[Official]
The Top 50 List (Indefinite Hiatus)
Poll: Which WHITE CREATURE should be removed from the list?
Ended Feb 16, 2019
Poll: Which BLACK CREATURES should be removed from the list? (Pick 4)
Ended Feb 16, 2019
Poll: Which GREEN NONCREATURE should be removed from the list?
Ended Feb 16, 2019
Poll: Which COLORLESS NONCREATURE should be removed from the list?
Ended Feb 16, 2019
Reading it again, I may probably withdraw my suggestion on Fissure -- I maintain that it is a good card but I might concede that it won't be a Top 25. While I agree that Pillage and Aftershock would have to be divided among multiple players in EDH, I wish to point out that this is similar to Mortify and Putrefy. The fact of the matter remains that Pillage and Aftershock are two of red's most versatile spot removals.
I am not sure how are the top cards determined but I qualify these top X cards by asking myself this question: -
I could say with a straight face that if I were to play R, I would seriously consider Pillage and Aftershock for their sheer versatility.
As for my "exclusions". To be honest, I just suggested some of the weaker links in the list given that I am somewhat obliged to recommend a card to kick out for every card I suggest.
Do I think that Banefire, Demonfire, et. al. are poor red cards? Absolutely not. Do I think that they are top-25 material? I doubt it. While I agree that Banefire is a good Blaze variant, I don't think it is top 25 material. Look at it this way. If I am a blue player in a multiplayer setting, should I be concerned with a 20-point Banefire (lets ignore the question whether you could make enough mana to deal a lethal Banefire, in the first place)? If it is lethal and if I have stabilised behind a "boatload of control elements", yes -- I should probably pray that I have access to some of blue's very, very, very, limited playable cards that could stop it. The options gets easier if I am staring down at Demonfire instead of Banefire -- i.e. if you aren't going to kick Banefire, consider kicking Demonfire
It is true that blue has limited ways of stopping Banefire in any case but as you correctly mentioned earlier, this list is meant for multiplayer. While it is nice to have the option to kill the blue player, more often than not, you will only be able to Banefire for lethal only when the blue player is quite badly weakened already. Again, I shall reiterate that if nobody is backing countermagic, Banefire is really just -- as you call it -- a glorified Blaze. Whether that is good enough for it to be a Top 25, I will leave that to your discretion.
I won't comment much more on Ruination given that I really just suggested that given that in 1v1 matchups against monocolour decks, it has a decent potential of screwing you more than it screws your opponent. I will probably withdraw that suggestion given that I forgot this was for a multiplayer setting.
In either a monogreen or monored deck (with a hybrid RG general) on in a purely red/green deck, it is not very difficult to cast out. But let us look at the card closely.
Mana cost: Efficient and aggressively costed given the base stats
Creature Type: Spirit is possibly a relevant creature type with the Soulshift and some other Kamigawa mechanic
Static Ability: Trample is very relevant for pushing the damage through. People tend to underrate trample only to squirm a little when they find chump-blocking to be ineffectual. Trample is especially relevant in this case given the triggered ability....
Triggered Ability: The Triggered Ability is something Timmies around EDH has been salivating over. A 5 mana creature that smashes for six and threatens to destroy a land each time it connects hard enough is something worth looking. It threatens a consistent source of land destruction unless dealt with quickly. Even if we ignore its obvious potential with a Runes of the Deus attached, I am pretty sure that players could easily find some ways to grow their angry little spirit....
I know that it looks as if I am trying to push a land-destruction agenda here -- though given that land destruction is one of red's forte in EDH, this may not be all too surprising
The list of cards is meant to be the list of the most powerful cards with no regard to how nice and friendly they are. Myojin of the handy-hand (black myojin) is great because making players discard their hands is powerful, not because its myojin of the handy-hand is what people think of as a fun card.
Between ruination and wake of destruction, red nets extreme card advantage, that can aid it massively in stabilizing and winning. Its also one of the great answers to 5 color goodies type decks. Ruination is amazing for the same reason wasteland is amazing: there are some extremely dangerous utility and mass mana producing lands that need to be answered or your screwed.
As for wake of destruction: its essentially a game over against any mono colored deck. In multiplayer, it generally hits two or 3 players, and generally cripples one player. It even has the rare option of taking out the same nonbasic from each player if you are in a meta where things like coffers engines with vesuva are common. Simply put, its has great utility, and can always net card advantage except when ruination destroys players so badly that its a one sided armaggedon. (maybe it takes out your wasteland?)
