Vandalblast

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.")

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Printings View all

Set Rarity
Commander 2015 (C15) Uncommon
Return to Ravnica (RTR) Uncommon

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Vandalblast occurrence in decks from the last year

Commander / EDH:

All decks: 0.12%

Red: 0.97%

UR (Izzet): 1.12%

Rakdos: 0.9%

UBR (Grixis): 0.75%

RBW (Mardu): 0.41%

Vandalblast Discussion

Ivdar on Tall Woman Says You Die

1 week ago

Really like this first draft, I'm hugely interested in Klothys as a group slug commander! Kudos for including Mindcrank , that's a great piece of synergy.

If you want to lean harder into hating on your opponent's mana, I would suggest cards like Ruination , Blood Moon , Magus of the Moon and targeted land removal like Ghost Quarter or Tectonic Edge .

Including stuff to sacrifice your lands like Myriad Landscape and Springbloom Druid could help ramp you through Klothys' ability, especially if there's no budget for the full suite of fetch lands. More wheel effects would also fill graveyards and disrupt your opponents, like Wheel of Fate or Magus of the Wheel

As far as ramp goes, I would suggest throwing in Wild Growth and Utopia Sprawl . If they are in your opening hand, they can allow you to get Klothys out on turn two and they would turn into card draw later if you have an Enchantress out.

I'm just throwing a ton of suggestions now, but for more artifact hate, Collector Ouphe and Vandalblast are worth a look IMO. Storage Matrix is also a pretty hateful piece of slug if your opponents use artifact mana. Crawlspace can be pretty effective against opponents that want to attack with creatures.

I would consider cutting Keen Sense and Snake Umbra , since you don't have a lot of creatures and generally speaking I would want Klothys to stay an enchantement as that makes her much more resilient to removal.

Sorry if I don't suggest cuts to make room for these, those are just some first impressions but I'm glad to see a deck like this. Will definitely check it again to see how it evolves!

hkhssweiss on King of the Pirates, First Fleet

2 weeks ago

Yo sam171z, so I took a quick take on your decklist. In the general sense, how competitive/tuned do you want your list to go to?

Like in all deck building, what theme do you want to go for and how much of a budget are you willing to spend to get the results? For Grixis decks they rely essentially on a lot of rocks to get you to accelerate faster.

Here are some cards that I use that are staples in competitive deck building in Grixis colors. Feel free to ask for more specifics on how ya wanna deck build, huge advocate on helping people tune their list to their own sense of style on what you want to do.

Some cards that are tribal-esque:

In regards to your question on how I would build the deck, hmm I would probably go more towards a control/steal theme with maybe a small bit of reanimator package. There is quite a bit of things you can do, there are some combos you can run that would mesh well with the pirate theme. Like both Dockside Extortionist and Cloudstone Curio can net you infinite mana (provided your opponents have enough artifacts/enchantments to negate the cost of recasting) or you can do some synergies with Glint-Horn Buccaneer and Curiosity combo which can be fun. But that's how I would build it, feel free to ask if ya have any more questions~

Hav0cD3m0n on Love and Hate

1 month ago

Cards I would change for others that just seems better IMO.

Hypersonic Dragon (You should replace it by Vedalken Orrery or Leyline of Anticipation ... or even both)

Act of Treason (Put Insurrection instead, cost a lot, but can win you a game)

By Force ( Vandalblast is way better imo)

Reckless Air Strike (again, put something like Shattering Spree )

Courier's Capsule ( Witching Well )

Turn Aside (I understand it only cost one.. but something like Arcane Denial can counter anything and make you draw, which is excellent with any Niv)

Oppressive Will (Again, Mystic Confluence or Dream Fracture is insane)

Cards you can just cut out for others I have proposed

Adaptive Automaton

Loch Dragon

Quicksilver Dragon

Tandem Lookout

Engulfing Eruption

Reminisce (you already have Elixir of Immortality , and with Laboratory Maniac , I don't think you really need a second one)

Trepanation Blade

Pyromancer's Goggles but it's up to you honestly.. just have no good experience with this card personally

Panharmonicon (not sure why you play it tho..)

Izzet Keyrune

If you want to, you can drop the "dragon" part of the deck.. it's original, funny, but I think you don't need that to win.. So cards like Crucible of Fire , Dragon Tempest , Dragon's Hoard , can be replace.

MRDOOM3 on Zedruu the Santalope

1 month ago

You can give your opponent a merry little MtG Christmas by imprinting something like a Leveler or a Sky Swallower onto a Summoner's Egg , gifting that Egg to your opponent, then blowing it up with some artifact destruction like Vandalblast or something.

