Valakut, the Molten Pinnacle
Valakut, the Molten Pinnacle enters the battlefield tapped.
Whenever a Mountain enters the battlefield under your control, if you control at least five other Mountains, you may have Valakut, the Molten Pinnacle deal 3 damage to target creature or player.
: Add to your mana pool.
Combos Browse all
- Splendid Reclamation + Valakut, the Molten Pinnacle
- Scapeshift + Splendid Reclamation + Valakut, the Molten Pinnacle
- Dryad of the Ilysian Grove + Valakut, the Molten Pinnacle
|Commander / EDH||Legal|
Valakut, the Molten Pinnacle occurrence in decks from the last year
Latest Decks as Commander
Valakut, the Molten Pinnacle Discussion
3 days ago
Nissa of Shadowed Boughs is a really good planeswalker in land strategies. Exploration or Burgeoning are also good includes. If you want to focus on lands and goodstuff, Yarok, the Desecrated and Ancient Greenwarden double your landfall triggers. Valakut, the Molten Pinnacle interacts nicely with Prismatic Omen and/or Dryad of the Ilysian Grove . Mana Reflection or Nyxbloom Ancient could give you a lot of mana to use on Golos, Tireless Pilgrim or maybe Helix Pinnacle .
1 month ago
Stop the presses!
Public service announcement: infinite land ETBs available for the easy price of:
Stack the triggers so that the Bounce Land returns to hand, the token ETBs from the landfall trigger (from the Bounce Land), and then the Kodama trigger resolves from the token entering the battlefield (CMC 0) allowing you to put a CMC 0 permanent (the Bounce Land you returned to hand) onto the battlefield to start the loop again. The beauty is that this can be stopped at any time.
Unfortunately you can't gain infinite mana without an Amulet of Vigor or Lotus Cobra but this is a big step for the deck. Probably not the most timely seeing as this has probably been out in the open for a while now but it's a chance to look over the focus of the deck and possibly look at adding more tutor or creature tutor effects to try and bring out Kodama of the East Tree or potentially try to find ways to cheat it out as quickly as possible.
Things to be excited for:
- Infinite zombies with Field of the Dead + five other differently named land (not counting the field and the bounce land here of course),
- Infinite Scute Swarm,
- Ability to trigger Valakut, the Molten Pinnacle and infinite number of times w/ Prismatic Omen or Dryad of the Ilysian Grove,
- Dread Presence going bananas with Urborg, Tomb of Yawgmoth (moreso than usual),
- Dab hard with infinite clues from Tireless Tracker (not game winning, just to show off),
Things to be careful of though: Valakut Exploration may cause you to exile your entire deck if you go too deep, but you should be winning on the turn you go off, but don't go for it unless you have the mana to do it.
Either way, Kodama of the East Tree is making its way into this deck. Main thing will be finding the optimal strategy/timing to go off, and how much of a pain it will be to stack the triggers outside of paper magic. Protecting the Kodama will be key to the strategy.
Part of the power is the many ways you can find/play the bouncelands in this deck. I'm still not convinced Rakdos Carnarium is worth it because of the slow mana and colour fixing, two bouncelands should do with the number of tutors, but the question will be whether it is worth it for the MILL value, the chance that you might just flip it into the graveyard and play it from there to go off. Either way it will require some deep thought on how to best balance out this new horizon of potential for Lord Windgrace.
1 month ago
More Commander Legends
I would say that this is an easy replacement for Spire Garden. If only they had brought this out before Zendikar Rising so it could have potentially been an expedition. The mix of green/black is a lot more prevalent in this deck, with red being incidental. Only issue I see is that this would reduce the overall red splash in this deck down to about 5 sources, 2 of them tapped (Gruul Turf & Valakut, the Molten Pinnacle), 3 of them fetchable. That said, all red costs in this deck are just single pips so it shouldn't hurt too much so long as the fetchable land count doesn't drop further.
There is a constant battle between these kinds of effects: Arch of Orazca, Castle Locthwain and now War Room. Which is better? Honestly they all end up costing a lot. Arch has that high mana cost, Castle has the downside of being very painful when you're digging for the right thing with a full hand and War Room would cost you 3 every time you used it and taps for colourless. So the question is which one is best? Depends, every time I look over this I come to the same conclusion: generally it isn't really worth it. The deck has a limited resource in its life total that needs to be put towards Glacial Chasm among other things, so Castle and War Room just feel rather taxing, and Arch and War Room are colourless, so they hurt colour fixing. All in all I would consider maybe giving this a pass because having to tap 4 lands and pay 3 life to draw a card just isn't worth it.
