Balefire Dragon

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Modern Legal

Printings View all

Set Rarity
Innistrad Mythic Rare

Combos Browse all

Balefire Dragon

Creature — Dragon

Flying

Whenever Balefire Dragon deals combat damage to a player, it deals that much damage to each creature that player controls.

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Balefire Dragon Discussion

Rusty_Shackleford on The Good, the Bad and the Ugly

1 week ago

Nice deck, +1. You might want to take a look at my my build of the Kaalia deck for some inspiration. Here are just a few things that I noticed (and they assume a large budget, which obviously may not be the case; use your discretion):

(1) If you want Land Destruction, the obvious additions are--in addition to the things you mentioned-- Ajani Vengeant (which can also tap down/ burn a blocker so Kaalia can get through) and Ravages of War, which is Armageddon except ex$pen$ive. (I don't run it)

(2) Your creature suite: I could see some streamlining. The Akromas are somewhat controversial among Kaalia players. A lot of players think (and I agree) at the end of the day they're just dudes. Big dudes, but just dudes. They don't have anything going on besides large bodies; you can do better. Balefire Dragon would be a good start. It can singlehandedly wipe your opponents' boards. Steel Hellkite can do that too, esp. against tokens. Skithiryx, the Blight Dragon can steal wins, especially when equipped with a sword (more on that in a minute). I personally have some additional utility creatures in my deck like Grand Abolisher and Mother of Runes, as well as some cheaper creatures that can be easily cast if Kaalia gets removed so you're at least doing SOMETHING--Baneslayer Angel, Archfiend of Depravity, Stormbreath Dragon, etc. Some people run the former, but most everyone runs a few of the latter.

(3) Equipment: Would strongly recommend adding Stoneforge Mystic and acquiring Sword of Feast and Famine (combo with Hellkite Charger and Aggravated Assault--which you should also consider adding) and Sword of Light and Shadow (recursion, combo.) The Mystic can also fetch up something as simple as Lightning Greaves or Swiftfoot Boots.

(4) Sweepers: Descend Upon the Sinful is cool and on theme, but basically overpriced by 2 mana relative to the effect that you're really using it for--the sweeper effect. This could simply become the much more efficient Day of Judgment (or Toxic Deluge) and you wouldn't notice the missing angle token. I'm not sure you want to be exiling your creature anyway; ideally you'd be peeling fatties out of the graveyard with something like Phyrexian Reclamation (or Volrath's Stronghold, if you can fit it into your budget.) Merciless Eviction can stay because it's very flexible; I don't personally run it, though again I've considered it.

(5) Mana Base: The Karoo lands (i.e. Orzhov Basilica) are cute, but the Shadowmoor/ Eventide filter lands (i.e. Rugged Prairie) are simply better. If you want an essentially no-strings "Sol" land, try Ancient Tomb. I'd also see about throwing in some more fetches; the KTK fetches can still be had relatively cheap. Also, Darksteel Ingot doesn't fit the game plan all that well--ideally you want 4 mana on turn 3, which the Ingot doesn't accomplish. Mind Stone or Talisman of Indulgence are your next best bets. Also look at Expedition Map because it can both fix your mana and tutor for a utility land like Hall of the Bandit Lord.

(6) The rest of the following recommendations are upgrades/things that would supplement what you're already doing and make the deck better overall. Dark Petition has a cool effect, but it still costs 5 mana. Pick up a Vampiric Tutor if you can. Break Through the Ranks could be Sneak Attack. Etc.

Feel free to inquire if you have any more questions.

GuardGamer on Kaalia, Death from Above

1 week ago

Platinum Angel, Balefire Dragon, Utvara Hellkite, Avacyn, Angel of Hope, Akroma, Angel of Wrath, Angelic Skirmisher, Bladewing the Risen, Dragon Mage, and Archfiend of Depravity to name a few AMAZING creatures. I would remove your Sarkhan for Sorin Markov or just add him in.

Don't know if Akroma's Memorial would be counterproductive, but would still give your cards a lot of benefits. Armageddon and Wrath of God wouldn't hurt as wipes. Cavern of Souls would be good for counter decks. Blood Crypt and Godless Shrine is more useful for your fetch lands than Bloodfell Caves and Wind-Scarred Crag

vibrabones on Jund dragons edh

2 weeks ago

Some suggestions: Fierce Empath and Wild Pair are inexpensive tutors that can fetch you some dragons; Skyline Despot, Balefire Dragon, Kolaghan, the Storm's Fury, and Tyrant's Familiar are really strong dragons that could easily find a place in this deck; you should probably run more mana ramp, like Cultivate and Kodama's Reach; and Rishkar's Expertise will give you great card draw and probably let you cast one of your dragons or other expensive cards for free.

Good luck with your deckbuilding!

Xandermarron on Dragons of Jund

2 weeks ago

This deck is too slow, you need to cut some dragons, and go for the Arbor Elf + Utopia Sprawl combo, throw in some Thunderbreak Regents and Thundermaw Hellkites, who can single-handedly win game. Lastly, Balefire Dragon is a god of wrecking creature/token decks.

DemonDragonJ on Iconic Masters Announced

3 weeks ago

Eladamri's Call and Cromat have never been reprinted, so I would like to see them reprinted in this set, and Worldly Tutor also should be here, as well, since it was left out of Eternal Masters in favor of Green Sun's Zenith.

