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
2 weeks ago
Here are my two cents. Eldrazi Monument -- I love this card in token decks. Honor of the Pure -- This also buffs your creatures (most of them anyway). Balefire Liege -- a no-brainer. Spear of Heliod -- This not only buffs up your creatures, but it also acts as good creature removal/deterrent. Path of Bravery -- I would replace Angel of Renewal with this. Call for Unity -- a good card for the endgame that will help keep all your tokens alive. Coat of Arms -- You have enough tokens to make this work. Elite Scaleguard -- This creature will abuse the massive number of +1/+1 counters that your deck is capable of, sometimes allowing you to swing for lethal on the turn you play him. Gideon, Martial Paragon + Gideon's Resolve -- this is a fun combo that would go well in your deck. the planeswalker will give you a pillow fort, and the enchantment buffs all your creatures. Gideon's final ability will also allow you to swing for lethal. Gleam of Authority -- This is something else to abuse your +1/+1 counters, but I am not necessarily recommending it. I will add more suggestions tomorrow.
1 month ago
Makes sense. I feel like harsh mentor only really stops combo with that heavy threat to their life total, forcing miscalculations where they activate an ability then die to direct damage rather than just viewing it as an extra cost. There are a bunch of cards in red that sorta play into the strategy, but they all have problems. Balefire Liege and Stormbreath Dragon is probably too high mana cost , Barbed Shocker does let your opponent refill their hand, but also it forces your opponent to refill their hand, Goblin Razerunners/Obsidian Fireheart or Jaya Ballard, Task Mage are interesting one-ofs to turn late game wasted resources into extra effect, Mindsparker, Zo-Zu the Punisher and Scab-Clan Berserker are of limited use (i'd play them if they cost one less or had 4 toughness), Sin Prodder provides some advantage, but once again, more three drops. Menace is great though. Thats the toolkit that I can remember from my testing, I hope its of some use.
1 month ago
I've received a deck from a friend of mine who doesn't play anymore. I feel like this could be something I really want to play (Just for fun/casual play), but I also feel like there's a lot of room for fine-tuning. Would anyone mind giving some input on this deck list?
1 month ago
Hello, I love your take, a deck playing Mana Tithe ? take my pvote sir.
On a more serious note, burn is usually based on killing your opponent as fast as possible.
Elesh Norn, Grand Cenobite is pretty much unplayable in modern, CMC is way too high.
Balefire Liege on paper sounds really good, but keep in mind that most decks use removal and since you have a really really low creature count, chances are they are going to have removal at their disposal. But I could still see it work with some effort. Thunderbreak Regent seems better overall.
while Solemn Simulacrum is great, This deck scream Aggro, so I'm not sure if it belongs here.
Since you are running soulfire granmaster, I don't see a reason to not run 4x Lightning Bolt
Path to Exile could replace oblivion ring. leaving mana open for more burn.
ALso, Skullcrack if you're running against lifegain is always nice.
hope this helps! :)
3 months 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.
3 months 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.
4 months ago
5 months ago
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!
just a Koth-Thought. Cheers