Legacy:WUBG Jace Rock
Trade thread
Sig by: heroes of the plane studios
For one, at just 1U it flies under the radar of most counters and removal, and it's easy to play on turn 2 so you can keep mana open on later turns for counters. Arcanis always annoys me in my permission-ish blue decks because 6 mana for a sorcery-speed spell opens you up massively in blue, and arcanis is an enormous lightning rod for removal. If you want to keep him protected you'll probably need 8 mana, or 10 if you want to bounce him and keep CA. Jushi apprentice comes in early and starts giving CA quickly. Look at scepter of insight - admittedly not a great card, but it costs 1 more to use and 1 more to play for the same effect. So even unflipped, it's not bad - most permission decks will have 3 mana untapped eot anyway.
Once it's flipped, it just gets insane amount of CA. sure, he takes mana, but you're bound to draw into sol ring and mana crypt quickly.
The other huge advantage it's got is that it can easily become a wincon. All you need is reliquary tower (or any other no-max-hand-size card) and you can draw up to half your deck. Then force your opponent to draw 1/2 their deck at their endstep, then the other half at the beginning of your turn. Or use in conjunction with Minamo, school at water's edge to just win immediately. He's bound to draw into reliquary tower and minamo (or a tutor for them) pretty quickly. For 2 cards, it's a very easy to include alt wincon.
That said, arcanis is still pretty good...there's a lot of "meh" blue creatures on the list though. If I had to pick one, I'd take off draining whelk, but I've never thought much of body double, inkwell leviathan (though I seem to be the only one), magus of the future, mulldrifter, or willbender. Feel free to use your own judgement of course.
Imo Ertai, Wizard Adept is also very deserving of a spot...I mean, compare it to draining whelk...draining whelk counters one spell, Ertai can counter as many as he likes...and best of all, in multiplayer, you can use him as a deterrent - i.e. If you target MY creature with that phthisis it's gonna get countered, but if you target something of my opponents it won't. no one wants to make enemies of someone with a counterspell on a stick. Whenever I get him out, he does an excellent job of locking down the game in a hurry.
WUB Merieke Ri Berit BUW
GWU Phelddagrif 1 2 3 4 UWG
BR Kaervek the Merciless RB
B Chainer, Dementia Master B
WUB Sen Triplets BUW
BG Sisters of Stone Death GB
WUBRG Scion of the Ur-Dragon GRBUW
GWU Angus Mackenzie UWG
R Kumano, Master Yamabushi R
WB Teysa BW
U Higure U
B Geth B
WUBRG Child of Alara 1 2GRBUW
R Zirilan R
U Arcum U
UR Nin RU
BRG Sek'Kuar GRB
U Teferi U
G Melira G
GU Edric UG
BG Glissa GB
Casual
GUB Knacksaw Clique BUG
RWU Sunforger UWR
That's like comparing Prodigal Pyromancer to Fireblast. Ertai is a 1/1 with a tap ability that's going to cost you 7 mana and a rather tense wait before he counters something. Whelk kills an Akroma and immediately swings for 9. Also, quite abusive with Crystal Shard.
Also, if Mulldrifter and Body Double aren't VERY high on your list of awesome things in blue, I can't but think you're doing something wrong.
it's more like comparing prodigal pyromancer to scorching spear, if scorching spear cost 2R. whelk costs 6 to counter the first spell, ertai costs 7...after that, ertai's cheaper for each consecutive spell and doesn't NEED anything to combo with anything(although minano, school at water's edge is pure evil if you've got enough mana). The other annoyance is that, to use it, you need to leave a massive 6 mana open... and if no one casts anything worth countering, you just wasted your time. Ertai is far more efficient.
mulldrifter and body double are both combo-y, but usually with reveillark and other non-blue cards. They're ok, but on their own they aren't much. Ertai and Apprentice are both stand-alone cards that don't need combo support to be excellent, and both are quite reasonably costed compared to others on the list, I might add.
