Blaze deals X damage to target creature or player.
Printings View all
|Duels of the Planeswalkers (DPA)||Common|
|Tenth Edition (10E)||Uncommon|
|Ninth Edition (9ED)||Uncommon|
|Ninth Edition Foreign Black Border (9EDFBB)||Uncommon|
|Eighth Edition (8ED)||Uncommon|
|Seventh Edition (7ED)||Uncommon|
|Portal Three Kingdoms (PTK)||Uncommon|
|Classic Sixth Edition (6ED)||Uncommon|
|Portal Second Age (P02)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
3 weeks ago
I love the name of this deck, Flavor win! New cards to add would be Fiendish Duo and Repeated Reverberation. Also Angrath's Marauders for another damage doubler, Backdraft Hellkite and Charmbreaker Devils for recursion. A great card in mono decks with less recursion choices is Conqueror's Galleon Flip. Also cut Blaze for Burn from Within, it is about the same price but miles better, although I do love seeing Blaze. Maybe a mana doubler would help but they are all pricey, Gauntlet of Power or Caged Sun. Ruby Medallion is another but has a price tag. Lastly Neheb, the Eternal. Hope I helped.
3 months ago
Play fewer cards that do nothing. Beacon of Immortality , Pyroblast , Red Elemental Blast , Rebuff the Wicked , Bar the Door , Approach of the Second Sun , and Emerge Unscathed don't do much to buff your Commander and none of them draw cards. Cards like Expedite and Brute Force are both fine because they draw cards and buff your commander repeatably. But cards that drag the game out aren't what Boros Aggro wants
The reason the cards that do almost nothing and draw cards are good is because they draw cards. In this deck, that should be more pump spells. You draw a Brute Force , cast it, get it back, then draw Fists of the Anvil , cast it, get it back and cards like Expedite let you draw even more cards to start looping. The bottleneck of this deck is the card draw. Sure, you can dump your hand, but that's 7 cards at most. What if it were 9, 10, or more?
~ Cards I think don't do enough ~
Helm of the Host - Very slow on its own and 5 mana to equip; Payoff is more creatures that you don't need because your commander is a 3/4 flyer and copying any other creature is not as good as your commander. However, copying your commander is bad because all of your instants and sorceries are single target
Approach of the Second Sun - You're never casting this twice. If you even cast this once you've probably already lost. In this deck, it's a 7 mana Angel's Mercy do NOT play Angel's Mercy, it doesn't do anything you will lose
Aegis of the Heavens - Only gives +1 to power. Toughness does not matter when you have a) an aggressive deck and b) a flyer
Isochron Scepter - Everything goes back to your hand anyway, why imprint anything?
Caged Sun - a 6 mana artifact that lets you cast spells you could already cast. It's a "win-more" card, I don't see a need
Rings of Brighthearth + Basalt Monolith - Only in for the infinite mana combo, which does nothing. Instants are Sorceries have colored costs (and are mostly a majority colored in fact) that still need to be paid, so there is no loop or anything. If anything, it's worse because you need to put 2 mana into the thing (which in this deck, is usually your colored lands)
~ Strictly Better ~
4 months ago
Stomping Ground , Beast Whisperer , Essence Warden , Marwyn, the Nurturer , Mina and Denn, Wildborn , Banefire , Finale of Devastation , Rolling Thunder , Animist's Awakening , Savage Twister ?, Volcanic Geyser , Crater's Claws , Molten Disaster , Blaze , Burn from Within , Collective Voyage , Devil's Play , Zhur-Taa Druid , Fire-Lit Thicket , Ring of Three Wishes , Diviner's Wand , Planar Portal , Freyalise, Llanowar's Fury , Garruk, Caller of Beasts , Insurrection
9 months ago
I feel like it's actually under powered for four specific colors of mana. True it is only two colors, but the casting requires specifically two of each. I think you can lower it to just and it will be fine.
