking creature, but in Dimir colors your creature is likely to have evasion - thus granting it flavorful more power to Dimir creatures.
I like it.
I can't really say I disapprove of it, but it does feel "safe". Not particularly interesting.
The fight ability would seem more flavorful on the Gruul sword (and it's also where I placed it when I made my attempt) but it is interesting when you can combine Selesnya's ability to make their creatures indestructible and fighting without losing. Fight also makes a keyword like deathtouch very interesting as a removal option for other colors.
Again it's not bad, it's just a bit safe.
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It is however a bit broken on turn 4 to get a token of Agent of Treachery after you just discarded it yourself.
Either a CMC restriction or just granting you the ability to cast a creature from a graveyard with "You may spend mana as though it were mana of any color to cast that spell." to fix the balance on that a little.
Or it exiles a single card from a graveyard, if a creature you create a token of it. That means it's a single use. You can still set it up, but it's not repeatable.
The ability to snatch a creature card from your entire library and Pod that right into play also seems really broken.
I don't think the drawbacks on this when it's good (5 to 12 cards discarded) outweighs or equals the benefits. However when it's bad (like 0 to 3 cards bad) you really don't want to attack.
That's a really awkward spot for a Sword to be in. And as you said yourself it is likely OP.
Interesting design though. Alas a bit too scalable.
If you want to make an attempt that could more realistically see print, I would suggest you look through the existing Swords and try to limit the abilities to something that is not that scalable and more constant. Instead of being variables that can scale, make it do this particular thing and nothing more, nothing less.
Keep in mind that the ability should be useful and beneficial for most colors. It's okay if it fits better into one color or color pair than others but all should have some benefit of it. Like Sword of Fire and Ice grants card draw, which White and partially Red hungers for, especially in Commander, and is usually seen as "better" in those colors because it covers a weakness that color / color pair has.
11 months ago
There’s not much targeted land distraction here, surprisingly. Both black and red have access to a plethora of spells that specifically target lands; you may want to focus more on these in particular. Crack the Earth could be satisfied by any permanent, and is giving your opponent the choice. Consider cards like Rain of Tears, Befoul, Molten Rain, Roiling Terrain or Boom / Bust—-they give you the advantage of choosing which land to sunder.
11 months ago
So I had a big long response wrote out about some big changes I think would help you (both budget and not) and then I got to thinking about the trade routes some more. With that being said it led me to start over with my thinking and this is the results.
Chancellor of the Tangle : I think this would be a good addition to speed your deck up in combination with the simian spirit guide's. Being able to drop a turn 1 tribe scout and crab/altar in the same turn seems really strong. If you could manage to land a turn 2 retreat to coralhelm (using a simian spirit guide) then a turn 2 win would be possible. It would require Oboro, Palace in the Clouds (far from budget I know) and some other unlikely circumstances. The turn 3 is probably a safe bet though for an ideal win.
Heartbeat of Spring: This enchantment would allow you to generate mana off of your trade routes to use towards soratami activations of whatever else might entertain you later on. It works for both players so I wouldn't cast this until the turn you intend to win on.
Drift of Phantasms: This can tutor for retreat to coralhelm (or heartbeat) and can be grabbed off your incubation/incongruity.
Drop most all the red cards in favor of more lands and more crabs. Ruin Crab is an excellent addition to the mill strategy. Landing a turn 1/2 mill card is very important to your deck and you'll need the extra lands for landfall/coralhelm.