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Moxonomy

Volcanic Awakening

Sorcery4 generic manaRed manaRed mana

Land destruction with Storm is a strange marriage, and the strangeness is the point. Most Storm payoffs want to close the game on resolution: deal damage, draw a hand, build a board of tokens. Destroying lands is a tempo play, the kind of slow-grind disruption that wants to strand one target at a time across several turns, not all at once after a long chain. Pairing the two yields a card that does almost nothing at its baseline (a six-mana single Stone Rain is among the worst rates in the game) and something lopsided at its ceiling: cast a few cheap spells first, then blank an opponent's entire battlefield of lands in one resolution. The copies pick new targets, so a high enough Storm count is not a Stone Rain, it is a one-sided Armageddon that leaves your own mana untouched. The design problem here is how to hand a combo deck a way to interact with the board without diluting the payoff: this is a land wipe you only ever cast when you are already winning the spell-count race. So it functions less as midrange disruption than as a contingency for the Storm pilot who needs to flip a grindy matchup, denying mana instead of killing creatures. The enormous floor-to-ceiling spread is exactly what Storm design lives on, and few cards stretch it as far in both directions.

Volcanic Awakening (tsp)
TSP · #186uncommon
Pricing
Normal: $0.25
Foil: $2.62
Oracle Text

Rules text

Destroy target land. Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
Legal
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
N/A
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