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.")

Browse Alters View at Gatherer

Trade

Have (1) Azdranax
Want (3) samuel_of_the_coast , Walrusborn , Hardhitta7

Combos Browse all

Legality

Format Legality
Canadian Highlander Legal
Unformat Legal
Oathbreaker Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Duel Commander Legal
Casual Legal
Custom Legal
Tiny Leaders Legal
Pioneer Legal
Limited Legal
Commander / EDH Legal
Legacy Legal
1v1 Commander Legal
Highlander Legal
Leviathan Legal
2019-10-04 Legal

Vandalblast occurrence in decks from the last year

Latest Decks as Commander

Vandalblast Discussion

Phyrexian11 on God of Thunder and Love

22 hours ago

I'm not sure of previous versions of this deck, but I have some cards I think you should add, plus some cards I think you should either just consider replacing or simply just take out. We'll start with the ADD list.

ADD:

  • Earthquake and/or Rolling Earthquake (You already have an effect like this in Subterranean Tremors , but this also hits players, so you'll deal EXTRA damage on top of the extra damage from the commander.)

  • Arcane Signet (You have Fire Diamond , but not Arcane Signet?)

  • Starstorm (An effect like many others, but this one has cycling.)

  • Fire Servant (It's not the cheapest creature, but it has an ability that you might want more of. You can always use more damage doubling.)

  • Mana Geyser (Look, it's just a good card to get a lot of mana quickly. Not super necessary, but it's fast mana in R)

  • Heartless Hidetsugu (I'm just suggesting this one because cutting your opponents down to 20 is great and makes killing them easier.)

  • Seething Song (Fast Mana good.)

  • Seize the Spoils (I noticed a lack of card draw, and this is a pretty neat mono-red card draw spell.)

  • Endless Atlas (Again, card draw, and it's cheap and consistent.)

  • Genesis Chamber (Yeah, it requires your opponents to be playing creatures a bit, but it makes it just that much easier to kill them. Plus the Myr generated are all 1/1s, so they will easily let excess damage through from the rest of the deck.)

  • Sanctuary Blade (A little expensive on the equip side, but this is another consitent way to give your commander pro-red.)

  • Sword of Sinew and Steel / Sword of War and Peace (You have Sword of Fire and Ice , so why not have more of the red ones?)

  • Chandra, Awakened Inferno (Her + kills your opponents faster, her - does what you commander wants, her -X is neat. I think she's all around a great inclusion.)

  • Chandra, Torch of Defiance (Okay, so now is where I admit that you only had 1 planeswalker and I talk about how much I like Planeswalker cards. I think they're cool and fun. This specific one is great beacause she either gives you mana or draws you a card, essentially. Her two differ +1's are really the only reason, but her ult is something your opponents wont want to have go off, either.)

  • Caged Sun (More Mana in mono-red.)

Subtract:

  • Ignite the Future (It's too expensive for what it does. You can better spend the mana on a Chandra, Torch of Defiance or something. Yeah, it's kind of card draw, but you can do better.)

  • Pyroblast (Unless this is for a VERY SPECIFIC meta where you are going against mean U decks, this will be more frustrating in hand than useful, I think. Plus, color-specific hate like this just feels out of place in this format, unless, of course, your meta is particularly skewed a certain way.)

  • Red Elemental Blast (See Above.)

  • Tibalt's Trickery (Yeah, cool counterspell, but I think the deck should focus more on itself, personally.)

  • Wheel of Fate (There are better, and faster, ways to draw cards. I like the idea of this card, but in having played it over and over again, either it never actually resolves -like the game ends- or it just feels like a relative waste because people can see it coming and plan ahead.)

  • Fire Diamond (Replace this with Arcane Signet . It's just better.)

  • Lavabrink Floodgates (To be fair, I've never played with this card, but OH BOY does it seem bad. If you're not proliferating the counters, then this will NEVER go off if your opponents don't want it to, and they would never want it to with this deck, unless a board-wipe JUST happened and there are not creatures. So then it's just a 4-drop mana rock producing 2, and you can just replace it with something better like Caged Sun that will help you Earthquake for a win faster.

  • Arch of Orazca (I noticed in your mana base that you have 13 lands that tap for colorless. That seems like too many for me - it's almost the same number of Snow-Covered Mountain s you have. So I am recommending removing some. I get why this one is here, for the card draw, but this is SO EXPENSIVE. I don't even run it in my colorless Emrakul deck.)