WUB Merieke Ri Berit BUW
GWU Phelddagrif 1 2 3 4 UWG
BR Kaervek the Merciless RB
B Chainer, Dementia Master B
WUB Sen Triplets BUW
BG Sisters of Stone Death GB
WUBRG Scion of the Ur-Dragon GRBUW
GWU Angus Mackenzie UWG
R Kumano, Master Yamabushi R
WB Teysa BW
U Higure U
B Geth B
WUBRG Child of Alara 1 2GRBUW
R Zirilan R
U Arcum U
UR Nin RU
BRG Sek'Kuar GRB
U Teferi U
G Melira G
GU Edric UG
BG Glissa GB
Casual
GUB Knacksaw Clique BUG
RWU Sunforger UWR
- Mulldrifter is a draw spell that can be recurred and copied fairly easily.
- Mulldrifter is a draw spell that synergizes extremely well with bounce and blink effects.
- Mulldrifter is a draw spell that can pick up equipment and auras and turn into a wrecking ball (flying especially helps for added evasion).
- Mulldrifter is a draw spell that can participate in Mirror Entity blitzkriegs, Overrun assaults, and can chump block in an emergency.
Mulldrifter doesn't have to be comboed with Lark to be good. Its excellent synergy with a huge number of cards can let you easily abuse the EtB ability and draw quite a few cards.
Same with Body Double. All the comboing craziness with Reveillark aside, Body Double is an incredibly versatile card. When it's not copying a dead Angel of Despair, it's copying someone's dead Eternal Witness. It's basically a blue reanimation spell. And like Mulldrifter, Body Double has amazing synergy with many different effects, especially bounce and blink cards.
Ertai just counters spells and is a skimpy 1/1 for 3 mana. With Draining Whelk, you not only counter a spell, but you get a huge flyer to boot to attack and defend with.
As for the list itself, I'll hold off on putting M11 cards for a bit at least until the "new card syndrome" wears off and people actually get to play with the new cards.
WUBRGPauper Battle BoxWUBRG ... and why I am not a fan of Wayne Reynolds' Illustrations.
GX Tron XG
UR Phoenix RU
GG Freyalise High Tide GG
UR Parun Counterspells RU
BB Yawgmoth Token Storm BB
WB Pestilence BW
Mirari's Wake
Promise of Power
Reveillark
Karmic Guide
Acidic Slime
All Suns' Dawn
Shriekmaw
Archon of Justice
Pretty much gives me whatever I need in terms of removal. Gets me card advantage, combo pieces, and the all-important Mirari's Wake. Oh, and of course, it's a useful card all on its own.
There are a few cards on the list I would take off. I'll nominate Pox. It seems like it does a bunch of stuff, but it doesn't do anything particularly good enough to have an significant impact. Doesn't seem like it will save you if you're behind on board position / card advantage.
I also don't like Oversold Cemetery. I'm pretty sure it's outclassed by a ton of other similar black cards (ie: those without that very significant restriction.) Strands of Night, Phyrexian Reclamation, the buyback-Zombify card all come to mind. Plus every deck is running Bojuka Bog now. Obviously that hurts all reanimation-type spells, but it basically wrecks Oversold Cemetery. I wouldn't recommend that card for any deck.
EDH
Azami (video)
:symw::symb::symg: Teneb (video)
Drana (video) (retired)
:symw::symr: Brion (video)
:symb::symr: Wort (video)
Arcum (video) (retired)
:symr::symg: Stonebrow (video)
B Shirei (video)
WU Rasputin (video) (retired)
R Urabrask (video)
WUR Zedruu (video) (retired)
W Isamaru
UB Grimgrin
U Mistform Ultimus (video)
UBR Gwendlyn (video)
URG Animar (video)
RG Thromok
WB Selenia
Standard
WU Geist of Saint Traft standard EDH (video) (retired)
WUB Battle of Wits!
I would keep Oversold Cemetery on the list. True, the Bog is commonly run, but it's not always in black's best interest to nuke enemy yards; very often it wants to reanimate enemy critters (cf. Chainer, Dementia Master, Ink-Eyes, Puppeteer Clique).
As for Dimir Doppelganger, I'm not sold. That it can't make use of ETB triggers is damning. On the other hand, for the multicolor creature list, I nominate Cold-Eyed Selkie; it is not difficult to turn her into a CA machine.
P.S. SC, Sisay is a first-tier general, but I dunno about putting her on the list as a singleton. Does Teeg run her?
Yes, those are even more cards which can be used to deactivate the Cemetery. Bojuka Bog was just one example, but there are plenty of cards that can remove just certain targets from a graveyard. That's my point, though. To turn off a Strands of Night, for example, you have to get rid of all the creatures in that player's graveyard (or have instant-speed targeted GY-hate in response to the ability). To turn off an Oversold Cemetery, you only need to remove some of the creatures in his yard, leaving the rest for your Ink-Eyes, etc.
