Valakut Awakening

Instant

Put any number of cards from your hand on the bottom of your library, then draw that many cards plus one.

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Pre-release Legal
Standard Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Valakut Awakening Discussion

unstable_anomaly on Full Metal Alchemy (Osgir, the Reconstructor)

1 month ago

Hey magicfmuth, thanks for stopping by, appreciate the comment / question.

It's very rare that I end up being mana screwed. There are actually 34 lands in the deck if you count Valakut Awakening  Flip, and a total of 16 different cards that ramp, 5 of which allow us to play Osgir a turn early. There's also 16 cards that draw us more cards, making sure we can hit our land drops. I've playtested the deck quite a few times now. It can win as early as turn 5 with the right hand, but will consistently win by turn 8 or 9.

Skullclamp can be a useful tool in a lot of different decks, especially if you don't have access to blue. Yes there are only the myr tokens that will die to the state based effect, but we can also equip it to any artifact creature and then sac it to Osgir's first ability to get the trigger as well. This will essentially allow us to draw two cards for , or if we have two copies of Skullclamp we can draw four cards for , or if we have three copies we can draw six cards for , so on and so forth.

Azure_Lightning on Mizzix of the Izmagnus: Ride the Lightning

1 month ago

Veyran, Voice of Duality would give Mizzix extra counters if they're both out. And Harmonic Prodigy and Pyromancer's Goggles are also nice too. Shatterskull Smashing  Flip is a nice removal/X spell, and Valakut Awakening  Flip is a nice wheel effect, you're not discarding cards and only you get to draw them

Liquidbeaver on Ib Halfheart, Goblin Sac-tician [PRIMER]

1 month ago

Back with a few updates:

  • Settled on Glimpse of Tomorrow as a must include. I feel like it fits the all-or-nothing and chaotic style of the deck so well, and I like the element of randomness. Taking out Dark-Dweller Oracle out for it, as all the recent draw additions make Oracle less necessary.

  • Temporarily (maybe?) taking out Dockside Extortionist for another basic. I don't own Extortionist yet and its price is...extortionate. Also I cut a land when I added Valakut Awakening  Flip and I think that may have been the wrong move. I've always been able to play with a very lean landbase, but that always meant 33 lands. I need to re-evaluate if that can go any lower after a bunch more games. If my new meta has a large number of artifacts it Extortionist will likely make it back in.

  • I think it's finally time to add Cavern of Souls . This is obviously a nice-to-have and not a must-have, but it should help with the big influx of new counterspells.

  • Considering re-adding a card that was in the deck very, very long ago with Gravity Sphere . My meta has a lot of flyers and it certainly helps, but I would have a hard time removing anything I am currently running.

  • Thoughts on Sol Talisman ? I like it, I just don't know that I need it.

Also hoping to clean up the primer over the weekend, especially to update categories with old info in them.

Gallagher on Illuna, Apex of Omniscience

1 month ago

Super sweet deck. I had the idea to do a Illuna + Omniscience deck, googled it, and found your list. I've got a couple suggestions though.

  1. I think you could use more incidental token production to give you mutate targets. Cards like Lazotep Plating , Emergent Sequence , Growth Spasm , Alrund's Epiphany or Stolen by the Fae could be great ways to create tokens for you to mutate onto, outside of man lands or GSZing for Dryad Arbor or Crop Rotating for Khalni Garden. The more expensive man lands like Lumbering Falls, Wandering Fumarole and Raging Ravine feel especially clunky here as 10 mana to activate them plus mutate is pretty steep. Another angle could be adding a Dwarven Mine , and maybe a Sheltered Thicket and second basic mountain to go along with it, so that your Mire, Mesa, Tarn and Foothills can produce a creature token as well. Kher Keep could be good for this too as it's a repeatable effect.

