Powder Keg

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Powder Keg

Artifact

At the beginning of your upkeep, you may put a fuse counter on Powder Keg.

, Sacrifice Powder Keg: Destroy each artifact and creature with converted mana cost equal to the number of fuse counters on Powder Keg.

Epicurus on Runadi, Behemoth Caller: Beef Chief

1 year ago

First off, I am not a competitive player by any stretch. So take any comments I might make with that in mind. It is very likely that I'm just not a good enough player to understand. And I mean that honestly. In other words, I'm trying to learn something here.

Just going on the statistics, the deck has 34 spells that cost 5 or more (with 16 of those cards split equally between MV7 and 8), while only having 10 cards that cost 2 or less. That's more than a 3-1 ratio, with the larger category comprising slightly more than a third of the deck.

Of your mana ramp spells, 4 are in the MV5 or higher category, while having only 3 in the MV2 or less category. Even the remaining 7 ramp spells, at MV4 and 5, can't be played in the first two rounds unless you happen to get one or more of those 3 early ramp spells in the first 8 cards drawn. An even more lopsided ratio exists for the removal.

Constructed as such, when I playtest the deck, I'm almost always drawing for at least 4 turns before I can play a single spell. Just nothing but MV5+ spells and lands. The percentages don't make sense to me.

I guess what I'm getting at is that I've always thought that the ratio should go the other way around. Heavy on the lower cost ramp, and include a select few power ramp cards for a huge mid-game push. Generally fueled by the obvious Elvish selection (Llanowar Elves and all of it's counterparts). And yes, I do recognize that your land base is pretty stellar.

To answer your question, some of my favorite mono-green removal spells are already on your list. If I were to list a few others, I would include Manglehorn, Broken Bond, Caustic Caterpillar, Song of the Dryads and Lignify. For colorless, Warping Wail, Ratchet Bomb and Powder Keg. I don't know if stuff like Chalice of the Void, Trinisphere or Thorn of Amethyst would do anything for you, but they might put your opponents on a level playing field with you. And yes, if all else fails, you could at least have a Fog or two or three or four in the mix to at least stave off combat damage whilst you spend turns building resources.

I think that I'd have to actually see you play it to appreciate how it works.

Rhadamanthus on Multiple counters on Blast zone …

3 years ago

You're right about this. Blast Zone's "," ability lets you choose how many counters you put on when activating it, as long as you're able to pay the cost for whatever value of X you choose. There's nothing in the game rules or the card's text that restricts you to only placing one counter at a time.

Maybe the other player is used to playing with Powder Keg or Ratchet Bomb and assumes Blast Zone works the same way.

Meachman on Pirate's Plunder [Theme]

4 years ago

Since Thassa is in there, it looks like there can be piracy-related creatures even if they're not specifically pirates. So Treasure Nabber is a nice way to use other people's mana rocks without running any yourself. And since Thassa is in there, blinking a thief like Agent of Treachery each turn is piracy, right? Kukemssa Pirates also lets you steal their mana rocks with less questionable flavor.

Cut / Ribbons (cut to ribbons) is a pirate-y saying, right?

Barbed Sextant is color fixing with incidental card draw. Very pirate-y! High Tide is ramp-y.

Deck's pretty blue, so Scent of Brine might be useful interaction.

Does Killing Wave count? Devastation Tide wipes the board. Drown in Sorrow/Golden Demise are...bad..boardwipes for you, but maybe something? Also Powder Keg, Doom Cannon, and Coral Net are bad removal.

Old Man of the Sea is also...weird...

Lightning Round: Renegade Map. Tidal Surge. Pillage. Shivan Reef. Dreadship Reef. Soaring Seacliff. Lonely Sandbar. Breaking Wave. Explorer's Scope.

SideBae on Kira

4 years ago

You seem to be running two copies of Voltaic Key ... I don't think that's allowed in EDH.

If you're playing Mono-Blue good stuff, I highly suggest Mystic Remora as a source of early card advantage.

I also suggest running Counterbalance in conjunction with Sensei's Divining Top and Jace, the Mind Sculptor .

Preordain is good in conjunction with Ponder .

Windfall is good, like your Timetwister with Narset, Parter of Veils .

Clever Impersonator , Stunt Double and Phyrexian Metamorph are better than Clone . You should consider them.

If you've got the budget for Timetwister , Invoke Prejudice is pretty stupid good.

I think Cyclonic Rift is better than Nevinyrral's Disk .

Deserted Temple has REALLY good interactions with Thawing Glaciers . You should consider running it. Also, I think a basic Island is better than Halimar Depths .

In mono-blue, you might want to consider Back to Basics .

If you're running Academy Ruins , I suggest Mindslaver . It's a... good combo.

I think Blast Zone is better than Powder Keg .

I don't think you should run Bonehoard , because your general counters the first equip activation.

If you want to run Ancestral Vision , I suggest As Foretold . As Foretold also has the added benefit of being able to cast a counter spell for free on each opponent's turn.

It depends on how much you feel you need to hold up counter magic, but I think Stroke of Genius is better than Mind Spring , if only because you can cast it on an opponent's end step.

Strip Mine is useful as a 1-of effect to take out The Tabernacle at Pendrell Vale or other obnoxious lands. I don't think you need the Wasteland as well; you may have more luck with just a basic Island , especially if you choose to run Back to Basics .

Mana Maze is good in mono-blue decks, as is Sapphire Medallion .

Consecrated Sphinx is good as a value blue card. The card advantage is just nuts.

Dig Through Time and Treasure Cruise are great for late-game card draw.

Good luck with deck building!

sub780lime on Multani, Yavimay's Avatar - The Land is Angry

5 years ago

I own everything included, so not a problem on having the cards available. I pruned Evolving Wilds and Terramorphic Expanse from my over land because I felt I had enough fetching means going on, but it wouldn't be beyond reason to consider those in place of sorcery-based fetching from the perspective of recurring them from the graveyard and being able to repeat the fetch process. It's something I could consider.

Alright, the deck has been updated. Here's what's out: Vernal Bloom , Survival of the Fittest , Sensei's Divining Top , Powder Keg , Mana Reflection , Llanowar Elves , and Elvish Mystic .

Here's what went in: Crucible of Worlds , Titania, Protector of Argoth , Sword of Vengeance , City of Solitude , Rishkar's Expertise , Greater Good , and Elemental Bond

sub780lime on Living Land Deck Help

5 years ago

killroy726, I had originally pulled Titania, Protector of Argoth to keep the overall mana curve down, but I agree, it should be in. I just made adjustments into a V2 of the deck and her back.

triproberts12, Cyclone is now back in. I am keeping Nevinyrral's Disk . I hadn't even thought about Powder Keg . Great suggestion. That is definitely going in.

Will be working on the overall update to the deck today.

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