Blazing Torch

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Blazing Torch

Artifact — Equipment

Equipped creature can't be blocked by Vampires or Zombies.

Equipped creature has "Tap, Sacrifice Blazing Torch: Blazing Torch deals 2 damage to target creature or player."

Equip {{1}}

wallisface on

2 years ago

Orc_BigBoss125 it is looking a lot better. I still think both Bonds of Faith and Blazing Torch don’t do enough.

  • Bonds has the weakness a lot of auras do, in that you effectively lose 2 cards when your creature dies. Also, your creatures care about equipment, and this isn’t an equipment card, making it a bit of a nonbo.

  • the Torch does almost nothing. You want your creatures to be attacking, so all this really offers is the ability to be unblocked by a few niche creature types.

I would suggest playing Grafted Wargear instead of the Torch, and Stoneforge Masterwork instead of Bonds.

rdean14 on Card creation challenge

4 years ago

Btw, in my previous challenge, I meant a card like one of these:

and/or

So, if someone wants to do that instead of fateful hour, that's also very cool.

Evidently I need to be more clear on what I mean. I mean, this is twice my challenge was misinterpreted, so clearly it's on me, lol.

Bokamoso on A Song of Spikes & Ire (by B.R.R. Martin)

5 years ago

I like this ping ping thing you have here.

I agree with Traumitz that Great Furnace and Vault of Whispers would be great additions to this deck. With those additions, you could consider replacing some Renegade Map and Traveler's Amulet with Expedition Map in order to grab the artifact lands.

Given that your mana curve is so low, I wonder if you need so much land fetching. Consider more draw. I like Costly Plunder , maybe even more than I like Sign in Blood here. If your lands were artifacts and you had too many, you could sacrifice them to Costly Plunder for value$$.

For three mana you could include protection in the form of Herbal Poultice . It fits the theme, protects and triggers but the mana cost is steep.

Pyrite Spellbomb and maybe even Blazing Torch can act as removal.

Ornithopter seems out of place in this deck unless you NEED a zero mana creature or a powerless flying blocker. If you can push it to one mana you could get a lot more value out of Myr Servitor and sac outlets such is Costly Plunder or ¿ Ashnod's Altar ?

You really have me geeking on this deck...

Vessiliana on

6 years ago

Thanks for the suggestions! I had totally forgotten Three Dreams existed. Definitely putting that on. I like the Blazing Torch, too. She used to run a Jor Kadeen equipment deck, so I'm mostly staying away from things she used to use (like the swords), but I really like the suggestions. So far, it doesn't decently in our meta, but ... definitely could use more work!

Gh05tfr34k on

6 years ago

Hey, so far it looks like a deccent deck idea that you came up with. Currently brewing stuff myself for this commander. If I had to suggest anything I would say try to add some equipment that might help with some small removal like Blazing Torch I know that sounds a little janky, but it's an equipment that uses Tiana' s ability really nicely. You could also run the Swords set, F/f F/I L/S. Those might work well. And there are a handful of nice other aura search cards. Plea for Guidance Three Dreams Helm of the Gods hope this helps you out. And thanks for the ideas too!

waffledevouror on

7 years ago

Here's a few: Torchling, Mudbutton Torchrunner, Torch Song, Kaervek's Torch, War-Torch Goblin, and of course, Blazing Torch. Happy deckbuilding!

beckhr on Has WotC stopped trying?

8 years ago

One of the themes of Innistrad is the every day being intruded upon by the supernatural, for example Blazing Torch, Sharpened Pitchfork, and Butcher's Cleaver. It's supposed to evoke a very basal feeling of vulnerability, which to most people it does very well. MtG shouldn't and doesn't have to go overboard with mythos-babble in order to be an amazing fantasy IP.

TheMadRocketeer on Whack-A-Drac [Anti-Vampire]

8 years ago

Playing this against my casual, kitchen table, mono-black vampires deck, this one usually wins. That's kind of expected, since this one is tailored specifically against vampires. The time or two that it's lost in that matchup were due to not having enough coverage in the air. I've also found myself wishing I had a way to remove a black (or red) enchantment.

I also messed up by using Nimbus Wings on my White Knight to make him a blocker for the opponent's Hypnotic Specter. The vampires drew Gruesome Deformity, played it on Hypnotic Specter and swung unblockably. I was holding 3 cards, and of course it was my Defang that got discarded. This version 1.0 doesn't have any way to remove enchantments, though white provides plenty of options. In this case, I'd have been better off putting the Defang on the Hypnotic Specter in the first place and making a flyer later. Live and learn. The anti-vampire deck did win that one anyway, but it was a squeaker.

So, I need to cover flyers a bit better and to speed things up a bit. My vampires usually get ahead and then lose once anti-vampires begin to solidify a board position. Faster vampires might just win faster and kill this deck before it can set up. One thing I've considered (and will likely do) is to put in some cheap white exile stuff like Journey to Nowhere, Unmake, or Erase. For now, I've added them to my Maybe Board. Journey to Nowhere is better than Unmake here, since I'm running mono-white, it's 1 CMC cheaper, and my opponent cam be expected to not have a good way to remove enchantments.

I've not really had occasion to use the pumpability of the Order of Leitbur or Order of the White Shield, and the first strike they and White Knight have is mostly useful only against non-black creatures and spells.

At 14 creatures, I'm reluctant to take any of those out. I don't want to go over 60 cards. Adding creature exile effects will help with flyers too, so I can get both upgrades for one set of inclusions. Also, creature removal will help with most auras too, so I need enchantment exile only for global enchantments, like Bad Moon. What to remove though? I could Sideboard a couple of the Prismatic Wards maybe. At some point, I'll decrease the Karmas, but not just yet. Blazing Torch is a one-of, but I like it for the flavor. Defang has grown on me in play testing. 24 lands looks like about 2 too many to me on paper, but I like the way it has worked in play.

So I have a quandary. I'd like to add some combination of Journey to Nowhere and Erase, but I'm having trouble seeing what to remove or move to the Side Board to make room. Suggestions would be welcome. Thanks.

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