  • Great Furnace (I like this card, I really do. I LOVE artifacts. But without any artifact synergies, this is more likely do get Shatter ed or Vandalblast ed than actually help you, and that'll feel bad. Just replace it with a Snow-Covered Mountain .)

  • Hanweir Battlements  Flip (Same reason for the colorless mana, and I don't really see many reasons other than, maybe 2 creatures for the need for haste, but it's not a necessity to be removed.)

  • Leyline of Punishment (I get that this is here to make it harder for your opponents to survive or heal up, but honestly, just play Heartless Hidetsugu or something else to keep life totals low. This one is often going to feel more like a do-nothing enchantment unless your meta is HEAVY life-gain.)

  • Treasonous Ogre (Fast mana, sure, but it seemed overall pretty meh to me in this deck. It's better at killing you than it is at providing mana in this specific deck, I think.)

  • Varchild, Betrayer of Kjeldor (The effect is important for making sure you opponents have creatures, but getting her to hit you opponents before they have blockers is going to be a challenge, and if you draw her late-game, then she's just a 3/3 blocker.)

  • Bonfire of the Damned (The miracle cost is cool, but most of the time I think you'd rather something like Earthquake that will most likely hit almost all of their creatures AND more than 1 opponent/opponent's board. Plus, if this isn't Miracle'd, then this is pretty trash in your hand.)

I'm sure I said add more cards than take out, and I know I said take out a couple lands, but not really add any, but I hope this is helpful.

wereotter on Tips for New EDH Player

1 week ago

It reads as though you previously primarily played Modern?

It's good to know going into to building your deck that cards that are really good in Modern can lose a lot of their impact or strength in commander. Lightning Bolt comes to mind as a really good example of this. It's REALLY strong in 1v1 Magic with 20 life. But in multiplayer magic, it loses a lot of its impact, and especially in commander where a lot of creature threats will have more than 3 toughness. And there conversely are a lot of cards unplayable in Modern that are perfectly find in Commander, mostly because games go longer. Also look for any card that say "each opponent" as those scale incredibly well for the multiplayer nature of Commander.

Wrath effects can make all the difference between winning and losing. Starting with Edgar Markov, you have access to some of the best in the format with Blasphemous Act , Toxic Deluge , and all the myriad white wraths. But also don't neglect removal and wraths not just for creatures but for artifacts and enchantments. Vandalblast and Austere Command are both really good for these colors.

Don't be afraid to make mistakes! We all make misplays and sometimes blow up our own stuff in our face, killing ourselves. That's part of what makes the format fun. Also as was mentioned, don't be afraid to ask what a card does or how your opponent is doing things. Even experienced players will have to do this. You're playing with one of the largest pools of cards of any format in the game, and with the wide variety of decks, several cards become viable with certain commanders that might not see any play anywhere else. Even as someone who's been playing exclusively commander for 10 years now, I find I still have to stop my friends sometimes and ask them what that card they just played does. And on a related note, be prepared to let people know what some obscure card you're playing does.

Also to your earlier question about Adeliz, the Cinder Wind , she can be pretty tough, but you're also limiting your potential includes since she's not exactly prowess. She doesn't trigger of casts of artifacts or enchantments. I build a more casual prowess themed deck using Elsha of the Infinite I would recommend her over Adeliz both for giving you access to all the prowess colors and for her more direct interaction with the mechanic (letting you play cards from the top of your library is HUGE for how quickly prowess decks can burn out in this format)

Grind on Contraptions and such

1 week ago

cool deck!!!
Etherium Sculptor seems good.
Blinkmoth Urn could generate some serious mana for you given your artifact base.
Forsaken Monument makes your colorless rocks tap for more and also goes inf with basalt monolith.

a couple thoughts, artifact hate is a big part of the EDH meta, with cards like Vandalblast , Bane of Progress , Austere Command all seeing regular play. given that you are pretty much all in on artifacts, you may want to consider upping your Counterspell game to ensure you don't essentially lose the game when an opponent lands removal like that, as you can't always rely on having darksteel forge out. Hurkyl's Recall and Retract are other options if you are not into counterspells.

