Banefire deals X damage to target creature, player or planeswalker.
If X is 5 or more, Banefire can't be countered by spells or abilities and the damage can't be prevented.
|Have (2)||metalmagic , GeminiSpartanX|
|Want (3)||Heathm33 , GARlockSpiral , PawPawBear|
Printings View all
|Core Set 2019 (M19)||Rare|
|Modern Masters 2015 Edition (MM2)||Rare|
|Duel Decks: Speed vs. Cunning (DDN)||Rare|
|Duels of the Planeswalkers (DPA)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Banefire occurrence in decks from the last year
Latest Decks as Commander
1 day ago
Hey, nice budget version of Kalamax. Several good upgrades you've made to the precon.
Chord of Calling with Kalamax to tutor for Pili + Architect for infinite mana is interesting. Consider more ways to draw into a win condition when you have infinite mana? Without the draw making infinite mana with Pili + Architect or with Scepter + Reversal doesn't do enough. Expansion / Explosion is another instant Fork or Explosion with infinite mana can draw a lot of cards. Pull from Tomorrow and Blue Sun's Zenith are other instants that draw X cards.
Nivix Guildmage with infinite mana can draw into your deck until you find a win condition as well as counters to protect the combo. Guildmage with infinite mana can also infinite copy an instant/sorcery you cast which can make Banefire a win condition since you can copy it for each opponent and target a different opponent with each copy. If you can some how get a third copy of Chord when you cast it then you can also tutor for Guildmage.
Some lands in the manabase could be upgraded. Life lands from the precon and Scry temple lands are not worth ETB tapped. Survivors' Encampment and Holdout Settlement are unique lands with Kalamax because they're repeatable ways to tap him. These lands are like Springleaf Drum, they make mana when you use them to tap Kalamax or another creature. But unlike Drum you can tutor for and put onto the battlefield with Crop Rotation. Having more ways to tap Kalamax without attacking while also making mana is beneficial.
Some other good lands that are reasonable price to consider adding are: Rootbound Crag and Shivan Reef. The Filter lands: Cascade Bluffs, Flooded Grove and Fire-Lit Thicket are at lowest price due to just being reprinted in Double Masters. Can get these lands for as low as $5 each. Bluffs is helpful since it can make or , important color combinations to want to consistently make to cast instants for Kalamax.
Cards to consider cutting:
- Rugged Highlands
- Thornwood Falls
- Swiftwater Cliffs
- Temple of Mystery
- Aggressive Mammoth
- Charmbreaker Devils
- Djinn Illuminatus
- Refuse / Cooperate
Good luck with your deck.
4 days ago
My buddy and I want to put together a Judges Tower “deck” that we can play together.
It’s a super strict format that is actually really fun. Everybody plays with the same deck, and it’s usually filled with stuff like Possibility Storm and cards with multiple activated abilities.
The rules are
Unlimited mana, of all colors, for all players. Lands still exists but they don’t really matter, more on that later.
You start with 0 cards and draw 1 card on your turn, and you must play it as soon as you possibly can. If it’s an instant that says gain 7 life, you must cast it instantly, before switching phases or anything else. You must activate abilities at least 1 time per legal target, attack on every turn if possible.
Some more nuanced rules include:
multiple activated abilities on a card you must activate the first ability if there is a legal target. If not, move to the second ability. Again, activate it 1 time for every legal target.
The way to lose is by failing to do something when you first have the ability.
When you do lose, you just wipe away your permanents, discard your hand and start over with nothing. Your opponent gets 1 point. Play to whatever number of points you want.
It seems like a mess, and it is, but it’s a ton of fun. I’ll give an example.
My first turn: I draw a basic forest. Proceed to my main phase, play the forest, and instantly tap it for mana. (If I don’t do all of this, and my opponent notices, he wins).
His first turn; he draws Banefire ALL X COSTS = 5. So he does 5 damage to me.
My second turn: untap basic forest, and then immediately tap it again, before the phase is over. My draw is a thorn lieutenant. I play it and instantly activate his ability. (I only have to do this once, if I don’t I lose)
So basically you just have to remember the rules of MTG, pay very very close attention to everything, and catch your opponent miss something.
How do you feel about this format? Have you ever played it? What cards would you want to see in a Judges Tower deck?