Interesting, but this card just draws too much attention. It would take you many turns to burn down an opponent even doing 7 damage a turn, giving them plenty of time to find an answer. Using this on a creature of planeswalker isn't particularly exciting either due to the timing, you can't really using any tricks to maximise the effect.
With Glacial Chasm you can very much abuse this card's effect. It deals damage, Glacial Chasm prevents damage. The choice is made as the card resolves so if your opponents try any shenanigans you can change your choice to something safer. You have every opportunity to utilise this to its full effect. Mind games are also fun so you might try to lowball it at say 5-10 life to see if anyone is betting that you'll choose some ridiculously high number to guarantee you'll get to wheel.
Giving your opponents choice isn't the best. Skip.
No real interaction with landfall but this is a very powerful card for black. I would recommend this just based upon power level alone to annoy opponents, but do so at your own peril, because you will draw a lot of hate from it.
Now this is an interesting choice here. Bringing back cards from the graveyard is what this deck likes to do, sometimes more than once a turn, so you can get a lot of potential value from this card. However the issue becomes that it is on a creature body. It's interesting, not amazing.
Forgot this one when I was doing green. Interesting effect, but the issue remains that you usually won't be attacking to win, and at 8 mana, he is not cheap to cast at all. I would only recommend this in a Rude Awakening style deck.
1 month ago
Commander Legends review for Lord Windgrace and Thoughts
Missed out on looking at these cards the first time so another look at cards that can synergise with this deck or with more general Lord Windgrace decks after actually testing them out.
This card looks like it may just slot right in but I would caution against just jamming this in. It is very powerful to be able to just pick out ten lands from the library and slam them on the battlefield, no sacrificing or any real downside but there are a couple of issues to consider:
- The card is 9 mana, and requires triple green. This is not difficult to do with mana fixing but because the lands enter tapped from Reshape the Earth and the spell is sorcery speed, this is pretty much your entire turn. This means that you better be planning to win the game with this spell on the turn you play it because your green mana will be heavily depleted when you do. There are pretty much two options: Field of the Dead or Valakut, the Molten Pinnacle for ETB triggers, but this can also be a trap. If you fetch Vesuva with this ability, you have to have one of the above lands already on the battlefield. This is because when Vesuva enters the battlefield at the same time as another land, due to timing it only checks land already on the battlefield. There is a similar issue with Thespian Stage as when the land enters...it has already had its ETB. This means that you can't just fetch Field of the Dead or Valakut, the Molten Pinnacle along with the two copy lands from the library and try to stack the triggers, it just doesn't work. This card just can't immediately win you the game in most circumstances. You could look at Dread Presence dealing a good 20 damage or getting a sweet Valakut Exploration turn, but you can't just straight up 40 someone unless you already have a very specific boardstate. I just don't think this card is worth including in this archetype.
I was surprisingly up on this card when it was first spoiled because of the Glacial Chasm synergy (never take combat damage, never lose the Monarchy). Now on top of being the eternal Monarch, you get the benefit of all your permanents being hexproof, which includes your land. Now you have protection against opponents removing your key lands! The issue is that it is still a creature body, doesn't really have any land-synergistic abilities and is 7 mana. I dropped Avenger of Zendikar for being expensive to play, and this just draws you a card at end step, not terrible, but not the most exciting thing to ever happen. Maybe this card is just too 'win more' to be an inclusion, but it has a sweet interaction with this deck.
Honestly not terrible but not exciting either. The key thing is that it doesn't untap your lands, and there's no real benefit for them being creatures, if you have a Glacial Chasm out they can't even attack...and they're 1/1s so you need something to buff them up before they attack. That's several steps more complicated than dumping a Torment of Hailfire or Exsanguinate on the board.
Now I'm usually very up on enchantments in commander. They're usually (in my experience) more difficult to interact with compared to artifacts. This is a way to just ramp or cheat out creatures. If you're planning of dumping big creatures on the board: this is a great card if you're running Glacial Chasm because you will never stop being the monarch, but it's an upkeep trigger. In this particular deck I don't think it has enough value to justify cutting another card to fit it in, it's just too slow.
Interesting value engine: play a land, you get to cheat in another land. Would/should you pay 6 mana for this? Well only if you have a bunch of lands in hand, which is generally not where this deck wants to be (usually they should be being discarded so you pull them back onto the battlefield). Any ramp potential is stymied by the mana cost. Powerful effect, just doesn't seem to quite work in this deck.
