Volcanic Awakening

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Volcanic Awakening

Sorcery

Destroy target land.

Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.)

Necrosis24 on Background pairings

1 year ago

I like the idea of a Lulu, Loyal Hollyphant and Clan Crafter as a modular deck. This lets you go wide or kill with commander damage as Lulu has built in evasion. Originally I wanted to build Barrin, Master Wizard but it is hard to justify that price tag.

Volo, Itinerant Scholar and Haunted One mill deck utilizing Changelings and Cloudstone Curio to build up the creature count. Then you will draw a bunch of cards and with Psychic Corrosion in play you can mill for tons. You can also take advantage of Kindred Discovery and Altar of Dementia. When you activate Volo's ability Haunted One will be active so you can sacrifice your changelings to the Altar of Dementia to mill. Then they will return due to undying which will trigger Kindred Discovery and draw you cards to trigger Psychic Corrosion. And then you can sacrifice your changelings to Altar of Dementia once again.

Faceless One + Shameless Charlatan I just think is a funny theme for a clone deck.

Durnan of the Yawning Portal + Popular Entertainer or Passionate Archaeologist (which is his paired background). But instead of using him as a cost reducer for big creatures you would run either small artifact creatures or small creatures in general so you will be paying 0 to 1 mana for each creature. Ideally with multi combat you can get a ton of creatures exiled then cast them all for free or cheap on one turn. This will build the storm count in which you can cast something like Ignite Memories or Volcanic Awakening to close out the game.

Honorable mention for Abdel Adrian, Gorion's Ward because he makes Settle the Wreckage a fantastic ramp spell with no consequences.

Spell_Slam on Veyran's Echo

2 years ago

It seems like your deck would really benefit from running actual Storm cards. Grapeshot in particular seems pretty great. I think basically every storm card in your colours is probably worth playing: Brain Freeze, Empty the Warrens, Ground Rift, Mind's Desire, Volcanic Awakening, Temporal Fissure... Most of these are decent in commander if you can play a few spells before them (which would decks seems built to do).

Reznorboy on Ramos Wants Pizza

3 years ago

Thanks, this is my paper list, and I agree, the deck is not as consistent as I'd hoped.

If I could possibly get more cards to discard/draw such as Insolent Neonate I would be happy.

I wanted to put Volcanic Awakening in this deck (it's a perfect fit) but I could not locate any.

(I definitely considered Grapeshot. I may or may not put it in at some point).

I considered using more Stax cards like Winter Orb but for now I think I have enough, (I mean, there's only so much room?)

The next step I was going to take was add a bunch of Chandras, cards like Seething Song, and just generally try to tune it up. (The only issue is that the people in my play group don't like Land Destruction so for now I'll be taking a hiatus from this deck.)

12_dwarfs on Aristocrats all the way.

3 years ago

So here is what I have come up with, I'm adding Shattering Blow, Seismic Shift, Destructive Revelry, Rubble Reading, Broken Bond, Volcanic Awakening, and Artisan's Sorrow for artifact enchantment destruction. I also added Tasigur's Cruelty, and Smallpox for discard. I like the dredge engine idea and ill look on card kingdom for some of the other suggest cards. Once again thank you so much.

Reznorboy on Aristocrats all the way.

3 years ago

Oh yeah. Because you're playing both White and Green and Red and not playing many artifacts or many enchantments, I think you'd be better off playing mass artifact and enchantment hate than playing many artifacts or enchantments yourself (As well as Land Destruction, because it's an option and goes hand in hand with Artifact hate). Good examples are Broken Bond, Dust to Dust, (keep Artifact Mutation), Deconstruct, Gleeful Sabotage, Mwonvuli Acid-Moss, Tel-Jilad Justice, Tribute to the Wild, Ancient Grudge, By Force, Decimate, Fiery Confluence, Fissure Vent, Shattering Spree, Vandalize, Devastating Dreams, Incendiary Command, Rubble Reading, Scorched Earth, Volcanic Awakening, Volcanic Offering, Yawning Fissure. You don't have to play all of those cards, but because you're playing Tymna the Weaver, everyone will want to kill you as quickly as possible regardless, so using these cards will not damage your reputation much anyway.

Tylord2894 on Elsha of the Infinite EDH v1

4 years ago

Hi, I was reading through your decklist and description and had a couple of suggestions that might make your deck run better. I too have made an Elsha deck and learned quite a bit about how to hone her; however, I will preface this with I made mine geared more towards cEDH, but these are just general optimization tips.

My core suggestion is that you don't need to win more. That is, once you've achieved your top combo and gotten your deck in hand, you should be able to win. Here's a short run down, on the board is a way to reduce your artifacts by (at least) . You can play Sol Ring then play another cost reducer. Let's say you now have Helm of Awakening and Foundry Inspector out. You can now play enough cheap mana rocks to play Jace, Wielder of Mysteries , draw a card, and end the game. In my experience, most playgroups don't like to sit there waiting while they know you can win. You don't need to worry about getting infinite mana with Saheeli and Urza, Lord High Artificer .

