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Format | Legality |
1v1 Commander | Legal |
Alchemy | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Pre-release | Legal |
Premodern | Legal |
Quest Magic | Legal |
Standard | Legal |
Standard Brawl | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Pyroclasm
Sorcery
This deals 2 damage to each creature.







legendofa on Card creation challenge
3 months ago
Unkillable feels like a digital/Arena ability. (That's not a bad thing.)
Gavadey, Chaos Charger
Legendary Creature - Elemental Warrior
Flying, haste
Unkillable
When Gavadey, Chaos Charger enters, draft a card from Gavadey's spellbook.
5/5
(Spellbook: Disperse, Fire / Ice, Flame Discharge, Fog, Frost Breath, Giant Growth, Hydrosurge, Lightning Bolt, Pit Fight, Pyroclasm, Windstorm, Creeping Trailblazer, Lightning Stormkin, Risen Reef, Song of Creation)
Create a Giant in a color pair that doesn't have a Giant.
legendofa on
Raggadragga the druid addict
4 months ago
One angle I like with Raggadragga is Living Lands + Yedora, Grave Gardener. Lands don't lose their mana abilities when they become creatures, and your land-creatures get pumped by RaggaD. When a creature (including a land-creature) dies, it's not a token, so Yedora brings it back as a land, so it goes right back to being a land-creature. Nature's Revolt and Natural Emergence are good, too, but they're less budget friendly or have build-around requirements.
Plus, you can burn out your opponents' Forests with a Pyroclasm or whatever, if you're into mass land destruction.
Mindcrime88 on
Jund Fast Energy
5 months ago
There are so many different types of removal cards/counters in MTG that building your deck around someone with a set of Orcish Bowmasters doesn't make sense. Sideboarding removal like you have works just fine. Pyroclasm and Surgical Extraction work, as well. Orcish Bowmasters is a good card, but it's easily dealt with. With that said, I love the deck. I am building something similar, specifically because I like the idea of Galvanic Discharge.
Also, I would consider dropping the number of Kolaghan's Command to a maximum of 2. I'd keep one in the main deck and maybe sideboard the 2nd? Also, your mana curve is kind of low to consider more than 1 Bloodbraid Elf or anything with a higher cost than 3-mana. Are you trying to make this Budget friendly?
capwner on
No Pain no Gain
6 months ago
This is actually a pretty neat idea for a list. Judith has a really cool and unique effect, giving spells deathtouch is sick! I think if I were building the deck I would try to capitalize on this by running even MORE sweepers just so that you have a critical mass of them and are almost always able to keep the board locked down. So almost like a wrath-prison deck. If it were me. There are so many of these effects so you could really go deep on them, Blazing Volley from your board seems great, Scouring Sands, Yamabushi's Storm, Rolling Earthquake, Molten Disaster, Pyroclasm, Bonfire of the Damned, Starstorm, Devastating Dreams is a personal favorite but this may not be the right list for that one. I'd go up to like 15 of these even. Maybe also something like Mithril Coat to protect Judith/other creats if you decide to go into symmetrical sweepers. I know it's a core part of this build but I would cut stuff like Dragon Fodder and Witty Roastmaster, the Redcap combo is good by itself and it doesn't need these more fragile pieces that need to sit on the battlefield. I'd swap them for more grindy advantage cards that want to go to the yard like Unlucky Witness, Bloodghast, Nether Traitor, Filth, supplemented with things like Grim Harvest, Skullclamp, Contamination, Chthonian Nightmare, Deadly Dispute. Necrotic Ooze combo seems right at home here too, but that might be a little boring. If you want to be more lethal, just run more tutors/entomb/buried alive to assemble a redcap or ooze kill. Straight up Reanimate spells could be good to use on your opponents fatties who just died to your death rain. Rise of the Dark Realms Grimoire of the Dead and Sheoldred Flip can all mass reanimate your opponents' creatures. Shadowspear to remove indestructible from those pesky Etalis. Meltdown and Brotherhood's End for artifacts. Spiteful Banditry, The Reaver Cleaver, Ragavan, Nimble Pilferer, Big Score maybe for additional ramp. Ramp seems like a big deal since it's a 5 mana commander. You have some really sick cards in here already I love the Withering Boon, Delirium, Rakdos Charm, and Blood for the Blood God! is amazing in this. Great ideas, take my suggestions with a grain of salt because really the build I am suggesting is potentially very different from this one. +1
sylvannos on MH3 Elves
7 months ago
@Icbrgr: Summoner's Pact because you can often win the turn you would want to cast it. I'd also back it up with 3~4 Lead the Stampede. I've found Collected Company and other stuff that dumps elves into play just not worth it when you're only getting 1 and 2 CMC dorks.