As for iconic creatures, my predictions are as follows:

Angels: it is very safe to presume that both Serra Angel and Akroma, Angel of Wrath shall be in this set, hopefully, with new artwork for both, and I also would like to see Angelic Arbiter, Shepherd of the Lost, Angel of Jubilation, Pristine Angel, Iridescent Angel, Crypt Angel, Desolation Angel, Angel of Despair, Empyrial Archangel, and Archangel of Thune.

Demons: Lord of the Pit is one of the most iconic demons in the game, but some other excellent choices are Abyssal Persecutor, Archfiend of Depravity, Bloodgift Demon, Butcher of the Horde, Grinning Demon, Havoc Demon, Herald of Torment, Kagemaro, First to Suffer, Kuro, Pitlord, Lord of the Void, and Xathrid Demon.

Sphinxes: it was not until recently that sphinxes started to become powerful and efficient, but, thankfully, there ave been a number of excellent sphinxes made, recently, including Consecrated Sphinx, Conundrum Sphinx, Goliath Sphinx, Guardian of Tazeem, Medomai the Ageless, Sharuum the Hegemon, Sphinx of Jwar Isle, Sphinx of Magosi, Sphinx of the Steel Wind, and Sphinx of Uthuun.

Hydras: as with sphinxes, hydras only recently have been well-designed creatures, so some hydras that I would like to see in this set are Apocalypse Hydra, Domesticated Hydra, Genesis Hydra, Hydra Broodmaster, Hydra Omnivore, Kalonian Hydra, Khalni Hydra, Managorger Hydra, Primordial Hydra, Savageborn Hydra, Ulasht, the Hate Seed, and Vastwood Hydra.

Dragons: there are too many dragons for me too list all of them, but it is safe to presume that Shivan Dragon shall be in this set, hopefully with new artwork, and some of my top choices are Moonveil Dragon, Balefire Dragon, Dragon Tyrant, Ebon Dragon, Mirrorwing Dragon, Moltensteel Dragon, Scourge of Valkas, Stormbreath Dragon, Two-Headed Dragon, Utvara Hellkite, Vampiric Dragon, Viashivan Dragon, and Hellkite Overlord.

Wow, I certainly typed many card names in this post: I hope that I did not miss any. enter image description here

JaysomeDecks on Animar, Lover of Animals

3 weeks ago

7 more possible cuts, and none of them particularly bad cards. But if you're looking to free up space for something that may end up better, these are at least possible to pull.

  • Beastcaller Savant and Rattleclaw Mystic. So here's what's I think about 2cmc ramp creatures in Animar: they aren't good. They come out on turn 2, so they don't get Animar out any faster, and they don't contribute a counter. If you need them for mana-fixing, then I would honestly suggest land-ramping with cards like Nature's Lore. That way, if you get hit with a field wipe, you won't lose a lot of your mana as well. 1cmc tampers like BoP are fantastic, cause they can get Animar out faster, but I personally have just never been a fan of 2cmc dorks. Rattleclaw Mystic is a particular favorite with this deck just because people think "he gives you exactly what you need to play Animar." And he does. On turn 4. And his flip ability only produces 1 extra mana. I would personally get more use out of a Cultivate or a Kodama's Reach that both ramps a land onto the battlefield and puts another one into your hand so you can continue to make reliable land drops. Plus, one of those literally fixes all of your color problems as well. And sure, the creatures can come down after Animar to strengthen him, but odds are if he needs to be cast again, they won't be there to help him. (He really only is removed by wipes) Anyhow, that's just my opinion. I'm sure they're not horrible cards, and ramp is ramp. But I could see swapping them.

  • Fauna Shaman. My biggest argument against this card is that Animar likes to dump your hand onto the field. This means her ability isn't always usable. Or if you don't particularly want to discard a certain card. It's something to think about as you play it, whether this card is one you get a lot of use out of or not. It could work great for you. Or, you could find it sometimes comes up short. One to keep an eye on. You already run a few tutors, so this one may not be necessary, or could possibly be filled by Chord of Calling.

  • Cloud of Faeries. Small card. Flying blocker. Free +1/+1 counter and maybe even nets you 1 mana. Not a bad card. Doesn't recur, doesn't combo, isn't strong. Possible cut choice. It's honestly not bad for some cheap early counters, but Increasing Savagery might be better here.

  • Heartwood Storyteller. Yea, not many people will draw off of you. But they can still draw off of each other. And while you'll get more creatures, it could very easily give the wrong people the right cards. You have a decent bit of draw, and this is somewhat risky. (There's a reason hug decks run it) Just a thought.

  • Craterhoof Behemoth. I know Animar plays a lot of creatures, but it isn't a token deck. Do you often have more than 5-7 on the field? Rather, has this card actually won you games? If so, fantastic. Keep it. If not, it's a possible cut.

  • Balefire Dragon. Love this card. It's super cool. It kills most of one person's creatures if it deals combat damage to them. If you read that positively, fine. If not, cut it.

Salad_The_Great on hark

3 weeks ago

Hello, I made some changes to the deck. I added significantly more mana ramp. I added more mass creature removal. A couple of examples include Balefire Dragon and Anger of the Gods. Both of which are more money than I would want to spend on this deck; however, I believe they both improve the deck significantly enough to justify the $12 price increase. In order to add all of these things, I have removed a couple of instants and creatures. I also removed one enchantment (Dragon Grip). All in all, about one tenth of the deck has been replaced today.

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