Balefire Liege

Legality

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

Printings View all

Set Rarity
Planechase Rare
Eventide Rare

Combos Browse all

Balefire Liege

Creature — Spirit Horror

Other red creatures you control get +1/+1.

Other white creatures you control get +1/+1.

Whenever you play a red spell, Balefire Liege deals 3 damage to target player.

Whenever you play a white spell, you gain 3 life.

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Balefire Liege Discussion

islandsopwizplsnerf on Tajic EDH

1 month ago

The two simplest ways to win in commander are creature damage (dropping opponents from 40 to 0) and commander damage (21 damage from the same commander). Tajic can hit that sweet spot of 7 damage (the minimum needed to kill in 3 turns) but Boros (white-red) lends itself very well to creature damage.

When you combine red's themes of energy, movement, and aggression with white's themes of order, protection, and community, you get a military force. Straightforward, resilient, powerful beatdown. Boros doesn't just lend itself to "going wide" thematically; going wide reduces your color's natural weaknesses. WR doesn't have the card draw spells, tutor spells (search your library for a card you want), or ramp (sustainable extra mana, from creatures or putting extra land into play) to quickly recover from a big loss, and lacks counterspells and graveyard recursion to prevent or mitigate removal spells (it has all of that, of course, just less than other colors). You can "go tall" and stack a bunch of equipment and auras on Tajic (and indestructible makes that more viable than it would be otherwise) but a Darksteel Mutation or the like stops you in your tracks.

The most threatening card on the table draws everybody's removal, generally, so you can avoid that by not playing cards that are threatening in and of themselves but become much more powerful than the sum of their parts. Lets say you have Tajic, Akroan Hoplite, and Aurelia, the Warleader on the board. You swing for a total of 14 and then swing again for another 14. Respectable. But a single Malfunction or Murder on your big Aurelia drops that from 28 to 4 damage. Compare to having, just one example, Tajic, Akroan Hoplite, Hanweir Garrison, and Kongming, "Sleeping Dragon" out: you swing for 26, but knocking out any one creature doesn't drop that nearly as much or cost you that much mana. You want to deal with removal and counterspells the same way you deal with creatures, by going straight through them. It comes down to card advantage: spending a Murder or Malfunction on a big creature is good, but spending it on a buffed-up token is rarely going to be worth the battlefield advantage. I've been running Iroas, God of Victory for awhile now: he's a blast to play and I'm constantly surprised at how often I win.

Cut cards with Heroic (Akroan Crusader) that benefit you for spending resources on them for cards with Battalion (Firemane Avenger, Battlefield Medic) that benefit you for building up a board state. Cut cards with enter the battlefield pumps (Viashino Firstblade) for cards with permanent, army-wide pumps (Kongming). Cut burn spells (Lightning Strike) for cards that shut down creatures regardless of how tough they are (Excoriate). Cut big, temporary, single target pumps (Titan's Strength) for army-wide pumps (True Conviction)


Noblis of War and Cavalry Pegasus are great, but you get more value out of them the more creatures you have on the field: Spear of Heliod gives more extra damage if you have ten 1/1s than one 10/10. You have a good base, but some cards don't synergize well with the rest of what you're doing: Spikeshot Elder, Spark Trooper, Skyknight Legionnaire, Minotaur Skullcleaver, Dawnstrike Paladin, Cyclops Tyrant, Anax and Cymede, and Akroan Crusader are all good creatures, but they don't help you build a threatening army beyond the paltry damage they deal. Battlewise Valor, Lightning Strike, Magma Jet, Titan's Strength, Warleader's Helix, Act of Treason, Mugging and even Silence don't give recurring value or enough of it in one go to swing the game completely. You don't have enough lifegain going on to benefit from Angelic Accord.

Some cheap, combat oriented cards I'd suggest: Archetype of Aggression, Archetype of Courage, Hanweir Garrison and Hanweir Battlements, Angel of Jubilation, Balefire Liege, Heliod, God of the Sun, Legion Loyalist, Geist-Honored Monk, Assemble the Legion, Cathars' Crusade, Agrus Kos, Wojek Veteran, Pianna, Nomad Captain, Captain of the Watch, Hammer of Purphoros, Sun Titan, Hellrider. Sunhome, Fortress of the Legion and Slayers' Stronghold are better than sorceries or instants that pump your creatures because they can do it over and over again, and provide mana when they aren't.

Austin_Smith_of_Cards on Iroas EDH

1 month ago

Hero of Bladehold pumps all your other attacking creatures, and creates additional dudes whenever she attacks. She's capable of cranking out massive amounts of damage, for sure.

Balefire Liege is a double anthem effect that also turns your multicolored spells into free Lightning Helixes. Incredibly powerful aggressive card.

TehGrief on Gisela Commander Deck

2 months ago

ginko2580 on Boros deck idea

3 months ago

Koth of the Hammer?

Just some interaction notes with his Loyality Abilties;

+1 and your two Balefire Liege Legion's Initiative and the +1's to Red CREATURES ... use the Legion's to exile and save you NOW Land/Creature's??? your Mountains all become 5/5 for 4 Mana with Balefire??? ....... Works here.

-2 and Figure of Destiny that is ??? ...... Also works here.

-5 and Boros Reckoner Tap a mountain and hit Boros for one Damage???.... Works here too!

I think you could -2X Clifftop Retreat and add in Sacred FoundryX2 ..... maybe drop the Fetch lands and add in 2X Foundries instead?

just a Koth-Thought. Cheers

DeepbloodEclipse on Boros Burn

3 months ago

Goblin Fireslinger, Furnace Scamp, Thermo-Alchemist. To name a few particularly useful creatures. Lightning Helix is almost always a must in boros burn. In prolonged games, I tend to add a Balefire Liege

Dredgar on Life gain never burnt so good!

3 months ago

It's fairly fast but when it's not there are plenty of spells to protect you. As Angry_Potatoes mentioned Balefire Liege is really slow. Really the only slow card. Late game he's really good, but most of the time too late. So I will switch him out for Warleader's Helix or something.

Dredgar on Life gain never burnt so good!

3 months ago

I have thought about how slow Balefire Liege is. But late game he can really bring the hurt and is a tremendous benefit to casting a multi-colored or mono colored spell. he is there specifically for late game threat. I will consider it some more though. Thank you for the suggestions!

Angry_Potatoes on Life gain never burnt so good!

3 months ago

I love Balefire Liege, but it might be a tad slow for this deck seeing as how you have to cast it turn 5 and don't get anything out of it until you cast more stuff. Maybe consider Warleader's Helix to stay on-theme; it costs 1 less and you get value from it immediately. Just something to consider.

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