I've played elves in Modern before:
U/G C-c-c-combo Elves!
Modern
SCORE: 15 | 8 COMMENTS | 4263 VIEWS | IN 4 FOLDERS
My conclusion wasn't speed or consistency, but just how badly you lose to any deck with red in it. Lightning Bolt on Elvish Archdruid on turn two ends the game. Ragavan, Nimble Pilferer flipping a mana dork for them to cast ends the game. Wrenn and Six sniping a creature each turn ends the game. And God have mercy on you if your opponent casts a Pyroclasm or Anger of the Gods or Kozilek's Return.
The good news is Fury was banned. The bad news is not much else has changed. Priest of Titania is still going to die to burn spells and there's nothing to be done about it.
tl;dr--only play elves if your meta has no red decks.
nuperokaso on
Help me Man the Lux Cannons!
1 year ago
- I wouldn't play Pyroclasm. That card is dead against many decks such as Ramp, Control, Combo, even late game Midrange. It requires splash to additional color, and even kills your own stuff such as Mages and Myr tokens. Try replacing it with Necropede as I did.
- Precursor Golem seems like a bad choice. You yourself have no spell that could target it, so it's only disadvatage that opponent needs just one removal spell to destroy it.
- In my deck, I should have probably played 1 Surge Node. It can be found by Trinket Mage. Unlike proliferate, it can place charge counters even on artifacts that lost the last one. In my version, if I ever went to 0 counters with Tumble Magnet, it got permanently useless. Also turn 1 Node into turn 2 Everflowing Chalice and activation is great.
- Regarding win condition - don't play Eldrazi. Either play artifacts deck or Eldrazi deck. They have no overlap in synergies.
- Do you really need to play multicolor? The less colors you play the more nonbasic lands with relevant abilities you can play. Look for lands such as This could be played even colorless.
DeinoStinkus on
2 years ago
Marauding Raptor has good synergy with Atla, plus it fits your Dinosaur sub theme. AEther Flash does the same thing essentially but at a higher cost, and Pyroclasm does it on a spell.
duchessCretina on
Red Dragons
2 years ago
Hi, I mean this in the most constructive way:
i think that I know of some lands that may help you ramp in case you want to:
These can serve as ramp in a pinch (except for sandstone, which dies in 2 usages).
Do you really need Crucible of Fire? It seems that dragons are already powerful on their own and that these slots could be used for something else.
There is also a land that I think may help you more, which is Ghitu Encampment. The first strike 2/1 can be more versatile. The utility lands you chose seem to be more dedicated to offense, but that's not always going to be the case.
Tears of Valakut can also only target flying threats... wouldnt it be better to have something that kills a wider range of creatures? Like Dead / Gone, maybe? Or Fire Prophecy, which may allow you to "cycle" an unwanted card.
And in case you are in a pinch, maybe use a card like Pyroclasm or Sweltering Suns (and I just noticed it may help activate the Dragon Eggs).
Idk about the price, but the "spell lands" also seem a bit helpful: Spikefield Hazard Flip, Valakut Awakening Flip.
Sarkhan, Fireblood, Sarkhan, the Dragonspeaker and Sarkhan, Dragonsoul also seem interesting... Sarkhan's Triumph too.
There are too many Dragon-related cards to choose from @_@
also, maybe try cutting the deck down to 60, it'll make it more consistent (22 lands for 70 cards isn't enough)...
If you could manage to use only odd-cost cards, could even use Obosh, the Preypiercer as a companion
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