Violent Outburst

Violent Outburst


Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)

Creatures you control get +1/+0 until end of turn.

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Have (1) Obsolete
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Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper EDH Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Violent Outburst Discussion

darkmus on Serra's Descendants, competitive Angel Tribal

1 month ago

FisterMantastic Yeah, 4 rips for sure. And couple of Soul-Guide Lanterns or Tormod's Crypt (whatever you like more) if you need more hate should do the trick. I don't think they are that consistent but FYI Ravenous Trap and Crypt Incursion might be fun/interesting SB cards that can also do the trick. Grafdigger's Cage can also stop living end.

If force of negation es a problem a card that I found works surprisingly well and is super fun to play is Mana Tithe. It works the first time at least xD, so I just sideboard it in game 2 and took it out if I had to play game 3. It also works quite well just against the Violent Outburst and the living end itself, since normally they tap out to cast it as soon as possible. No one expects the Spanish Inquisition...I mean, the white counterspell. Not the most consistent thing but a fun one to have in mind at least from time to time.

Yeah, chalice of the void could do the trick pretty nicely, but I feel the same as you. I want it for the side of another deck but man...that kind of money for a sideboard card hurts...

Glad to help! The more people play and test it the more feedback we will have and the better it could become. I am hoping for players better than me to give it a try, hahaha. I just hope most people that try it are at least a bit luckier than you with the matchups, xD.

TriusMalarky on Azorius Testudo

1 month ago

The corner case where Whirlwind Denial is better than Disallow is so rare, I don't think I've seen it more than once or twice in almost five years of playing magic. See, the only times there's lots of things on the stack is when

  • Your opponent is doing weird things and abusing rules to create a cool combo, in which case you can counter one specific spell on the stack to fizzle the whole thing. See Violent Outburst into Crashing Footfalls(modern, not pioneer) -- just counter the footfalls.

  • There's a counter war. In this case, all you need to do is counter one specific spell, namely one of your opponent's counterspells, and it doesn't entirely matter what counterspell you use, especially because your opponent is likely to counter it.

Other than that, if your opponent knows what they're doing(and if they understand the stack, they probably do), they shouldn't have more than one thing on the stack at a time. 99.999% of the time, Disallow is better than Whirlwind Denial.

TheWanderinGPlaneswalker on Osgir, The reconstructor Consturcted+listofcards

5 months ago

unstable_anomaly All that glitters isn't a bad idea at all. It effectively does what osgir's pump ability already does but without the need to sacrifice the board. Combine that with a basic voltron piece and that's easily 7 dmg a turn. So how the copy effects like Illusionist's Bracers work is similar to if you copy an X spell. So if you cast Doublecast on a spell with x in it then the amount that you payed for x will be copied. SO if x=8 then the copy will have x=8. How I understand it is that osgir's ability is a cost. So for example I activated osgir's ability and pay zero mana and exile lotus petal. I believe what happens is that the lotus petal is exiled as cost as it doesn't say target artifact but exile it as a cost. Anyways, costs are paid first. Then the ability that will go on the stack is the creating 2 copies of the exiled artifact. Just like an x spell being copies would create another copy of that same spell with the same mana spent on x, copying osgir's ability copies what is currently trying to resolve, namely that being the creation of 2 lotus petals. So if copied there would then be 2 instances of osgir's ability on the stack creating a total of 4 lotus petals (after the initial illusionist's bracers ability resolves on the stack).

So the Mox Tantalite and Lotus Bloom are really cool. So say I suspended Mox Tantalite on turn 1 and by the time I have osgir in play he is not summoning sick as well. So then what I can do to ramp is tap the mox to produce a mana. Then I use that mana to osgir's first ability to sacrifice the mox as a cost and then give target creature (even opponents) +2/0 until end of turn. After this (or during it being on the stack because sacrificing the artifact was a cost) I can activate osgir's 2nd ability to pay 0 mana to exile the mox from my graveyard. When this resolves I'll now have 2 Mox Tantalite . For Lotus Bloom it's a similar process just a different result. Lotus bloom is on the field and I sac it for that sweet black lotus mana. Then I use osgir's ability to pay zero and exile it from the graveyard. Then when this resolves I am rewarded with two more copies of Black Lotus that I can sacrifice at my pleasure!

Also no problem with the questions. And no the tokens wont have suspend counters put on them. Mox and bloom work similar with suspend in that if you want to play them from your hand the only way to do that is suspend them instead of casting, wait 3 turns, then cast them at the upkeep. However, there are cards like As Foretold and Electrodominance that allow you to play cards with cmc 0 from your hand. With cards like that you CAN cast them from your hand without suspending. However wheen creating copies of a card even with something like Mechanized Production the copies are just created without being able to suspend them even if you wanted to. There is actually a modern deck based off of this concept called as foretold. Also this concept works the same for Living End . Another modern deck where the goal is to cycle big creatures for 1 mana, get to 3 mana, then cast either Violent Outburst or Demonic Dread to cascade into living end (as the only card 2cmc or less in the deck), then cast that living end without needing to suspend as the cascade mechanic allows you to cast the card. Of course that then leads to a board wipe and all of those big creatures coming back and then you try to attack for the win.