Not bad: find forest, put on battlefield, solid cheap ramp, consider adding it in if you have the space. There aren't that many great forests, so this isn't as much of a utility spell tutor, just plain ramp.
1 month ago
Great to hear, OJSTheJuice.
So looking over how Field of the Dead generally plays from experience:
This deck as it stands is more like a land toolbox deck that ramps to just try and cast a big Torment of Hailfire, honestly that's the gameplan 99% of the time. So you won't usually be fetching out Field of the Dead until it's necessary as it enters tapped and taps for colourless mana, so its not a good ramping card and fixes nothing colour-wise. You also can't attack while Glacial Chasm is out, which is your main way to just pretty much phase out of until you ramp into big mana with Cabal Coffers and Urborg, Tomb of Yawgmoth, so its offensive capacity is somewhat hindered if you're turtling. Honestly by the mid game you should have seven different land names because with the fetch/land tutor mix unless you get rather unlucky and end up with a whole bunch of basics with no fetches, snow lands wouldn't really make that much of a difference. If you have have access to fetches, you can fetch shocks or cycle lands (still waiting for triomes in jund, one day...). So the only case where this would really affect anything is where you have maybe 7-9 lands and some duplicate basics. Given that maybe half the deck is lands, there are multiple search and graveyard recursion strategies, I think that this is the only scenario you could lose out.
Looking at Field of the Dead, the best setup you could have would be something like Vesuva + Thespian Stage copying Field of the Dead with a Ramunap Excavator and Azusa, Lost but Seeking plus Lord Windgrace. Now best case scenario this might be something like 5 land drops over 3 to that's 15 zombies: 30 power isn't bad at all (even assuming you get fetches, you might squeeze an extra 2 or 3 drops before you start running low on fetchable sources), but it shouldn't really be the focus of what you're doing. Field of the Dead is a good way to throw up blockers, not really be offensive unless you have no other options (either because of counterspells or because you milled both Torment and Exsanguinate with no Bala Ged Recovery Flip to get them back). The vulnerability in this deck is that it has surprisingly few ways to get back things that aren't land.
How I've used Field of the Dead in the past is for instant-speed blockers, because it's not something a lot of players can really interact with. It's a good way to defend Lord Windgrace from an attack (as he's not protected by Glacial Chasm). It's value should be largely incidental to what you are already doing (ramping), not the focus unless it is one of your last remaining strategies (only just above Valakut, the Molten Pinnacle).
1 month ago
Yes, Terror of the Peaks will trigger. It's on the battlefield when the other creature enters, so it does see the creature enter.
See Rule 603.6a:
603.6a Enters-the-battlefield abilities trigger when a permanent enters the battlefield. These are written, “When [this object] enters the battlefield, . . . “or “Whenever a [type] enters the battlefield, . . .” Each time an event puts one or more permanents onto the battlefield, all permanents on the battlefield (including the newcomers) are checked for any enters-the-battlefield triggers that match the event.
This is a big part of why the Modern Scapeshift deck works, because you can cast Scapeshift and fetch a bunch of Mountains and Valakut, the Molten Pinnacle or a bunch of different lands and Field of the Dead and get a large stack of triggers to get in a dominating position or outright kill the opponent.
1 month ago
I am saddened that Valakut, the Molten Pinnacle isn't legendary. Here's my chance to correct this atrocity.
Valakut, Maw of Zendikar
Valakut, Maw of Zendikar enters the battlefield tapped unless you sacrifice a creature.
: Add .
, : Valakut, Maw of Zendikar deals X damage divided among any number of targets.
Valarus, God of Eruptions
Legendary Creature - Elemental God
When Valarus, God of Eruptions enters the battlefield, destroy each other nonland permanent with converted Mana cost X or less.
Mountains you control have ": Deal 1 damage to any target."
Yes, that's a Rolling Thunder on a land at instant speed. This is why it costs double X.
Challenge: Anyone want to make another Zendikar flipland?
- Legendary land
- Creature side is a Legendary Elemental God
- Land side adds , for example. We do this to showcase it's vast unyielding power.
- Secondary ability, be it static or triggered or activated. Just something extra spicy on that land
- "Enters tapped unless" condition
If this feels like to big or complex of a challenge, feel free to repeat the above challenge instead.
3 months ago
Responding to a couple of comments :D
Jegantha, the Wellspring isn't that good of a partner, but I think it fits the bill better than the rest. Obosh would only buff Golos (since tokens/lands are CMC 0, which is even), and Zirda isn't usable as a partner due to the inclusion of Vesuva. I even had Zirda as the partner for this deck at one point! That's too bad because it would be a really good fit for the deck :(