Im gonna tag the people I’m most interested in hearing from, sorry if that’s annoying
2 weeks ago
3 weeks ago
Wirex thanks for the suggestions. I definitely feel that a big game ending spell is necessary, and Banefire looks like it would do really well in that slot. Sudden Spinnerets very nearly made the cut here, but it just seemed to be the weakest of the untap effects, especially since Marwyn, the Nurturer is ideally wanting buffs to her power as well here. Confront the Unknown was also considered, but since you need to then pay to draw cards off them, I preferred Return of the Wildspeaker as our big draw engine, since one of our elves will normally be quite big. However, the big pump it gives could be interesting with Marwyn, so I might give it another look. Thanks again for all your great help with the deck.
3 weeks ago
Hey thanks for leaving your Link on my list, I think you've got an awesome spin here, and the recursive loop between Marwyn and the other creatures means you could produce an insane amount of mana. Might be worth throwing in a Banefire or two to get a quick kill. With a board full of dorks and a few untaps, you could get to an unavoidable banefire win pretty easily.
A few other things I found while looking at the suggestions you left me:
Enter the Unknown You can either let all your boys get buffed up from the non-land part of exploring, or you can mix a draw in there to dig for some lands. either way you can do a lot with that many explores.
Confront the Unknown If you have several things on the board you can make a LOT of clues. Crack them with the mana from your dorks, draw a bunch of cards, and then untap everyone again. V spicy
Sudden Spinnerets is another good 1 drop untap that you can sideboard in against a heavy flying deck.
I really like your take on it. A little less aggro, and a little more combo. Very cool.
1 month ago
Perhaps a Chandra, Flame's Fury? You may also want to add in another copy of Banefire, and a couple of Shocks. I've always wanted to do a Chandra tribal, and I think you did this really well! I hope your 12-year-old enjoys it!
1 month ago
Kalamata If you get to 4 experience counters then you can cast Desperate Ritual, Pyretic Ritual, or Seething Song and copy it with Reiterate. At four counters Mizzix will reduce the spell and buyback cost to just 2 red mana (Desperate Ritual, Pyretic Ritual, and Seething Song will produce more than 2). Therefore you produce infinite mana, rack up your storm count as high as you want, and then cast Banefire for the win. The storm count only really matters for Temporal Fissure, and Thousand-Year Storm is more of a bait than a mandatory win con (I usually win without it), but that's the main combo.
You can grab almost all of the pieces with Firemind's Foresight (Either Mystical Tutor (To grab Banefire), Whispers of the Muse (assuming you have 5 experience counters), or a counterspell for 1, Desperate Ritual for 2, and Reiterate on 3).
Past in Flames, Mystic Retrieval, Snapcaster Mage, and Mizzix's Mastery give you redundancy and let you keep going even if someone stops or counters you (Though that is part of the reason we run so many counter spells).
All in all, the deck plays very quiet and unassuming until it's ready, at which point it explodes.
1 month ago
Here's my take on what to cut:
Elvish Aberration: 6 mana is a lot just to ramp. Cycling is nice, but doesn't directly Ramp.
Ghitu Chronicler: Again, expensive. There are much better things to do with our 6-mana
Krosan Tusker: Same as before. Expensive for what it is, doesn't directly ramp.
Magus of the Candelabra: Unless we can double mana somehow, doesn't actually ramp.
Nessian Demolok: Can be useful, but I've found tribute usually gets paid with these cards since creatures are pretty easy to deal with.
Oblivion Sower: Fun card, but just doesn't fit the deck
Treasonous Ogre: Just seems really slow to me
Valley Rannet: Same reasons as the tusker
Void Attendant: Again, just doesn't fit with the deck
Vessel of Volatility: Slow, and I honestly prefer my ramp to be repeatable
Land. I usually stick to around 36, I'd go down to there and test to see if it works out all right (Maybe 1 or 2 more since you seem to have a good amount of lands that can be sacrificed).
The Chain Veil: Not exactly useful here. You have some Planeswalkers, but not enough to really make it worth it.
Blood Feud: Too expensive for what it does. Green has a lot cheaper options
Processor Assault: Good value for your mana, but how often does exile come up in your games?
Volcanic Vision: Has potential, but I'm not really seeing a whole lot of spells that make it great.
Yawning Fissure: Doesn't fit strategy of the deck
Fiery Fall: Expensive.
These are just my thoughts, hope it helped!
(Also, Pyromancer's Goggles seems good here.)