Thx for the comment! Mind sharing your list? I think my list is definitely unrefined so I'm happy for any suggestions on things to cut/add to make it a deck that can hold it's own and being able to provide great value in an interactive game of magic.

enpc on Hub suggestion Eureka

6 months ago

This hub would also allow the capture of Hypergenesis modern decks. While Hypergenesis decks work slightly differently to Eureka decks in that they leverage cascade (via something like Violent Outburst ) to cast Hypergenesis, the concept is similar.

sylvannos on B&R February 15 2021

6 months ago

@DuTogira: You're not really thinking about where Chrome Mox fits into the format vs. Simian Spirit Guide . Simian Spirit Guide is like an uncounterable Lotus Petal that isn't shut off by Stony Silence with the only downside being you can't recur it. Chrome Mox requires you to pitch a card and it's an artifact that has to be activated.

Where does that even fit in Modern? Cascade decks don't play it because Violent Outburst into Chrome Mox is all kinds of feel bad. Storm doesn't really want it because of the card disadvantage. You could do something stupid like Island -> Chrome Mox -> Exile red card -> Goblin Electromancer , but that leaves you with only 3 cards to try and win with (4 on your draw step). They basically have to be Gifts Ungiven , ritual, ritual, Manamorphose . If your opponent Lightning Bolt s the 2/2 or blows up the Chrome Mox , you won't be able to do anything other than cast Gifts Ungiven and pass. Griselshoal is in a similar spot, where it's already struggling to get the combo running. And Urza decks aren't even playing a full set of Mox Amber , so it's not like another mox that struggles to work because 70% of the deck is colorless is adding anything.

So where does that leave Chrome Mox ? Probably in a similar position from when it was in Extended. It gets used like another copy of Aether Vial for aggro decks or another mana rock for midrange. The most likely places you'd see Chrome Mox are in decks like D&T, Infect, Fish, Ponza, and the odd combo deck like Oops! All Spells or Griselshoal.

I'm just speculating and obviously I can be wrong. I think, though, that a more serious question needs to be had regarding Modern's banlist. If we can unban Jace, the Mind Sculptor and Bitterblossom , maybe we need to reevaluate what cards are problematic and what cards are on there because they were too good in Standard, Extended, or previous versions of Modern. We also need to consider which cards are causing other cards to get banned, Urza, Lord High Artificer or Ancient Stirrings being good examples.

wallisface on Tibalt's Trickery to be Banned (Turn 3 Emrakul)

7 months ago

Carrot_cake I understand the combo. I did forget that it won't find the card you countered, so will miss the other copies of Violent Outburst . However, I think you can still do a much more optimized build of this.

The issues you're currently facing are very real:

  1. If your opponent has any kind of countermagic to stop you casting Tibalt's Trickery off cascade, you lose. This is especially true when you're only running one copy. Trying to add Vexing Shusher won't help here, as it just means you're just as likely to ruin Tibalt's Trickery yourself without your opponent doing anything.

  2. Relying on having Violent Outburst in your opening hand is going to mean your deck is going to lose to itself a huge amount of times. Add to that, if you're playing against any deck with hand disruption, and you will never get to play that Violent Outburst in your hand cause it'll be in your grave.

It feels like you've chosen the simplest possible way to enact this combo - and I think you can improve on this. Requiring Violent Outburst in your opening hand is already going to give your deck a poor win ratio - and if you're against a blue or black deck, this is likely going to be even harder.

This is the deck I suggest you look at - the guy has put together some good videos on why he's made the choices he has and shows his games. It doesn't 100% guarantee that Tibalt's Trickery will hit an Emrakul, but it is a lot more consistent at what you're trying here - and is faster to boot.

Snowmen1 on Theory Crafting a Turbo Tibalt …

8 months ago

Ok, so new tibalt got spoiled. Looks like an overral decent/well rounded card. One thing which honestly I hope they change the rulings on is that you can apparently cascade into it. While a lot of people think you can slot this card into jund and just get random value off of Bloodbraid Elf, I'm thinking you can break this by playing like a living end deck and forgoing playing other one and two drop cards in order to be able to always cascade into it with either Violent Outburst or Demonic Dread, not only letting you be able to cast tibalts back half for three mana, but also effectively have 8 3 mana tibalts in your deck.

You can fill in the curve by playing early mana sinks at high converted mana costs by playing cycling cards, other double faced cards, tapped lands that give extra value, split cards like Cut / Ribbons, Response / Resurgence, Rise / Fall, Dead / Gone, etc. Evoke creatures, and so much more.

Not to mention you can also run Simian Spirit Guide and turbo this out as early as turn one.

This seems extremely strong to me, and honestly I hope the change the rules to fix this, but for now, I'm just trying to think of how a turbo tibalt deck might work.

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