TheMazter13 on Artifact Storm

1 month ago

Mainly Improvements I think you can make / Problems that I've found / Why this is a bad storm deck | Skip to the bottom for the Conclusion

3 BIG PROBLEMS > Mana, Consistency, and Modern itself

I will preface this with a statement, Modern HATES Storm. Almost all of the storm cards that Modern used to play are banned. Seething Song , Rite of Flame , Treasure Cruise , Dig Through Time , Ponder , Preordain , Faithless Looting , and Gitaxian Probe are all banned because of Storm and their use in or / storm decks. A lot of what I'll say will have relevance to Modern, but Storm is best in Vintage with access to the older Storm Cards. Some of the CARDS I mention will only be legal in Vintage, but the ideas/problems with this deck all have relevance to Modern

Differences I've found

Storm needs mana to do all the things it does. Do you know why Seething Song and Rite of Flame are banned? Because Storm took them and won on turn 1-2 and then kept winning on turn 1-2. However, because those things are banned, we need a compromise: Cards that make mana. Cards like Manamorphose , Desperate Ritual , and Pyretic Ritual can all get you the Generic portion of spells.

A difference between this deck and most Storm decks is that a) it doesn't win with Tendrils of Agony , which, although a black card, is way more efficient than Grapeshot but I'll talk about Winning later b) the cards that up the storm count don't do anything. Your Memnites, Ornithopters, and Darksteel Relics don't do anything on their own, they just cost 0. In other Storm decks, cards like Serum Visions , Manamorphose , Opt , and Deep Analysis all draw more cards while being cheap and upping the storm count.

Storm can win through other things too. Things like I dunno, creatures that DO things. Delver of Secrets  Flip, Thing in the Ice  Flip, and Baral, Chief of Compliance all a) do things and b) can ATTACK (Well, not Baral). If your Storm count fizzles, you still have a 3/2 flyer or a 7/8. Also, fizzling. In this deck, it's not so bad because your win condition is Aetherflux Reservoir , but fizzling is either because of a) not cards in hand or b) no mana. I've playtested this deck a few times, and what happens is I'm either top-decking, or I have no lands, both of which are TERRIBLE for a storm deck. This deck barely wins before turn 7-9, which in Modern is abysmally bad.

Your Win-Condition. You chose probably the hardest win condition in Storm. In a perfect game, where all the spells to setup are cast WHILE Aetherflux Reservoir is in play, you need to cast 8 spells to get to >50 life (56 to be exact; 20+1+2+3+4+5+6+7+8=56). So before you start going off, you need to get 4 mana and then live long enough to untap. It is very possible to get to 8 spells, but in this deck, it isn't. The way you cast spells, and the way those spells let you cast other spells means that you'll almost never have enough cards in hand to win. The ONLY line that I see is, yes, Retract , but that bounces Aetherflux Reservoir too, and we just spent 4 mana putting that thing in play. Even if we put Aetherflux into play again, we need 4 zero mana artifacts that WEREN'T in play last turn, which isn't impossible per se. So the things that this deck needs to win are a) Aetherflux Reservoir ALREADY IN PLAY b) Retract in hand c) 4 zero mana artifacts in hand d) Mana to both cast Retract AND Aetherflux Reservoir and e) a life total of at least 15. That's 5 things that this deck needs. 5 things in ONE HUNDRED CARDS!? Also, Aetherflux Reservoir isn't even a 4-of??! Not only would making you draw it easier, but 2 Aetherfluxes in play is not that bad if your win condition is >50 life. For storm it's bad, but for this, it's okay (Keep in mind a good thing in a bad deck is bad).

So, Aetherflux Reservoir sucks. What else is there?

Tendrils of Agony -

PROS: 1) Can be cast multiple times throughout the game. The difference with Tendrils and Reservoir is that Reservoir is all or nothing; you NEED >50 life to win. Tendrils can be cast multiple times to win. If you cast tendrils for only say StormCount™ is 4, that's 8 life down for our opponent. Then, you can keep casting it. Maybe later you cast it for StormCount™ 5, that's 10 life down and 10 life gained. It's also a better thing for fizzling. If you even think you're going to fizzle, keep mana for tendrils. Tendrils should always be the last thing you cast each turn to maximize the StormCount™ 2) It's efficient. For the same mana cost as Reservoir, you get an immediate effect that drains your opponent. Also, each life that our opponent loses is great for us because instead of us gaining life, we're draining our opponent. In a format of Fetches and Shocks, 2 life is very easy to lose. Each 2 life our opponent loses is 1 less copy of tendrils we need.

CONS: 1) It's black, and quite a bit at that. We need 2 black mana to cast this thing. But, cards like Manamorphose , the Moxen that you have, Black Dual Lands, Urborg, Tomb of Yawgmoth or even just good old fashion Basic Swamp are all better than what you have right now. 16 Basics + 6 Basic Fetches is a lot for Modern. I know you're playing 100 cards, but that is still a lot. No Scalding Tarn s? No Fiery Islet s? Not even playing other duals? The Fast Lands, the Pain Lands, The Battle Lands, The Check Lands? All of these are not only but have black variants too.