I could see it printed as a Legendary Creature among the 99, rather than the +1 in a Commander set, similarly to how Brudiclad, Telchor Engineer was.
I would be a little concerned though with the increasing commander tax. Obviously, first and foremost his most applicable use is to copy spells. Copying something like a Time Walk , Savor the Moment , Time Warp , or Capture of Jingzhou will be his most powerful asset. Next, I would assume it would most likely be red-based explosive spells. Rolling Thunder , Crater's Claws , Blaze , Banefire - that kind of thing.
Alongside an Izzet deck that can produce Treasure tokens would make it just insane, especially running Saheeli, the Gifted .
I don't think he's broken, per se, but I have concerns with just how much utility you can get out of him after his 3rd casting :/
1 year ago
hkhssweiss what cards would you suggest I put in to help tune the deck then? I saw the card Blaze and that works just like a fireball for what I need. So from what I see stuff like Banefire , Comet Storm , Devil's Play and Electrodominance for those big final turn pushes. For defense I was thinking a lot of return spells such as AEtherspouts , Devastation Tide , Crush of Tentacles and Aether Gale please tell me what you think and if you have more ideas on how to help I would really like it.
1 year ago
Hey there! I have alot to cover but bare with me here, I think you might like this post idea. A while ago I was sitting around organizing my cards, given I am little over a year into the game, I had plenty to build with... but nothing “game changing.” Ixalan had released and Tribal was killing my two person play group, so we taught a few of our friends... or well we tried. Yet it was clear tribal was a mechanic that took a deeper understanding of the rules to truly play effectively. I wanted to be done with tribal for a bit, even if my Modern Merfolk was doing great. I wanted to teach the others the key basics of gameplay, threat assessment, and color combos. Well I had ALOT of white border old cards... and it hit me. A new idea, that probably has already had versions posted before I bet, and I called it “The Tower” I spent all night working on it and the next day during Study Hall.. four of us gathered around a table and I brought out two deck boxes stuffed with cards. The others looked confused given my recent wins with my Merfolk, but the confusion deepened when I told them I didn’t have a 60 card deck. I had 120 cards in one box, and 120 lands in the other. The game had begun, and suddenly we were having a blast. A land every turm, a new spell every turn, and quirky old cards that were simple and fun at heart. Well since then the tower has changed... it has become something... truly complex at heart. Not in how it is played, but how intense each match is. With a Modern set of 360 cards, and 160 lands... Tower is a game like no other. Any number of players, crazy combos, no game is ever the same, and over all just a fantastic game of Magic. Cards like Last Stand are the exact kinda crazy this game mode wants!! Even better is the game allows friends who cant afford a deck to play, all players have the same shot to win, and at no point can anyone pull off a turn 1 win. Oh did I mention the number 360 spells was chosen so a tower could also be a cube if you wanna draft? :)
What You’ll Need:
—30 Colorless (Artifacts or Eldrazi)
—10 Searchlands (Like Terramorphic Expanse
-A few people, 2 - 8 players ideally but I’ve done 10.
-Storage Container (A Bundle Box container is perfect size un-sleeved! Sleeved is a monster of a whole other kind)
How to Play: -Each Player starts the game with 30 life.
-Separate the Spells from the Lands, stack them in center. (You will probably need two “stacks” for the spells, and again the Land stack should be separate)
-Determine who goes first. -Shuffle up
-Draw in a clock wise fashion starting with Player 1.
-Each Player draws 3 lands and 4 spells to start.
-NOBODY DRAWS ON THEIR FIRST TURN. This ensures everyturn you end with two in hand assuming you played a land. This helps us make sure you have the right number of cards in hand!
Additional Rules We Have Added: -Before the game begins each player has 2 Perfect Mulligans for the spell stack, and 2 Perfect Mulligans for the land stack.
-During the game each player has 3 Perfect Mulligans for the spell stack, and 3 Perfect Mulligans for the land stack.