As for the focus on storm, you don't need it. Most storm-based strategies cast a bunch of free spells or get infinite mana to cast something big to end the game. Since you already have a way to close the game without having to worry about the storm count, it's not needed. I would suggest taking out the following:

There are also some more general optimization that I would make too. You are running some pretty inefficient cards like Oona's Grace . There are far more efficient card-draw spells. There are also several nonbo cards like Zetapla and Angel of Invention . Each card should be advancing you towards your main goal. They are not. Lastly, I would remove most of your instant /sorcery synergies, like Ral, Storm Conduit . Instants and sorceries make up less than 20% of your deck. Almost all of your pieces that combo with them will be duds for most of the game. These include:

If you're interested, take a look at my Elsha deck here.

Good luck, and I hope that you enjoy your deck!

SakuraStorm on MONO-R STORM feat. CHANDRA *cEDH* [Mini-Primer]

4 years ago

@Frewsax Thanks! Haze of Rage is what makes it possible to score a kill with commanderdamage. T1 Chandra, T2 storm into HOR -> 1st opponent down. Requires like a lot of fastmana and you should btw. definately add Sol Ring to my build(sadly my playgroup houserule banned it). Hazoret the Fervent shines more in this regard, as she's got haste and is indestructible. Killing the whole table T3-4 is sometimes troublesome, but getting off a early Volcanic Awakening really helps. Also don't shy back on copying the ritual spells like Seething Song or paying almost all your life to Treasonous Ogre .

SideBae on I Play For Free, You Don't Get To Play!

4 years ago

The first thing I notice when looking at this list is that you run 41 lands. I strongly advise against this. In my experience, unless you’re a green landfall deck like Azusa, Lost but Seeking , there is little utility in running more than 34, maybe 35 lands. There are budget options for fetching, such as Evolving Wilds or Terramorphic Expanse , which you might find helpful for color fixing. Also, you might consider running the shock lands in your colors ( Hallowed Fountain , etc.). These can be grabbed by slow fetches like Flood Plain , and add a level of consistency to your mana base without breaking the bank. Hall of the Bandit Lord is also a consideration, though it can be pricey. Temple of Epiphany , Temple of Enlightenment and Temple of Triumph may be helpful to find more/fewer lands early, before Narset is down, and remove ‘dud’ lands from the top of your deck after she is ready to attack. Command Tower , Mana Confluence and City of Brass are also good additions.

My second piece of advice is to add top deck manipulation. While many of these kind of cards are expensive, like Jace, the Mind Sculptor , Scroll Rack and Sensei's Divining Top , card’s like Ponder , Brainstorm and Preordain are very affordable. I especially advise the first two, as they permit stacking up to two spells on top of your deck before attacking with Narset, where Preordain only stacks one. However, all three are great in an opening hand looking for lands or action cards, and I would run all three in virtually all blue decks. Telling Time and Serum Visions are also contenders for this slot, though I don’t think as highly of them.

Mystical Tutor , Enlightened Tutor and Personal Tutor are also great ways to stack cards you need on top of your deck before a Narset trigger resolves. These are in the $20-$30 range though, so they may not be super accessible.

Strionic Resonator copies your generals ability... just sayin’.

If you don’t want to run counter magic, you should at least consider counter counter magic measures like Defense Grid or Price of Glory . These will make it way more difficult for your opponent to counter your general on her way down, or your free spells during the resolution of her trigger. Silence is also a good card from that view. Some interaction is always good, though. Here, I recommend Wrath of God , Supreme Verdict and/or Swords to Plowshares . The first two are board wipes that will hold back wide decks and give you time to cast your general; Swords is just the best spot removal in the game. Wear / Tear is another great piece of interaction in RUW.

With respect to your ramp: I see you’re running all three cluestones. I think the signets ( Azorius Signet , Boros Signet and Izzet Signet ) are better. In my experience there is a tremendous difference between 2- and 3-mana rocks in EDH. Similarly, I advise Talisman of Progress , Mind Stone , and Thought Vessel as ramp options. Coldsteel Heart is also a good idea.

Depending on your board presence during each game, you might consider Restore Balance , as a Narset trigger allows you to cast it immediately. This may be helpful if you can’t go off that turn, and just want to keep opposing boards in check.

If you want to get SUPER spicy, Mind's Desire and Volcanic Awakening are also good options to hit off Narset triggers. Temporal Manipulation is an extra turn card you may have missed.

Card draw and selection is a premium in EDH and decides most games. Chart a Course , Faithless Looting and Dack Fayden all come to mind when viewing your list. Ancestral Vision is about $10 these days, and is a fun flip off a Narset trigger, though Concentrate may be just straight better, as you can cast it from your hand as well. Mystic Remora is a good enchantment for drawing cards. If you choose to run a counter counter magic package, Dictate of Kruphix or Howling Mine may help; however, be weary of playing them when you have no counter protection, as they are symmetrical effects.

Finally, depending on how mean you are, Ravages of War , Armageddon and Cataclysm are possibilities. Nuke-ing all the lands means that Narset is very likely to take over the game, and resolving one of these spells may win the game on its own. Cataclysm is, in my experience, even more brutal than the other two, as it kills walkers and removes armies of blockers.

I hope you find this helpful; let me know if you need clarification on any of my comments.

Good luck with deck building!

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