also, suggest to cut Khalni Gem as soon as possible- any one of Thran Dynamo , Hedron Archive , Worn Powerstone , Sisay's Ring , Chromatic Lantern , Skyclave Relic , Arcane Signet are all better and way less risky.
also i would check out your point removal: possibly Generous Gift over topple the statue, Arcane Denial , Unsubstantiate , or Boomerang over steel sabotage, Swords to Plowshares or Impulse or Anguished Unmaking over esper charm.
more ideas, Padeem, Consul of Innovation can give your artifacts hexproof and Shimmer Dragon would go great with Unwinding Clock .
anyway those are just some thoughts. hope some of them are helpful and keep having fun! cheers!!!

plakjekaas on Please help save this game

1 week ago

EDH was created by judges, who after long days of running big tournaments, wanted to play some magic, but not the magic they had been observing and correcting all day. So they made some 3-color singleton (Highlander) decks, commanded by one of the original Shard-colored legendary Dragons from Legends: Arcades Sabboth , Chromium , Nicol Bolas , Palladia-Mors or Vaevictis Asmadi . 5 Elder Dragons, all 7 power. If you got hit 3 times by one of these, you'd lose the game, regardless of your life total. Elder Dragon Highlander, 21 commander damage is lethal.

This resulted in a casual, fun-oriented, table kitchen style of playing magic. Wizards does know that only a very tiny percentage of their player base is actually playing in sanctioned tournaments in established formats. By far the most Magic players are casual kitchen table players that play the game to have fun, beating their friends, not the world. EDH as a format will speak more to those players than to the PTQ- and pro tour-grinding players. Believe me, the top16 GP players at my LGS usually cower in fear when someone suggests to play a game of EDH.

Wizards knows all this and has been printing cards for specifically that casual multiplayer format for the past 10 years now. The first Commander (Wizards' legally safe name for exactly the same format as EDH is) Set came out in 2011 and gave us mainstay generals like Animar, Soul of Elements , Ghave, Guru of Spores , Kaalia of the Vast , Zedruu the Greathearted and The Mimeoplasm .

What has changed, is that more and more people use EDH as their main way of playing magic. Wizards is a company, to keep existing, they need to make money. So when Commander took over from Standard and Modern as the most popular to spend your Friday Night Magic, Wizards found a way to accommodate their finances accordingly. By including cards that work better for multiplayer than for competitive constructed formats in every single set, they ensure every set will be a financial success.

So the whole hipster "I liked commander before every set had specific cards for it"-attitude is understandable, but not at all useful in the world we live in. We made this format the most massively enjoyed format around the world. By making it that successful, we changed how the company makes its money. As long as those cards sell, we will get more splashy multiplayer nonsense, Arcane Signet s, Jeweled Lotus , etc. And that is why green is the kingpin of colors in multiplayer/EDH right now. Green is famously the color of ramp. The term "ramp" even originates from the green Rampant Growth . Green is also the color of big monsters. Green is the color of nature, of harmony, the color that lets you do everything you want, while generally not hurting other players' cards.

I'm going to talk in stereotypes for a bit. People think of black and see Murder , Damnation , not a friendly environment for your own stuff. Red will Vandalblast , Blasphemous Act , Jokulhaups your stuff away. White will Wrath of God , Rest in Peace , Swords to Plowshares , while Thalia, Guardian of Thraben makes it harder for you to play your game. Blue will Counterspell and Cyclonic Rift everyone out of the game. Green will just play a bigger beast ( Worldspine Wurm , Craterhoof Behemoth ). Of course I know of all the Beast Within and Krosan Grip removal green has, but you generally will think of green as the least board-controlling color of them all. It will execute its game plan without meddling with yours. Green will let everyone do broken stuff, but will be doing the most stuff itself because of its Abundance of mana and resources. That's the most friendly way to let everyone at the table have the most amount of fun without adjusting your strategy to group hug. No wonder people like playing with and against that.

When people like green, Wizards is inclined to print better green cards, which makes people want to play green more. This is a positive feedback loop that spirals out of control of you're not careful. It's also not specifically a green problem. I think people call it Power Creep. It's part of keeping a dynamic game like Magic interesting. I think a hypothetical future Standard set without any Commander playable cards in it will cause much more of an uproar in the Magic community than Kaldheim ever could. Hate it or love it, but EDH is ingrained in the fabric of magic itself now, and as long as we enjoy EDH, that will not change. I plan to have the most amount of fun with available cards, regardless of color or intended format. Your mileage may vary.

