|Commander / EDH||Legal|
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|Duel Decks: Mind vs. Might (DDS)||Rare|
|Commander 2016 (C16)||Rare|
|Dragons of Tarkir (DTK)||Rare|
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Return target instant or sorcery card from your graveyard to your hand. Volcanic Vision deals damage equal to that card's converted mana cost to each creature your opponents control. Exile Volcanic Vision.
|Have (4)||sonnet666 , GeminiSpartanX , metalmagic , TheRealSpecialK|
|Want (2)||nottherealblakeshelton123 , Tomagotchi|
Volcanic Vision Discussion
1 month ago
Had another look. I like:
Tezzeret's Gambit . Can become a free spell, draws cards, AND you can use proliferate on your experience counters. Fantastic.
Thousand-Year Storm . Expensive, but great if you resolve it.
Treasure Cruise . Very easily a 1-mana draw 3.
Volcanic Vision . This just looks like good value.
Recurring Insight . Draw!
Precognition Field . Playing the top of yoyr library is like always having an extra card in your hand. The exile allows you to ensure you don't draw any dud cards if you have the spare mana.
There's a bunch other good cards there too. Most of the lands I see are good.
1 month ago
Cards worth considering (which I can offer): Pirate's Pillage Reforge the Soul Artifact Mutation Kodama's Reach Decimate Avenger of Zendikar Charmbreaker Devils Llanowar Elves Acidic Slime Fall of the Titans Commune with Lava Volcanic Vision Devil's Play Rishkar's Expertise Release the Gremlins
Lemme know if any of these interest you, homie :)
2 months ago
I've been playing yesterday and really suffered from lacking interaction throughout the whole game. With 4 opponents I really didn't get much breathing room. The only thing I managed to do was holding 1-2 players at bay, using my burn as removal and getting Valakut online in the meantime, but I was far off from finishing anybody off without receiving a major backswing. My biggest mistake was looting away Volcanic Vision to get land drops. As you said with Hour of Devastation , it's necessary to have a board wipe for mid game, when your opponents evolved their board states and you sit on 2 chump-tokens max.
3 months ago
- Because spellslinger decks don't run that many creatures, you're probably going to need a few more board wipes. Perhaps Cyclonic Rift (don't hate me), Evacuation , Descent of the Dragons , Star of Extinction , or Volcanic Vision .
- If you're going to run cards like Everflowing Chalice , Hedron Archive , Mind Stone , and Temple of the False God , I would suggest running more X-spells. Cards such as Curse of the Swine , Molten Disaster , Starstorm , Epic Experiment , and Jaya's Immolating Inferno would give you more board wipe options, as well as explosive izzet shinanigans.
- Sentinel Tower is really only worth it if you was to storm out.
- I wouldn't recommend running Psychosis Crawler unless you want to focus on card draw. Same goes for Windfall . In this deck, Windfall does cause peripheral effect to occur, such as Locus God or Niv-Mizzet triggers. You would need to be playing against a deck with a lot of card draw, otherwise you might only be helping your opponents since you will probably be drawing more than them. I see that you have some cards with triggers bases on card draw, but since they are not your commander, there is no guarantee you will see them during a game.
- Overall, it seems like you are a little stuck between wheel, storm, and spellslinging. Personally, I think Jori En is bested suited for spellslinging. Baby's first Izzet deck. I'm so proud of you!
4 months ago
First off, I assume you're somewhat on a budget for your land base? Personally I don't like the tap lands like Izzet Guildgate or Highland Lake. Cascade Bluffs, Swiftwater Cliffs, and Wandering Fumarole would be much better choices. You could also consider cycle lands like the Deserts from Amonkhet.
There aren't a lot of cards that I'm super down on, but Arcane Denial is pretty bad. Same with Baral, Chief of Compliance. Counterspells aren't the best in commander, and you don't have enough for Baral to be worthwhile
Some other scattered thoughts:
Viral Drake isn't that synergistic and could probably make room for something else
Fabricate would be a good include to make your chain veil more consistent.
There's definitely more I could say, but this is enough of a text wall as it is.
RoarMaster on Melek
5 months ago
R/U always has issues with enchantments, thats just a handicap that those colors have, and you dont have much in the way of answers honestly. Aside from Chaos Warp, you are basically relying on blues ability to counterspell/bounce for these things. Yes its rough, but hey, you wanted a challenge, right? ;)
There are ways to dissuade people from attacking you, although if you are wanting to stick to inst/sorc, its pretty limited. Illusionist's Gambit, Disrupt Decorum, and weird stuffs like that can offer temporary protection while being instants. Otherwise, you are looking at adding more artifacts and enchantments that will protect and dissuade attacks. Collective Restraint is a shitty propaganda here, Meekstone can slow things down but doesnt solve token threats well, and Dissipation Field taxes pretty good but can allow your opponents to re-use ETB creatures n stuff. Bonfire of the Damned could be added to your burn list, since it shouldnt be hard to get it on the top of your deck when you need it. Volcanic Vision is also a good add.
