Vandalblast

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Legality

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
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Vandalblast

Sorcery

Destroy target artifact you don't control.

Overload (You may cast this spell for its overload cost. If you do, change the text by replacing all instances of "target" with "each.")

Rhadamanthus on Dreadhorde, Etwine and Overload

1 week ago

1) Dreadhorde Arcanist's power only needs to be 7, since that's the mana value of Tooth and Nail. You do need to pay the additional entwine cost separately if you want to make use of it. A spell's "mana cost" is specifically the symbols printed up in the corner, and when an effect tells you to cast something "without paying its mana cost", that's the only part of the cost you get for free. Anything else still needs to be paid for.

2) You can't overload Vandalblast this way. "Overload" is an alternate cost, and "without paying its mana cost" is also an alternate cost. Only one alternate cost can be applied to casting a spell, and Dreadhorde Arcanist's ability only gives you permission to cast the spell from your graveyard with its own alternate cost, not any other.

MLS91 on Dreadhorde, Etwine and Overload

1 week ago

Dreadhorde Arcanist castings

After reading some rulings on gatherer I wanted to ask for further clarification:

1) Does dreadhorde's power need to be 7 and i can alternatively at the time of cast spend mana otherwise(land or artifact, or floating) for the entwine cost seeing as it is an "additional" cost or does it need to be 9 to entwine a Tooth and Nail off of Arcanist?

2) In the case of "overload" in the subject matter of Vandalblast, dreadhorde's power MUST be 5 to choose the overload casting cost of vandalblast?

DreadKhan on Ramos, Counters Engine

3 weeks ago

After taking a look, I think I've found some cards that can have issues that you might want to switch out:

Re: Lands, Ancient Den is an artifact, which means it dies to stuff like Vandalblast or Austere Command, IMHO if you want any artifact lands you should look at Indestructible ones like your Bridge. There are also 'pain' lands, such as Adarkar Wastes or Brushland, but it's a complete cycle of 10 lands. Similarly I'd cut Public Thoroughfare and Temple of the False God, I sometimes run Temple but you really want more than 31 lands for it to work. I'd personally run closer to 36 lands in here, but your land count can vary based on your deck's average MV and how much ramp you run. If you run 36 lands you could keep Temple more safely, but I feel like it won't work all the time and it will feel really bad when it doesn't.

Re: Creatures, I don't think Esper Stormblade is a good fit in Commander (you'd want something like Baleful Strix IMHO), Fortress Kin-Guard feels meh, and I'm not sure if you have enough Modular creatures for Arcbound Overseer. Metastatic Evangel can be good if you've got a lot of counter synergy, and it's weirdly cheap for a card with that high of a ceiling. Evolution Witness similarly will play well with counter sources.

Re: Instants, Assert Authority seems awful, maybe just run Dispersal Shield? Cancel/Sinister Sabotage aren't very good cards, and they are mono-colour to boot, maybe try something like Absorb, Render Silent, or another counter that is 2 or 3 colours?

Re: Sorceries, Lingering Souls/Spectral Procession aren't great in Commander. Maybe Visions of Glory (it's only 4 mana to Flashback with your Commander) or if you've got some extra money Farmer Cotton is really good when I've used him.

The rest seems more reasonable for your budget/power level. Hope this helps!

Kjacobson6800 on Dread Prison

1 month ago

id love to Vandalblast this thing

Slurpz on Crouching Kadena, Hidden Phage

10 months ago

maxmcnugget

I started running Teferi, Mage of Zhalfir as a means to protect my combo turns in addition to the flash but yeah his cost is pretty steep. Leyline of Anticipation is nice when in your opening hand and that's about it so I think it might be time for a replacement. I like Liberator, Urza's Battlethopter but what do you think about Skittering Cicada instead? The body isn't as good without flying and the permanent counters but the upside is it dodges a stray Vandalblast or other artifact removal. One downside to these though is they don't let me flash in Yedora, Grave Gardener before I combo off.

DeinoStinkus on Equip

11 months ago

You need Hammer of Nazahn, Grafted Exoskeleton, Shadowspear and Open the Armory. Mana Crypt, Mana Vault, and Mox Opal if possible.

Cuts:

Adaptive Automaton (clunky, what are you choosing??)

Benalish Marshal (too mana intensive for so little impact)

Bladegraft Aspirant (same)

Burnished Hart (too slow)

Chief of the Foundry (too much mana for so little impact)

Eivor, Battle-Ready (way too expensive)

Kassandra, Eagle Bearer (not really cost efficient since you don't have the spear)

Militia Bugler (not good)

Mother of Runes -> Giver of Runes

Novice Knight (not good)

Thraben Inspector (not really refined for your game plan)

Darksteel Plate -> Mithril Coat

Explorer's Scope (not good)

Haunted Plate Mail (not good)

Ring of Thune (not good)

Sword of Hours (not good)

Sword of the Paruns (not very good)

Hieromancer's Cage -> Borrowed Time

Pacifism (not good)

Stasis Snare -> Grasp of Fate

Council's Judgment (this card sucks)

Visions of Ruin -> Vandalblast

MTGBurgeoning on Feather Locklear

1 year ago

I have not considered Mistveil Plains. A little graveyard-to-the-library recursion may be useful, particularly, as you mentioned, with Sunforger on our side of the battlefield. Maybe swapping this in for Needle Spires or Temple of Triumph is reasonable. Vandalblast's absence from the deck at this time can be explained by availability. When this deck was built, copies of Vandalblast were not plentiful. Now, after many instances of reprinting, it is much more feasible to include a copy of it here. As for Into the Core, I've always been a big fan of this card, and for the reasons you mentioned: Instant-speed artifact exile. Blightsteel Colossus is very, very popular in my playgroup, to the point of reconciling ways to answer it for when (not if) if hits the battlefield. Into the Core handles this problem well. Another card I love is Aria of Flame. I have championed this card since its debut in MH1. It is the second card I consider tutoring for after Aetherflux Reservoir. Its enchantment status gives it staying power on the battlefield, and if the Feather engine is revving optimally, then gifting our opponents with that extra life is never a problem. Give it a whirl!

Profet93 on Feather Locklear

1 year ago

MTGBurgeoning

Mistveil Plains - Or is it too slow given it's tapped and your low to the ground avg cmc and narrow for sunforger?

Why run Into the Core > Vandalblast? Is the instant speed and exile aspect more worthwhile than destroying every opposing artifact rather than 2 specific ones?

Aria of Flame - Interesting card, how has it played for you? While I understand the potential benefit, is it not a bit slow? Perhaps it's removal bait? Would love your feedback on it.

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