Plenty of 1-for-1s are playable in multiplayer. They just need to be versatile. Destroying any creature or transmuting at a key cmc slot seems pretty versatile to me. Make sure it has access to a sweeper and some card advantage spells and it will rarely be a simple 1-for-1.
EDH
Azami (video)
:symw::symb::symg: Teneb (video)
Drana (video) (retired)
:symw::symr: Brion (video)
:symb::symr: Wort (video)
Arcum (video) (retired)
:symr::symg: Stonebrow (video)
B Shirei (video)
WU Rasputin (video) (retired)
R Urabrask (video)
WUR Zedruu (video) (retired)
W Isamaru
UB Grimgrin
U Mistform Ultimus (video)
UBR Gwendlyn (video)
URG Animar (video)
RG Thromok
WB Selenia
Standard
WU Geist of Saint Traft standard EDH (video) (retired)
WUB Battle of Wits!
I'm not saying either are bad. They're both perfectly respectable cards, and solid options in most blue decks (I'd say body double is a little more deck-specific, but they're both fine). I'd say that most combos involving mulldrifter use white, and while they're good they aren't GREAT. I mean, the momentary blink combo is very cute, but ultimately all it gives you is +2 CA and a 2/2 flyer for 3WU. Solid, sure, but there are plenty of two-card combos that bring the game to its knees. I wouldn't expect to see intruder alarm in the best cards list, even though there are plenty of infinite creature combos with it, because it depends too much on the deck.
Jushi apprentice deserves to be on the list, imo, because he's a one-man machine. He comes out early, he gives quick CA, and once he's in full gear he's giving you more CA than mulldrifter can possibly dream of. Not that mulldrifter is the card I'd take off - personally I'd take off inkwell leviathan.
Ertai is sort of a matter of who you're playing with...in multiplayer he might become a lightning rod that gets targeted quickly, but when the game gets down to 1v1 he's one of the easiest lockdowns I've seen. erayo is douchey, but people can throw away a junk spell for him...ertai can save his counter for whatever crucially important spell they're trying to play later in the turn. Forbid is one of the best counters around, and people are playing 1UU and discarding TWO CARDS each time they want to reuse it. Ertai is just 1 more with no card loss. Sure, he's not exactly hard to kill for that crucial first turn, but if anyone can protect him while he's vulnerable, it's blue. Sure, he's not a big body, but he's a virtual lockdown in a single card when he sticks around. I don't see how blue can dislike that.
anyway, do whatcha want, it's your list. I just enjoy debating and comparing card choices.
Brainspoil is always a card you should consider for a black deck, but its value depends too much on your other card choices. If you're going to say it's in the top cards, there's a lot of other more versatile tutors you'd have to consider first.
WUB Merieke Ri Berit BUW
GWU Phelddagrif 1 2 3 4 UWG
BR Kaervek the Merciless RB
B Chainer, Dementia Master B
WUB Sen Triplets BUW
BG Sisters of Stone Death GB
WUBRG Scion of the Ur-Dragon GRBUW
GWU Angus Mackenzie UWG
R Kumano, Master Yamabushi R
WB Teysa BW
U Higure U
B Geth B
WUBRG Child of Alara 1 2GRBUW
R Zirilan R
U Arcum U
UR Nin RU
BRG Sek'Kuar GRB
U Teferi U
G Melira G
GU Edric UG
BG Glissa GB
Casual
GUB Knacksaw Clique BUG
RWU Sunforger UWR
If you're talking about Beseech the Queen, I agree that is worth a spot on the list, too.
Other than that, though? Cruel Tutor MAYBE? Brainspoil is the only tutor with built-in spot removal. And while it does depend on the targets in your deck (many top-25 cards depend on the deck), in GENERAL, the 5cc slot is a very strong and robust one.