-When a player runs out of spells in hand, they draw 4 spell cards from the spell stack. This happens everytime.
-If a player is asked to discard a card from hand, they may NOT choose a land card. This is an easy choice, and messes with two lands in hand at end step. Ergo a player MUST discard a spell. The only time this is negated is if the card requires or ALLOWS the player to discard a land card. In which case, the player should have 1 land in hand at end step for the rest of the game. Or 0 of the end up discarding both land cards in hand.
-Max hand size is still 7, however your lands in hand do not count. In other words 2 lands and 6 spells is okay, but 2 lands and 8 spells is not.
-Everyone shares a graveyard, but if there is an aftermath or from yhe grave play, only the player who had summoned it may use that.
Cards to Avoid:
-Mass amounts of life gain, this keeps the game from ending practically.
Cards to Include:
-Massive mana drop spells.
-Crazy powerful spells.
-Legendary Creatures, Eldrazi Titans, and Planeswalkers.
-Unset cards like Earl of Squirrel
Well... that sums up everything I had to share with yins all!! I hope you try Tower out sometime!!
1 year ago
Because I talked about Blaze in the article, and leaving it out here seemed duplicitous.
1 year ago
Lightning Berserker or Village Messenger Flip over Monastery Swiftspear? In particular the first of them seems like a downgrade; you pay 1 mana to dash-play, then attack, and boost for 1 more mana with berserker (but you can potentially do this many times of course, you just have to get to the part of the game where you have a lot of mana). Swiftspear, you pay one to cast, then one mana for a Lightning Bolt and still attack with 2 power. Pers'n'ly I'm a lot more afraid of seeing opponent play Monastery Swiftspear turn 1 on the play, since if I don't have a 1 cmc blocker, they can then go Lightning Bolt/Lava Spike X 2 in turn 2, and attack for another 3. Net result is 10 damage by turn 2.
For variation, you can exchange Bomat Courier for Abbot of Keral Keep. Abbot is a "late-game" play for RDW - turn 3 or 4. It's lacking haste, which is a real drawback, but prowess is pretty good, even one turn later. Anyway, it's another card that tries to keep the attack going for red decks. If it's real card advantage you want, you could go for a slightly longer game, and play Smuggler's Copter and Bedlam Reveler (copter helps stock the graveyard with relevant cards for reveler - and if you wanna go real deep on this synergy, you add Flame Jab, since it can play from your graveyard, and triggers prowess), but in a deck with this many creatures, I don't think it would work.
Skred - instant speed is a plus, but otherwise, it's questionable if it's better than Flame Slash before you get so late in the game, that it doesn't matter anymore. You could play Skullcrack instead - doesn't really do the same, but cutting opponent of from lifegain can be a real gameturner.
Same calculation for Blaze vs. Lava Spike, just without the instant speed - yes, you can potentially hit harder with blaze... when you have 5 lands in play. I guess that there is some advantage to being able to target both opponents face and creatures, but I can't recall having seen any modern RDW play x-spells, and that is probably because they play everything else at very low casting cost, and has few lands, and therefore the x-spells never become very impressive. Also, they are horrible on your opening hand.
Someone else wrote that Furnace of Rath was a bad choice. That was pretty much spot on.
Actually Consuming Fervor is pretty interesting. I mean... I wouldn't splash blue to play Unstable Mutation but when it's colorshifted into red, it might be ok. Slow speed makes it easier for opponent to respond to than a buffing instant, otoh it stays for a while.
Valakut, the Molten Pinnacle is a pretty iffy choice here. It doesn't turn your lands into Lightning Bolts until you play your 6th mountain, and has valakut in play. I'm not an RDW afficionado, but I have played it every now and then, and played against it too, and a game where you have 7 lands in play, is a game that has gone twice as long as supposed to. If valakut didn't enter the battlefield tapped, it wouldn't matter, but it does, and that is a definite no-no, since it might show up in your opening hand.
Sorry for suggesting overplayed and boring cards.