Ratchet Bomb

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander 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
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Ratchet Bomb

Artifact

: Put a charge counter on Ratchet Bomb.

, Sacrifice Ratchet Bomb: Destroy each nonland permanent with converted mana cost equal to the number of charge counters on Ratchet Bomb.

Balaam__ on Awaken the Multiverse (help)

1 month ago

I was curious and after taking a look at what’s available, some other spells to weigh might be Disallow, Change the Equation and Negate, and possibly Ratchet Bomb to handle weenies/mobs.

Icbrgr on Naya Zookeepers (1st place RCQ)

4 months ago

For tokens specifically I really think Ratchet Bomb is the answer... doesn't care about power/toughness and keeps your own creatures alive without Tajic, Legion's Edge.

Icbrgr on Naya Zookeepers (1st place RCQ)

4 months ago

Sorry to hear about your tournament showing... even really great players/decks have days like that 1-4 drop.

Based on your descriptions I agree with you thinking that the deck has a place in the meta; nothing you said seems to indicate that the deck is bad or underpowered... it did make me wonder though if Ratchet Bomb would be a better sweeper for tokens?

At the end of the day congrats anyway just for showing up with zoo the best deck! Better luck next time!

Valengeta on Lofty Lions

7 months ago

Oh yes I've been feeling that On Thin Ice is a bit redundant here because of the Paths and the adventure from Brazen Borrower. I didn't think about things like Engineered Explosives or Ratchet Bomb and they are surely a threat to be addressed. Pithing Needle not only handles those but many other troublesome cards too. I have a couple of copies on other decks and this one should definitely benefit from them. Thank you!

Icbrgr on RDW: Enchantment Removal?

8 months ago

I am wondering what pioneer has to offer for enchantment removal in .

These are the best I came up with but Im not exactly thrilled about them... anybody else have a suggestion?

Nine Lives combo decks with Solemnity... and I just hade no idea what to do...

itsbuzzi on List of Bugs and Feature …

1 year ago

That's what appears to be happening but on the back end I have my accordion panel open, spoilers inside, then the endpanel. For some reason the panel is closing before the endpanel command.

For instance, where the panel first has an uncoded break is written exactly like this (copy and pasted):

Mono Green Karn Show

The panel is closing right after the On the Play paragraph in this spoiler for some reason, but my endpanel is all the way at the end of the Specific Sideboard Guide.

I thought it may have been spaces or the omission of spaces but that appears to not be the case. It used to work previously and broke one day without my meddling with it.

kamarupa on speedy Ghalta

1 year ago

One thing about having a lot of mana dorks is that you tend to run out of spells pretty quickly. I think it might be worth it to drop 2xCommune with Dinosaurs and add in 2xHarmonize. Or drop Commune with Dinosaurs altogether in favor of 2xHarmonize and 2xForerunner of the Empire. You never need a dinosaur on T1, and barely one T2, so the 1MV cost of Commune isn't really helping, per se. I'll also throw out Time of Need as a possible tutor for a few of your threats at a lower cost, but you might want to reconsider your creatures to add in a 3rd Legendary to make such a spell 'worth it.'

You need some kind of interaction with your opponent, as wallisface already said. In order to make room for non-creature/non-land spells, you have to cut either creatures or lands. Given some of the high MVs of spells here, I think it's safe to say, you can't afford to cut any lands, so you'll need to cut some creatures. I suggest dropping 1x of each of your elves. 6 is still quite a lot and 3 of each makes their removal less effective for opponents. I'd also cut 2x each of Otepec Huntmaster and Raptor Hatchling. I realize you need dinos for Drover of the Mighty to get buff, and obv Ghalta's discount, but I think you'll be just fine with those numbers and it opens up 6 slots for some utility spells. 28 creatures is still quite a lot. Additionally, having non-creature / non-land spells makes it a lot easy to swap spells with your sideboard.

Beast Within is pretty useful as it hits pretty much everything, but of course, comes with a downside. And of course, I'm 100% with wallisface on Lightning Bolt and Primal Might.

Some sideboard spells I really like: Return to Nature - sometimes getting rid of artifacts, enchantments, and graveyards is crucial.

Elixir of Immortality - just say no to mill

Ratchet Bomb - just say no to tokens.

Lands: Scavenger Grounds could be useful in some matchups.

Castle Garenbrig seems relevant

Field of Ruin is nice against tron and more

Boseiju, Who Endures is really nice.

1xYavimaya, Cradle of Growth might allow for one less forest and one more mountain.

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.

Load more
Have (1) metalmagic
Want (1) armman