Banefire

Legality

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

Printings View all

Set Rarity
Modern Masters 2015 Edition Rare
Duel Decks: Speed vs. Cunning Rare
Duels of the Planeswalkers Rare
Conflux Rare

Combos Browse all

Banefire

Sorcery

Banefire deals X damage to target creature or player.

If X is 5 or more, Banefire can't be countered by spells or abilities and the damage can't be prevented.

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Banefire Discussion

Shadowslayler on God Save The Queen

1 hour ago

ok so some super cheap sugestions for you are Angel of Deliverance Ankle Shanker Banefire Marchesa's Decree Merciless Eviction Skyline Despot and my favorite Teysa, Envoy of Ghosts teysa in particular is cool because shes unblockable vigilance that if a creature takes the monarchy it gets destroyed, and you can always get it back

LeaPlath on Help with X Burn

16 hours ago

Demonfire and Banefire are the best two.

GS10 on Akiri/Kydele, The Chosen Kruphix Line-Slinger

1 week ago

Neither Demonfire or Devil's Play kill the whole table. Banefire is a similar effect. The point of running Fireball is that it lets you pay additional mana to divide the damage between additional targets (like Comet Storm). Ignite Memories seems like a pretty good way to win the game, targeting yourself after drawing most of your deck, but sometimes it might not work and people will want to see that pan out, so it might be more obnoxious for other players too.

I don't run Top, so I never considered Future Sight, but it seems like a solid inclusion.

erty1468 on 1000+ win-cons

1 week ago

Seems great and a simple way to solve all the debate about ending the game could just be a single red x spell. Banefire has my vote because it is uncounterable for the combo.

TheVectornaut on

3 weeks ago

I'm not sure I'd classify this as burn, and moreover, I'm not sure that I'd want to mix ramp and burn in the first place. Because burn tends to want to close out the game as quickly as possible with an onslaught of spells and ramp tends to want to accelerate to bombs as quickly as possible, the potential for interference between the strategies is high. Every turn you spend burning your opponent is a turn you didn't spend ramping, and vice versa. Given the list you have, I'd focus on the ramp. Goblin Shortcutter, Skitter of Lizards, and Akoum Firebird are aggressive plays that could probably be stronger as additional ramp consistency. Lightning Bolt is the only aggressive card that might have merit as a splash due to its flexibility.

Furthermore, it may be worth dropping red altogether. Soulbright Flamekin and Vessel of Volatility pack a punch, but the preponderance of red mana makes it difficult to cast a bomb like Pelakka Wurm. Unless you intend to include only red and colorless beaters, I see the red-centric strategy posing a serious risk to the game-plan. There are some advantages to red, I will admit. If you run a large suite of mana dorks like Cobra hinted at, Xenagos, the Reveler becomes a very strong follow-up play. Some of my favorite dorks in Gruul are Arbor Elf, Voyaging Satyr, Garruk Wildspeaker, Magus of the Candelabra, and Burning-Tree Emissary. These cards work well with multi-mana sources: Nykthos, Shrine to Nyx, Gruul Turf, Utopia Sprawl, and so on. I also appreciate that red gives access to solid haste options, although I'm not certain Goblin War Paint is the strongest of said options. I've personally been using Cyclops of Eternal Fury since he, like most bombs, can be fetched by a Fierce Empath. Xenagos, God of Revels is also really strong off of Tooth and Nail. Finally, there's always R/G's classic strategy of building up serious mana just to Banefire your opponent to death.

Back on the green side of things, I would recommend having a few more big plays at your disposal. It's pretty common for ramp to have bombs countered, so unless you are rocking a set of Vexing Shusher, having a little redundancy could be a big help. When I'm not making use of the original eldrazi titans, I like using Primeval Titan, Regal Force, Engulfing Slagwurm, Worldspine Wurm, Pathbreaker Ibex, and Archetype of Endurance. Primal Surge and Genesis Wave are also a joy to play. Anyway, those are just some of my musings on ramp after years of my own homebrewing. Staying in the casual format offers enormous opportunity for the archetype, so don't take anything I say as gospel and always be on the lookout for new options.

youhoo2645 on Tron

3 weeks ago

Banefire over firespout since you want to deal more damage late game. Drop 1 sanctum of ugin, 2 forests, and the mountain for 4 Grove of the Burnwillows since they help color fixing and slow down Death's shadow aggro a lot. I recommend dropping a lot of the creatures since you don't need a million ways to win. 4x Wurmcoil Engine, 2x World Breaker, and 1-2x Ulamog, the Ceaseless Hunger should be really all the creatures you need. Planeswalkers are essential though, 4x Karn Liberated and 2x Ugin, the Spirit Dragon will be really powerful options. Scour and warping wail usually end up useless alongside terrarion; 4x Ancient Stirrings, 4x Expedition Map, and 4x Chromatic Star will help you much more.

GabeCubed on ELF STORM

3 weeks ago

I gotcha. In that case, I'd say either go for Mono-Green Devotion or Just Straight Elves, unless you are really wanting to try to go for the Banefire kill, which I still would suggest what I did.

Ezuri, Renegade Leader I think would be better than Gilt-Leaf Archdruid. Card draw is nice, but Ezuri just wins. If you want card advantage, both Chord of Calling and Collected Company are amazing.

Yes, Boreal Druid may be slightly worse, but not strictly. Still a good mana dork, if you want more mana.

Cloudstone Curio mixed with a Heritage Druid, Nettle Sentinel and Elvish Visionary can add storm, sometimes mana, and draw a large amount of your deck.

Is the goal of this deck to make a ton of mana and then cast Banefire? Just making sure.

Firebones675 on DGF-1

4 weeks ago

Looks like a good start but you need to cut down on cards a bit. A commander deck needs to have 99 cards+ it's commander for 100 total. (if you want me to help you with suggestions on what to cut let me know)

Also just so you know Emrakul, the Aeons Torn and conspiracies like Sovereign's Realm aren't allowed in edh.

Also let me add to your problem a bit and suggest some things you might want to add.

Card draw: You have some already but I think you could use a few more. EDH games tend to go on a lot longer than other formats. This means that you will soon run out gas in hand and be reliant on topdecks. This is where card advantage comes in. Cards that allow you to draw more than 1 card are good ways to restock your hand.

Board wipes: Sometimes the game gets out of hand and you just need a reset button to take care of the scary things your opponents are doing. I usually like 2-3 in my decks. Blasphemous Act is one of my favorites in your colors. Earthquake is easy to power out with your commander.

Noncreature removal: Artifacts and Enchantments are also pretty common and its important to have a few answers to them. I'd in a couple more than what you have.

Creature removal: In almost every edh game you play, your opponents are going to cast creatures you need to get off the board, and fast (Rabid Bite, Clear Shot, Duplicant etc). You could pick things with x in the cost like Banefire too to get value out of your cammander. Things like Beast Within and Song of the Dryads can also hit noncreatures.

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