Grapeshot -

PROS: 1) Cheaper, only needing to cast 2) Already in your colors / In the deck, so just needs more copies 3) Hits creatures to make way for creature damage to get through 4) Great support Card, makes Tendrils better by needing fewer copies and can chip away at a life total and help your creatures kill your opponent

CONS: 1) Really inefficient. You need to one-for-one your opponent's life total with StormCount™ if this is the MAIN win-con

Brain Freeze -

PROS: 1) Cheap, needing to cast and already in your colors 2) Mill is a lot easier in Modern than Commander. Not only is every card our opponent draws good for us, but they only have ~60 cards to mill 3) Goes great with High Tide WHICH YOU SHOULD DEFINITELY BE PLAYING TO HELP YOUR AWFUL MANA

CONS: 1) Also pretty inefficient, milling 3 per StormCount™. However, unlike Grapeshot, players are constantly drawing cards and are probably drawing more than 1 per turn. 2) Completely dies to "Shuffle your graveyard into your library..." effects, so probably not a main win-con, but something to keep cards away from your opponents by milling them

Mind's Desire -

PROS: 1) Very powerful at high storm count. Even with low storm count, if you can hit a Tendrils, a Grapeshot, or another Mind's Desire, then you can not only keep adding to the StormCount™ but kill your opponent 2) Adds to the StormCount™ because you cast the card

CONS: 1) A bit expensive mana-wise, but if you can be making mana with rituals or casting High Tide , then it's no problem

Empty the Warrens -

PROS: 1) On Color, Average cost 2) It makes a lot of creatures that can attack OR block. Also, unlike Awoken Horror , it is very hard to block all of them at once

CONS: 1) Summoning Sickness

CONCLUSION Read this if you only care about what I think of the deck and not on improvements

Honestly, the deck sucks. Aetherflux Reservoir is slow enough on its own, but the mana base, the support cards, and the number of cards make it even worse. With 100 cards, you can almost never get the pieces to fall into place right. You have very little card-draw and none of your cards replace themselves. You have to wait to at least turn 4 to cast Reservoir, and before that, you can't do anything. You can't cast your Memnite on turn 1 because that's less card to have on turn 4-5 when you have Aetherflux. Waiting until turn 4-5 to dump your hand of do-nothings is not the best. A hand dump of anything is probably not great, but in this deck of cards that don't replace themselves, it's extra bad. You'll almost never have enough cards after a hand dump. 1/3 of your deck is 0 mana artifacts. 1 card does anything on its own and you only have two copies of it. Mox Opal is the only card of the THIRD of your deck that does anything on its own. Mox Amber can only tap for mana if you have one of only FIVE legendary creatures/planeswalkers in play. With 100 cards, that never happens. Memnite and Ornithopter are never winning a game on their own in this deck. Darksteel Relic has no activated abilities. If Everflowing Chalice and Astral Cornucopia are 0 mana artifacts, then they also have no activated abilities. Paradise Mantle needs a creature. Spellbook does basically nothing because you aren't drawing cards. A lot of the other cards don't do anything either. I don't know why you are playing 100 cards if not a lot of them do things.

Now, a lot of these cards are 1-of's which is good. But there are cards that you have 1 of which are amazing. Most of them are legendary creatures, which drawing 2 of kinda sucks, but in 100 cards (which is still dumb) you'll never get them if you only have one copy

  • Urza, Lord High Artificer - Lets your do-nothing artifacts tap for ! Also, he gets you a creature that, with a lot of artifacts, can attack for lethal. ALSO, he has an activated ability which, with excess dumb artifacts, can keep you casting spells

  • Jhoira, Weatherlight Captain - DRAWS YOU SO MANY CARDS!! Is also a 3/3

100 cards is a bad idea in general. Consistency is a big part of any format. Even with 100 cards, you can still up consistency. Splash for tutors, White or Black, to find the cards you need.

Sideboards are a thing and can have up to 15 cards. Put targeting removal like Vandalblast there instead of your main deck. The "hate" cards of MTG go in the sideboard

SwagCrab on Werewolf tax collectors

1 month ago

Hey man, that deck looks so pleasing to drive! Seems fairly inexpensive for a rule deck with a lot of interactions. Just seeing the list makes me salty, haha.

I would play around with different wipes/spot removal to be a little more reactive to the board. Vandalblast is one of my favourite. Krosan Grip is also good. If you can tutor creatures, I would also consider Reclamation Sage and Bane of Progress . Maybe Birthing Pod ?

Slayers' Stronghold is my go to Boros land. I would probably put a Warstorm Surge to see if I can get any extra damage here and there. Definitively move Triumph of the Hordes from the maybe board, this card is pure salt and despair.

Hope to play against it, come back to Montreal soon enough man <3

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