As far as ramping goes, there is a lot of static ramp effects for inst/sorc. You have quite a few in your SB already, and Id suggest adding a few if you are intending on doing a lot of spellcasting each turn. I would not suggest arcane melee however, its symmetrical effect can be rough I have found.
If you are wanting to keep all of that artifact ramp in there though, I would suggest switching some around for draw effects, such as Commander's Sphere, Mind Stone, ect, as they can be very useful drawing past non-inst/sorc when needed.
Its hard to get any decent lifegain in these colors and without much in the way of creatures. I mean, Basilisk Collar is probably your best bet...? haha
Random secret tech, Bosium Strip.
Final advice, run more topdeck manipulation. If you want to be all tricksy, run a bunch of the instant ones to make some super convoluted stacks with Melek out. It can get pretty nutso.
Impulse, Spy Network, Trickery Charm, and Telling Time are probably the go-to cards for that. Otherwise theres a bunch of sorcery ones, must haves being Ponder, Preordain, and the MVP Mystic Speculation. Portent and Index also pull their weight here. But if you want to be more proactive with your topdeck manipulation, theres stuff like Discombobulate, Condescend, and Fated Conflagration.
7 months ago
Love Purphoros, figure I'd share some of my findings from when I'd play him. When I put Purphoros together, felt like I really ran out of fuel too fast, so I changed up my mana rock and creature selection.
The principle i'm applying here is I'm red, I run out of cards due to my low CMC, so at all points i need to be able to convert my field into more fuel. The last one Coveted Jewel is pretty easy to protect in such a crazy token deck as well.
Other Draw Effects : Prophetic Flamespeaker usually results in two cards, as he has double strike. Both him and Stromkirk Occultist are great, as youre trying to win via damage anyway. Commune with Lava Do Commune with Lava before your turn starts, usually in response to someone moving to their end step. Nets you a bunch of toys next turn. Vance's Blasting Cannons Flip Worse than outpost siege, but from my perspective I just dont care, as I want to draw cards lol.
I noticed there's not a lot of super strong removal or instant speed stuff so I figured I'd drop a few cards for those as well.
Volcanic Offering Volcanic offering in multiplayer usually results in two threats removed, and two lands removed. Seismic Strike (Assuming you just have lands, its 3 mana for 3 damage, and it gets better as time goes on.) Chain Reaction The majority of reds field wipes kind of suck, so im not sure how else to help you here. Less conditional than Aligned Hedron Network, and will hit very hard since you're a token based deck. Starstorm Instant speed, cycling, really good! Disaster Radius and Volcanic Vision are one sided. The last one lets you recur usually a good token spell as well, though ill admit its one of the weaker suggestions.
Although Purphoros is really, really strong against restrictive enchantment decks, I run a lot of enchantment removal and when you run against an azorius deck trying to ruin fun, i always wish I had them in my mono red decks.
Scour from Existence Every time I've cast this, it's saved me. As weird as it sounds and yes its 7 mana, but there are so many times I've been playing where I wished I had this or chaos warp, admittedly Chaos Warp is better, but you can only run one of them :(. Unstable Obelisk Meteor Golem He triggers purphoros too!
9 months ago
Oh thanks for your sugestions and sorry for the late feedback! Let me star with your question. Exiling is just generally more powerfull than send to the graveyard because any deck can have one or two pieces of recursion (and in my meta almost all actually have), the Memory part of Commit goes well with it since my opponents will get less from the effect and against reanimator decks it spikes in power.
I got rid of most permanents in this deck in favor of instants and sorceries because the later can be copied and cost reduced unlike the former, I actually cut down Archaeomancer and other creatures with that effect earlier, the guildmage was also cut because he is to easely removable and his ability costs to much to use repeatedly. Cast Through Time was also cut because 7 cmc and UUU in it is to much for na enchantment when there is Swarm Intelligence already. Guttersnipe is usually a lightining rod for removal and draws attention from everyone at the table. Mizzix and Baral are beyond the budget but I'm watching Baral closely waiting for rotation. I considered Jaya before but her price was high back then, now it came down she is an option. Metallurgic Summonings very interesting with that activated hability, I totally forgot about it.
On instants and sorceries:
For a boardwipe I was considering Volcanic Vision instead or Evacuation. I don't feel like legendar sorceries are reliable enough with only the commander to enable it. Instead of Pull from Tomorrow I think Blue Sun's Zenith would do a little bit better. I also don't plan on going for infinit turns unless I Clockspin Ral into it because that is funny.. The pieces of removal are pretty good.
Will be looking at some of these while I make changes to the build.
Volcanic Vision occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%