EDH
Azami (video)
:symw::symb::symg: Teneb (video)
Drana (video) (retired)
:symw::symr: Brion (video)
:symb::symr: Wort (video)
Arcum (video) (retired)
:symr::symg: Stonebrow (video)
B Shirei (video)
WU Rasputin (video) (retired)
R Urabrask (video)
WUR Zedruu (video) (retired)
W Isamaru
UB Grimgrin
U Mistform Ultimus (video)
UBR Gwendlyn (video)
URG Animar (video)
RG Thromok
WB Selenia
Standard
WU Geist of Saint Traft standard EDH (video) (retired)
WUB Battle of Wits!
well, there's...
tainted pact only works well if you aren't running many basic lands (I tend to run 3 color decks, so that's usually the case) but I'm kinda surprised demonic collusion isn't on the list, it's an easy way to get a combo fast. Plus there's all the other transmute cards...which is best depends completely on your deck. I think the "best cards" should be able to stand more-or-less on their own.
oh, and I can't believe there's no Peacekeeper on the list. That's another brutally annoying lockdown card.
EDIT: No Glarecaster either =/ I guess it's a little on the expensive side, but it's still pretty insane if you can pull it off.
WUB Merieke Ri Berit BUW
GWU Phelddagrif 1 2 3 4 UWG
BR Kaervek the Merciless RB
B Chainer, Dementia Master B
WUB Sen Triplets BUW
BG Sisters of Stone Death GB
WUBRG Scion of the Ur-Dragon GRBUW
GWU Angus Mackenzie UWG
R Kumano, Master Yamabushi R
WB Teysa BW
U Higure U
B Geth B
WUBRG Child of Alara 1 2GRBUW
R Zirilan R
U Arcum U
UR Nin RU
BRG Sek'Kuar GRB
U Teferi U
G Melira G
GU Edric UG
BG Glissa GB
Casual
GUB Knacksaw Clique BUG
RWU Sunforger UWR
uh, you know what HIGHLANDER means, right?
demonic consultation is THE BEST tutor in vintage, but a 1/15 chance or better of instantly losing the game in EDH ain't worth it.
WUB Merieke Ri Berit BUW
GWU Phelddagrif 1 2 3 4 UWG
BR Kaervek the Merciless RB
B Chainer, Dementia Master B
WUB Sen Triplets BUW
BG Sisters of Stone Death GB
WUBRG Scion of the Ur-Dragon GRBUW
GWU Angus Mackenzie UWG
R Kumano, Master Yamabushi R
WB Teysa BW
U Higure U
B Geth B
WUBRG Child of Alara 1 2GRBUW
R Zirilan R
U Arcum U
UR Nin RU
BRG Sek'Kuar GRB
U Teferi U
G Melira G
GU Edric UG
BG Glissa GB
Casual
GUB Knacksaw Clique BUG
RWU Sunforger UWR
On a long shot, I really enjoy Gravepact. It allowed many fun and good times in my EDH fun times.
Erm...except that arcanis costs 6 at sorcery speed, whereas jushi apprentice uses his mana at instant speed, which any blue player knows makes an enormous difference. Costing 6 mana sucks bad enough, but he's also an enormous lightning rod for removal, which you're probably short on mana to counter. If you've got lightning greaves to protect him, then maybe. Otherwise, I'll take the instant-speed cost over the sorcery speed.
Plus Apprentice can get far more CA pretty quickly. turn 1 island (7 cards), turn 2 island + apprentice (6 cards), turn 3 island draw (7 cards), turn 4 draw (9 cards) = flip + island. Next turn you can be drawing 7-8 cards a turn from apprentice alone. Once you hit something that gives you unlimited hand size you can draw half your deck in a few turns. then it's easy to deck people ftw.
Anyway the mana is rarely a big deal as long as you're not getting heavily targeted. As a blue player, most people assume you have counterspells and won't waste their spells targeting you while your mana is untapped, so you don't have to use the counterspells, so you've got some mana left over at the end. Plus drawing 7+ cards a turn you're bound to hit lots of lands and accel.
But like I said, arcanis isn't the card I'd drop.
WUB Merieke Ri Berit BUW
GWU Phelddagrif 1 2 3 4 UWG
BR Kaervek the Merciless RB
B Chainer, Dementia Master B
WUB Sen Triplets BUW
BG Sisters of Stone Death GB
WUBRG Scion of the Ur-Dragon GRBUW
GWU Angus Mackenzie UWG
R Kumano, Master Yamabushi R
WB Teysa BW
U Higure U
B Geth B
WUBRG Child of Alara 1 2GRBUW
R Zirilan R
U Arcum U
UR Nin RU
BRG Sek'Kuar GRB
U Teferi U
G Melira G
GU Edric UG
BG Glissa GB
Casual
GUB Knacksaw Clique BUG
RWU Sunforger UWR
Dimir Doppelganger is graveyard hate and clone all in one.
