Spitting Earth

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Legality

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

Spitting Earth

Sorcery

Spitting Earth deals damage equal to the number of Mountains you control to target creature.

DreadKhan on Burn The World Just Cause You Walk On It

3 weeks ago

Well, after a quick search I found a few damage spells that might be worth checking out: Mine Collapse can deal 5 damage for no mana in a pinch, if this can kill an opponent at a good moment it could definitely be worth it, Spire Barrage/Spitting Earth can each hit a single creature for potentially a lot (spreading it out sounds incredible to me!). Their is also Jaws of Stone if you really, really like the effect.Transmogrifying Wand is an incredible piece of removal in a mono-colour deck.

What kind of help are you specifically hoping for?

Osbert on Purphoros Token Fiesta EDH

7 years ago

No Fervor , Mass Hysteria , Flamekin Village , Lightning Greaves/Swiftfoot Boots , or Ogre Battledriver ? Haste is the best thing mono red does. I have a Krenko, Mob Boss EDh deck so here are a few more suggestions, ultimately these will be better the more goblins you run:

Note my Krenko, Mob Boss EDH deck is designed to take out several players at once before turn 7, depending on how spikey you want to make the deck, customize it accordingly.

Skirk Fire Marshal : Chances are you will have highest life at the table.. this finishes it. Also can just be a board clear as most things die to 10 damage. He also keeps himself alive xD

Vandalblast :Red sucks at getting rid of things, except artifacts. Man do they hate artifacts.

Goblin Shenanigans: It's a goblin, so Goblin Matron can go find it. If you have a big field of goblins and this, no one will board wipe until it's gone because of fear of getting one shot by the damage. So a win win for you (only viable if you vut more of the non-goblins really, but still an all-star in my deck).

Outpost Siege : Both modes are great; Dragons for when you're ahead, Khans when you're behind.

Goblin Sledder : When you swing wih 20 1/1's and 5 are blocked.. yeah those 5 go to feeding the ones that got through. Can act lke a combat trick or making sure all the damage does through. Also activaters Goblin Shenanigans and Outpost Siege

Mizzium Mortars : one of reds best board wipes as it doesn't kill all your stuff...

Sensation Gorger : Red sucks at drawing cards and usually relies on cards like Staff of Nin to keep their hand from disapearing. This mini-wheel in a goblin focused deck really allows for some explosive plays.

Spitting Earth/Seismic Strike : Spot removal is good, and with these you do a lot more damage then the mana you put in, worth considering.

Sulfuric Vortex : If 40 points of damage is your goal, make sure it's never more than 40..

Zo-Zu the Punisher : My favoutie goblin of all time. you know all those pesky green decks with their big dumb creatures that squash goblins? Yeah, lets make sure they pay extra for all the mana required to cast those.

Five-Alarm Fire : More damage, can go right to their face or snipe off creatures. With a small army you can easily rack up 5 counters on it.

Goblin Piledriver : The more goblins, the nastier it gets; I've smoked a Talrand, The Sky Summoner player for 30 with it once xD

Skirk Prospector : Simply the best goblin ever printed. What do you want to do with all those goblins that you puked out for Purpheros to hurt others? Why turn them into mana to pump out even more goblins!

Goblin War Strike : It's quite satisfying to kill an unsuspecting player with a 1 mana Sorcery... :3

Voracious Dragon : Once again, the more goblins, the more hurt. I've killed several player by just dropping him without swinging, and then if he has haste, he can usually take out another player at the same time.

Eldrazi Monument : Keep all your dudes alive, give 'em a small boost and evasion and you're having a party.

Possible Cutys:

Empty the Warrens : personally I've never liked the card unless you're running ALL of the ritual spells to make it poop out game on the spot, in my opinion it's winmore. That and I'm not a fan of combo kills.

Goblin Rally : Too high CMC in my opinion, you can win before needing to waste a turn casting it.

Goblin Scouts : It's worse than the above...

Molten Birth : Good mana sink if you win the flip, if you loose the flip on the first try it's useless.

Dragon Mantle : Not sure what this is doing in the deck... I'd rather draw a land than this..

Prophetic Prism : Just a bad cantrip that doesn't produce any mana, I'd cut it.

Embermaw Hellion : It's good when you're ahead, but when you're behind it sits there and doesn't do much. It does act like a lightning rod for removal but there are cheaper lightning rods that can get you back into the game if you're behind, or help you close out a game just as fast.

Warping Wail : I don't think you have enough colourless sources to warrant the use of the card, although countering all those sorcery speed board wipes is tantalizing.

Sorry for the book.

YourZombieFriend on ManaRamp R/G Dragons

8 years ago

If you make Dragonlord Atarka your commander and slap in some more lands and creatures this would be a decent start to a commander deck. lol

You really need to cut down on cards and get more sets of things like Sylvan Ranger and Harrow so you can have more consistent ramping.

Greenweaver Druid is pretty slow to get out, Llanowar Elves or Birds of Paradise are much better. The more of each, the merrier too.Cultivate and Khalni Heart Expedition are nice, the latter works really well with the former and Harrow.

More burn cards would be good, like: Shock, Red Sun's Zenith, Fireball, or Devil's PlayBurn cards with X are seriously great in a ramp deck. They'll give you more flexibility to destroy creatures you can't in battle and let you win with direct damage.

I'd pull out Fire-Belly Changeling, Chandra's Outrage, Giant Growth, Reverberate, Claws of Valakut, Savage Punch, and Spitting Earth just because they don't seem to mesh well with what you're going for. They just kind of seem jammed in there.

Punishing Fire you might want to sideboard, it's basically just a more expensive Shock unless you play against a life gain deck.

Dragon Fodder and Mudbutton Torchrunner won't be a huge help because you only actually have two, maybe three, cards that take advantage of them. One of which, Skirk Prospector, doesn't have a lot to do because your other goblins do useful things that you want them on the field for doing.

Abundant Growth and Prophetic Prism could probably come out because you're only running two colors and you're already fetching whatever color lands you need. Try the deck without them and see.

Wizard_of_the_Broke on Soo... How are you supposed …

8 years ago

Thanks, DrFunk27.

Looking at the exact list, I'm surprised it was nearly top 8 - it's clearly not tuned to face a bunch of 4/4s and 5/5s. But that's why I think it has potential - it did well despite being unprepared. The question is how to tune up a URx package with the right removal - Roast could be really strong. Targeted land destruction seems do-able. One of the big questions is how to play around Chalice of the Void - maybe split between 1-and-2 drop removal?

I think I'll also look at Lightning Axe, Skred, Spite of Mogis, Processor Assault, Spitting Earth (cool with Moon - but janky), Mizzium Mortars, Crushing Pain - and others.

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