Blinding Flare

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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
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Blinding Flare

Sorcery

Strive — Blinding Flare costs more to cast for each target beyond the first.

Any number of target creatures can’t block this turn.

Rhadamanthus on I need some clarity... strive, …

1 year ago

Just to make sure we're on the same page: yes, Hinata, Dawn-Crowned works great with Strive spells as long as they have a generic component in the cost. It can't reduce the cost of Kiora's Dismissal or Blinding Flare, but will work fine with something like Hour of Need, Phalanx Formation, etc.

legendofa on Dismiss into Dream

2 years ago

Since it's an enchantment, I imagine it being used mostly as long term removal, in that every targeted effect you draw becomes a potential kill spell.

Check out Blinding Flare , Pyrokinesis , Sway of Illusion , Bloodlust Inciter or Goblin Motivator , and Tidal Visionary for some cheap starters.

Nitelock75 on Haktos of the Crucible *F*

4 years ago

Bastion Protector is an awesome addition. Sanctum Prelate is also definitely a must-have for a Haktos deck, as is Embercleave. You can customize the CMC with its special text, you'll just have to cast it before the Prelate. Also, Imperial Recruiter and Recruiter of the Guard can tutor for both Bastion Protector and Sanctum Prelate.

Blinding Flare is great for when your opponent has some lucky CMC creatures out to block Haktos.

Single Combat and Chance for Glory. Super good for a back-against-the-wall endgame where you need just one more hit.

multimedia on

4 years ago

Hey, saw your forum topic asking for help.

Since you're a new player in Commander my advice is keep it simple. Build this deck around what your Commander does. Admiral Beckett Brass means Pirates and she doesn't do anything unless you have Pirates. Not Zombies, not Vampires or any other tribe, just Pirates.

The steal your opponents nonland permanents/creatures is a fine strategy, but don't go overboard with single cards that only give you a single steal effect on a single creature such as Act of Treason . Brass's combat damage to a player from three Pirates ability and Captivating Crew are repeatable ways to steal your opponents creatures/nonland permanents and that's better, really all you need for this effect.

There's only 27 lands here which is not enough land; you risk getting land screwed (not drawing or have lands on the battlefield). When this happens you're not able to play cards in your hand because you don't have lands on the battlefield. Getting land screwed is not fun and since you're a new player it's even worse as it can possibly make you not want to play again.

Getting land flooded (drawing too many lands/having too much land) is also not fun, but it's better to have lands to cast spells then to not have any lands at all. If land flooded you can at least cast Brass since she's in the Command Zone. All Commander deck builders have to clear deck space for enough lands.


My advice for the manabase is if you don't want to add other lands that you don't have then add more basic lands. Play a total of 38 lands with 15-20 basic lands, split up between Islands, Swamps and Mountains. Play more Islands than the rest, next is Swamps and last is Mountains. There's more blue and black Pirates/cards than red here. If you're willing to add lands you don't already have then I can help you on a budget to upgrade the manabase starting with Command Tower .

11 cards to consider cutting to add more lands:


Other cards to consider cutting to make 100 cards:

As far as cuts to consider, cut single cards that give a single effect such as stealing an opponent's creature for one turn. Only getting to cast a card once and only target one creature to steal for one turn is not good enough. Single card combat trick spells that can only target one creature are lackluster and can be cut. Auras that only help one creature and don't give evasion can also be cut. Ghostly Wings and Aqueous Form are fine since they can give Brass evasion making it easier for her to do combat damage to a player.

Simplify your deck's strategy, go with Pirates and cut the majority of the nonPirate creatures. Creatures such as Wonder , Nightveil Specter and Sower of Temptation are worth keeping especially Wonder. Specter and Sower are good cards to go with the theme of stealing your opponents cards. Clones are fine, but not high mana cost ones that can only copy a creature; honestly cut them.


Some redundancy (multiple cards that do the same effect or close to it) in Commander is good. But, if you're needing cuts then redundancy is a place to make cuts. Draw spells for instance are good redundancy such as Brainstorm , Night's Whisper , Read the Bones . These are all low mana cost/mana efficient draw spells. Opt and Sleight of Hand are also fine, but if you need cuts they can be cut. Draw spells such as Pirate's Pillage , Pirate's Prize , Train of Thought , Think Twice are not good, cut them. Low mana cost (0-2 CMC) mana rocks are more good redundancy: Sol Ring and Signets/Talismans. Chromatic Lantern and Commander's Sphere are much better than the other three drop mana rocks here; Mana Geode and Darksteel Ingot can be cut.

For your deck combat trick spells, counterspells and targeted creature removal is in my opinion bad redundancy. I'm not saying to not have these kinds of effects, but limit the amount of them you play. Counterspell for instance is a staple card of Commander play it, but Cancel , Sinister Sabotage and Rethink are worse then Counterspell, cut them. Sabotage is better than Cancel, etc.

Blasphemous Act and Fiery Cannonade is good redundancy. Murder is better than Doomblade, cut Doomblade. Sorcery or high mana cost instant creature removal can be cut such as Contract Killing and Price of Fame . Bitterblossom and Dreadhorde Invasion is good redundancy, but Bitterblossom is a much better card than Invasion. Invasion is a good card, but if you need to cut a card then cut it because you have Bitterblossom, otherwise keep it.

Spells that give all your creatures evasion of some type are fine, but don't go overboard with including lots of them because these cards do nothing without you controlling a creature; making them dead draws/dead cards in your hand too often. These kind of effects that can give all your creatures evasion are better if they can be repeatable or are a static ability such as Wonder or from an enchantment, not an aura. You want to play cards that can give your creatures lasting evasion more than a single card for a single effect on one turn.

I offer more advice if you would like. Good luck with your deck.

Shamanintraining on What’s got Billy so spooked?

4 years ago

jonmaior

I'm not running more Gods Willing type effects as prefer the flicker/exile in my build. The advantage is 1/2 my ramp spells are creatures which have a ETB effect that ramps, works better with exile flicker for protection, with the downside that the herioc creatures have to reset counters if they targeted for removal. I'm on the fence with this one.

I like Blinding Flare ... Seems pretty good for derailing any fatty blockers.

I mulled over Gideon's Sacrifice for a while, would be nice to avoid the late game Deflecting Palm my buddy always seems to have in hand.

I don't do infinite combos so Kiki-Jiki, Mirror Breaker and Midnight Guard aren't going in. Pretty dirty combo though.

jonmaior on What’s got Billy so spooked?

4 years ago

im surprised your not running more Gods Willing type things. also Renegade Tactics can be good draw if you want more draw cards (but idk if you need them) I would definitely run Blinding Flare it can win games really easily. any strive cards really would be good b/c you can target one of your creatures and then the rest of the targets can be whatever you want. I would recomend toning down your decks power so your group doesn't kill you immediately. idk what kind of group you play in but at least for me I found a lot of success by playin almost no creatures during the early game and just playing defensively. just protecting your own yourself and make sure to have something to hurt any opponent if they attack you so they will have no reason to attack you. then I just one shot them all when I am ready with like 10 lands. Gideon's Sacrifice pretty much wins you the game by itself btw I would recommend it. if you are just going for a raw power deck you might add Kiki-Jiki, Mirror Breaker and Midnight Guard . anyways I like the deck Feather is the most op commander ever in my opinion. let me know what you think about my input.

Gattison on eyes2sky

5 years ago

Got any Blinding Flares?

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