Red does not get very much proliferate-- I think
this might be the only card in Red that does it.
So, if you're interested in running a
proliferate/infect deck, you're probably not
running Red. What does Red have to proliferate?
Koth of the Hammer? I suppose.Pyromancer
Ascension decks would like it, since the first
counter goes on the Ascension when you cast Volt
Charge, then the Charge can proliferate that
counter on resolution. But that seems a little
narrow-- I'd rather just use Rebound spells. So,
mostly, this is a card for Limited, which is
bound to have some artifacts to charge up and
always loves to splash a removal spell or two.
Red is notoriously straightforward, and its
proliferate card is true to form. The only thing
really holding it back is that red hasn't been
the best color for proliferate effects so far,
and so it mainly brings targets (Koth, Shrine of
Burning Rage) rather than tricks to decks with
such a goal. Still, if your deck needs to be red
and its philosophy is that everything must
advance the number of counters, this is pretty
much the go-to card.
Today's card of the day is Volt Charge which is
a three mana Red spell that deals three damage
and allows you to Proliferate. Red doesn't have
as many options for counters as some of the
other colors and no shortage of burn which makes
this a little more versatile than some, but also
more expensive. In a deck with Koth or anything
using counters this may be a superior choice to
other removal as it works as additional support.
Overall a versatile card for Red to consider and
is likely to be played in at least some decks
during Standard rotation.
For Limited almost any removal is playable
and one that adds Proliferate in a format with
multiple sources of counters and Infect is an
added bonus. The cost is reasonable even when
other options are a bit lower and the single Red
in the cost allows any deck using the color to
easily play it. Always worth playing in Sealed
when running Red and a solid early choice in
Booster once the color is chosen.
another review at the Card of the Day at
Pojo.com. This time we take a look at Volt
Charge from New Phyrexia. Volt Charge is a red
instant that costs two generic and one red mana.
Volt Charge deals three damage to target
creature or player and then you proliferate.
The ability of proliferation in the different colors
was one of the better abilities to come from New
Phyrexia. Volt Charge definitely delivers for
many reasons. For starters, landing three damage
for three mana is a more old school deal,
certainly not what many players are used to
these days because of Lightning Bolt. But still,
three damage, three mana, good trade off.
Thenbeing able to proliferate afterwards could
just be a fizzle in red, or it could help out
greatly. Some mean planeswalkers lie in red, and
this could easily propel them to a final move.
Chandra Ablaze could certainly benefit from some
proliferate towards her final, which would allow
you to cast the Volt Charge again, proliferating
Plus now with some decent sources of infect in red,
proliferate in red could easily be a game ender.
Perhaps one of the best ways I have seen this
kind of thing happen used Grafted Exoskeleton
with Vent Sentinals and Fallen Feromancers.
Pinging for poison, keeping creatures at bay
with the Volt Charge, the proliferate bringing
the player to the brink of death.
Welcome back readers today’s card of the day is
Volt Charge an essential piece in the Standard
Bloodchief Ascension and Mindcrank deck. In
standard this card has found a niche in the
mentioned deck as well providing proliferation.
Other than that deck its too expensive and
narrow of an application makes it not the best
card to play however it could see play in a Big
Red style deck alongside Everflowing Chalice and
Koth. In extended and eternal I don’t foresee
this card making a huge impact. In casual and
multiplayer it can provide interesting
situations due to proliferate but a three mana
three damage spell is not the best card you
could be playing. In limited it’s a burn spell
as well as removal so it’s a high pick and has
the ability to be splashed with the single red
cost. Overall a card that helps enable a new
combo and a solid limited pick.