  2. It seems to me that you don't have enough ways to deterministically win once you get the Omniscience down. Intuition, Gamble and Mystical Tutor + a cantrip, seem like your only ways to reliably find Ignite Memories, and Intuition only gets into your graveyard. You definitely need at least 2 Regrowth / Reclaim effects so that your Intuition always gets you what you want. Bala Ged Recovery  Flip, Mystic Retrieval , and Experimental Overload (since it can make a token too) are all cool options there. Playing those cards to support Intuition also allows you to play Gifts Ungiven and put together similar packages with it. Probably the best card to use to go off with Omniscience is Petals of Insight since it makes the storm count infinitely large and finds you your Ignite Memories all in one card. You could use cards like Solve the Equation or even Eerie Procession to find the Petals since it's an arcane spell. There's also Merchant Scroll which doesn't get you to the sorcery Petals directly, but it can find Firemind's Foresight , which then finds Intuition along with maybe some interaction. Brainstorm, Ponder, Preordain, Faithless Looting and Frantic Search all seem fine here as they're useful both before and after you get your Omni down. Spells like Time Twister and Time Spiral seem less good though, as there's a fair chance you could fizzle after casting them even with an Omniscience out. Enter the Infinite , Praetor's Counsel , Insurrection , Volcanic Vision , or Mnemonic Deluge also work as finishers if you want to do something bigger and splashier with Omniscience out.

  3. Lastly, Sea Gate Restoration  Flip, Valakut Awakening  Flip, and Silundi Vision  Flip all could be sensible additions to the mana base that double as ways to start go off with Omni. Not to mention Bala Ged Recovery that I mentioned before as part of the Intuition/Gifts package. Once you start playing any number of those spell lands, it probably then becomes a good idea to include a Gruul Turf or similar land to open up the line of Crop Rotating into a bounce land to return a spell land to hand. Once you're on this land package, Hour of Promise starts to look pretty appealing, as it can find bounce + spell land to start and Omniscience chain, or any number of various creature lands if you need something to mutate onto.

zapyourtumor on No-No! (Jeskai Control)

1 month ago

Since the deck is control and not combo, are the Serum visions really necessary? I feel like Opt would be better.

Some other suggestions: Counterspell , Force of Negation , Teferi, Time Raveler , Vendilion Clique , Prismari Command , Valakut Awakening  Flip

XinZhao on KAALIA'S CATACLYSM - Aggro/Stax [cEDH Primer]

1 month ago

Dark Ritual is a good source of ramp as well I would try cutting Lotus Petal for it just too test it out its a cheap card so its worth a shot. Valakut Awakening  Flip is a good "wheel" effect for your concept as it does not benefit your opponents you choose which cards you get rid of and it puts them on the bottem of our deck completely getting around our own graveyard hate, for this I personally would take out "land tax" as I am not a fan of the card because for me past the first turn it loses alot of value, however completely up too you.

unstable_anomaly on Lecture by Prof. Osgir: how to handle artifacts

2 months ago

Hello there,

Big thanks for the comment / upvote on Full Metal Alchemy, and listing it in your own deck description. Very much appreciated!

I really like the Myr Retriever + Workshop Assistant + Krark-Clan Ironworks + Ugin, the Ineffable / Foundry Inspector / Cloud Key line. You could also add Quicksmith Genius to this to draw / discard your whole deck.

I see your running Steel Hellkite which can be an awesome infinite mana sync. If you have the budget for it Walking Ballista can also be an awesome mana sync and ultimately win you the game. Aurelia's Fury could be a more budget friendly way to close out games too if you have access to infinite mana.

Your land count seems good (I run 33 lands with Valakut Awakening  Flip as an optional 34th). I personally wouldn't go lower than that because missing land drops can be pretty detrimental. I would probably swap all the tap lands for ones that have the ability to come into play untapped when the conditions are met. Clifftop Retreat / Furycalm Snarl / Needleverge Pathway  Flip / Rugged Prairie / Spectator Seating are a few I'd recommend if you have the budget for them.

Your ramp package seems solid, but if you feel like it's too much maybe add some more card draw? Or a few more "heavy hitters"?

If you're using the "heavy hitters" to win via combat damage you might consider adding a few more cards to give them haste. Hanweir Battlements  Flip / Crashing Drawbridge .

Anyway, just some random thoughts and suggestions. Cheers.

abby315 on Release of Lore

2 months ago

What a fun idea for a deck! I love creative uses for Tormod.

Painful Truths is often going to be a better Ancient Craving in your 3c deck. Night's Whisper is also a good option. I would also really think you'd want Faithless Looting both for the discard and the flashback, and Valakut Awakening  Flip is a nice self-wheel plus a land-drop if you need it.

There's also Throes of Chaos , which is a fun little Cascade engine that makes sure you don't have dead draws late in the game.

If you find you want to turbo your GY a little more, consider dredgers like Stinkweed Imp paired with self-mill, the best of which is probably Altar of Dementia and Mesmeric Orb .

Mizzix's Mastery also seems like a good "win the game" option for you!

Mentor of the Meek is a nice card-draw engine with Tormod.

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