Mcat1999 on Wait wait wrong egg WRONG EGG | **Primer**

2 weeks ago

I see you mentioned that you own this deck in paper. I also see that your explanation on how to win with this deck seems to be highly intricate and requires a handful of cards, a small portion of your overall deck in reality. My question is simple and, if somewhat blunt I apologize: How often do you win with this actual combo?

The combo appears to be rickety, in that with so many moving parts it can be interrupted at many key stages. Whether it's milling the creatures you tutored, a well-placed instant removal, a ramped-out wrath, any number of bounce cards, etc.

Since you own the deck in paper and appear to be extremely passionate about this deck, I'm asking out of genuine curiosity. Does this combo come off quite easily in your playgroup, or is it one of those combos where it's rare that it happens but when it does it's amazing?

I have a Kinnan, Bonder Prodigy deck that has won on turn 2, but it's also drug games out through and past turn 12. A single Vandalblast or Hellkite Tyrant shuts the entire deck down, as it runs quite literally 30 mana rocks ranging from Mana Crypt all the way in CMC up to The Great Henge , with almost everything in between. Why? Because whenever I tap one, I get an additional +1 mana via Kinnan. So my Sol Ring taps for and my Arcane Signet taps for or . It goes infinite with Basalt Monolith and Chromatic Orrery . But as I said, one single Overloaded Vandalblast destroys everything I've got and I will often lose not long after.

So how does your deck fare, if I may ask? Do you have a ballpark W:L ratio you could share with us?

And yes, Brutalizer Exarch is a seriously underrated and undervalued card. He's integral to banging out several combos with my deck. I don't want to steal your deck's thunder though, so if you'd like to hear about how I can literally wipe all permanents (yes, lands included) off the boardstate of all opponents in a single turn with very limited mana, I'd be happy to explain on your wall.

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

3 weeks ago

Recent Changes:

Vandalblast out for Jeska's Will - In an effort to make sure every card in the deck has something to do with either strengthening the battlefield or preserving my position on it, this one is just a bit weak, especially when it is the only effect out of 99 cards. So add more you say, then the effect won't be so rare! Then the combat strength is further diluted. Definitely a meta call, at the moment my meta doesn't have a lot of artifact heavy decks so this just sits in my hand a lot.

Experimental Frenzy out for Cavalier of Flame (TESTING)- I think that the need for Frenzy has lessened with the last few releases bringing so much draw that we can take advantage of. On top of that, I always dismissed Cavalier as just a dumb standard card which was a mistake because it is perfectly built for a deck like this. The only real test here is whether Frenzy is the card I cut for Cavalier, not whether Cavalier has a spot. Thoughts on a better cut?

Pending Changes:

Treasonous Ogre out for Toralf, God of Fury  Flip - I've cut and re-added this poor ogre so many times, and I've said that many times before, but when I feel so much of the deck is so solid than it is not about identifying which cards are weak, but which ones are the least strong (or just not fun enough!). Again, any better ideas for this cut?

libraryjoy on Zo-Zu Castle, the Punisher

1 month ago

A couple of questions - Am I missing something? Doesn't Zo-zu affect you as well? Do you have a plan for avoiding the damage, or are you just going to take it and pay the pot (it is a good cause after all)? (Orbs of Warding or Urza's Armor might help?) Ruination would take out all of your snow-covered lands (they count as basic lands), although I see you can play them from the graveyard (taking repeat damage from Zo-zu). Watch out for Heartless Hidetsugu and Dictate of the Twin Gods together. Once I accidentally took out the whole table, myself included, with that one (forgot I didn't have Gisela, Blade of Goldnight out). It only works if you are at an odd life total, and no one else is, or you have a way to do 1 damage to them (which you surely will). Mycosynth Lattice is a non-bo with Blood Moon (although great with Vandalblast.) So I don't have a lot of specific advice, but just a few things to keep in mind. Good luck, and thanks for supporting such a great cause!

miracleHat on

2 months ago

For sure. I did not realize three visits got a reprint, I was about to ask why you had it lying around. Also this is (mostly) nitpicking but unless you run into many Vandalblast/Shatterstorm affects, you might prefer Turn Aside to Miscast. Finally, kira, glass spinner (some name), which does require a bit of workaround, can result in extremely difficult situations for opponents (single target artifact/enchantment/creature destruction are neutered against you).

Load more