Volrath's Shapeshifter is a very powerful card especially in survival builds. It is capable of dodging all removal as well as having the ability to put the opponent on a fast clock or it can cause a lot of crazy interactions.
BUG Dredge BUG]
WUBRG Storm WUBRG
UBR FaerieStalker UBR
EDH
Sygg, River Cutthroat (1vs1)
Maga, Traitor to Mortals (multiplayer)
Strong Contenders
Serra Ascendant - I tend to hate random beatsticks but even I will admit this guy is insane for just a W. Even later in the game he will often still be a 6/6 flying lifelinker for 1 and how are you going to deal with him attacking on turn 2? Randomly hope you drew your STP or Maze of Ith?
Sun Titan - Fantastic recursion for white to have access to along with a sizable body. I expect him to see widespread play in a number of strategies. I know he's going straight into my friends' Gaddock Teeg deck.
Grave Titan - 10 power for 6 mana in black spread over 3 creatures with the possibility of making even more creatures and no drawback? Screw deathtouch, this guy is just incredibly efficient at what he does.
Reverberate - Fork without unnecessarily confusing text (Fork makes the spell red). Think this can be added as a functional reprint even though it is technically slightly different.
Fauna Shaman - This is NOT Survival of the Fittest despite the similar rules text. Summoning sickness, dies to creature removal, only 1 activation per turn are all significant drawbacks, the only upsides are that it can be easier to tutor for and recur and it can carry equipment. However a fixed version of a broken card should be strongly considered.
Primeval Titan - My vote for best card in the set. 4G would be a reasonable cost for an Explosive Vegetation that could get any lands. For just 1 more mana you get it strapped to a 6/6 trampling body that can get more lands just for pounding on people? Seems good. Seems very good.
Crystal Ball - Repeated card filtration is good. I think this is significantly worse than both Top and Scroll Rack but those cards are both nuts. Is this one of the 30 best colorless cards ever printed for EDH? I do not know.
Possible Contenders
Time Reversal - We've already got a couple cards that are near strictly better (Timetwister/Time Spiral) than this already so I doubt it makes the cut.
Demon of Death's Gate - I really like him as a reanimation target and possibly for token decks but is he better than what we already have on the list? Probably not.
Hoarding Dragon - Absolutely love this card. It is a red tutor and card advantage all in one. Is it good enough to be considered one of the best 25 EDH red creatures ever printed? Certainly possible.
Inferno Titan - Not bad but I keep looking for the word haste and instead see some silly line about firebreathing. Arc Lightning isn't really exciting in this format but he can repeatedly kill quite a few generals and can help generate card advantage in red which is always welcome.
Mitotic Slime - Cool card but I have no idea what to do with this thing. Even if it "survives" a sweeper it is still just 2 grizzly bears. That it is good with Doubling Season is simply further proof that Doubling Season is insane. What are others thoughts on this guy?
Brittle Effigy - Inefficient at 5 mana and exiles itself but it does have some things going for it. Any color can use it, it exiles, tutorable with Trinket Mage and some artifact synergies as well. Nice card overall.
Sword of Vengeance - Nice selection of abilities. Haste would normally not be so relevant but the format is slow so it can make an impact in EDH. Is it enough to get it on the list? Discuss.
So what does everyone think about these and for the ones you want to add what should go to make room?
On the other hand, Hoarding Dragon and Inferno Titan are solid candidates. Red desperately needs cards like these. To make room for them, I'd cut Greater Gargadon and Taurean Mauler (those BDBs, again!).
I think we may replace
Bogardan Hellkite with Inferno Titan ,
Fork with Reverberate,
Panglacial Wurm with Primeval Titan ,
Baneslayer Angel with Serra Ascendant,
Hokori, Dust Drinker with Sun Titan ,
I am not sure about Grave Titan, it looks great, but may not be that good in EDH.
The best time to cast these spells is when you already have an advantage on the board so you blow up everyone's lands so they can't deal with your board position. Jokulhaups is a little different since you can often cast it when you are behind, float your mana, let it resolve, play your land for the turn and then drop a creature/artifact or 2 making it kind of like a red Upheaval. They can be used defensively to reset the board (well not Boom // Bust) but that just makes them more flexible, it isn't the reason they are on the list.
Comet Storm definitely needs to be on the list though, the most obvious swap being for Demonfire.