Blinding Flare

Legality

Format Legality
Tiny Leaders Legal
Vintage Legal
Penny Dreadful Legal
Custom Legal
Commander / EDH Legal
Noble Legal
Hero Legal
Magic Duels Legal
1v1 Commander Legal
Canadian Highlander Legal
MTGO Legal
Vanguard Legal
Leviathan Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Heirloom Legal
Modern Legal
Pauper Legal
Pauper EDH Legal
Legacy Legal
Archenemy Legal
Casual Legal
Oathbreaker Legal

Printings View all

Set Rarity
Journey into Nyx (JOU) Common

Combos Browse all

Blinding Flare

Sorcery

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

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

Blinding Flare Discussion

multimedia on Davy Jones Pt.2

2 months 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?

3 months 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?

3 months 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

9 months ago

Got any Blinding Flares?

TheNocholas on fumiko!

1 year ago

You are welcome. I like the vibe of this deck. I was glad to see Nemesis Mask and Disrupt Decorum in there. If you want more control on the field Grappling Hook, Blinding Flare, Breath of Furyand Goblin Diplomats. A bit of chaos and control, Mass Hysteria

hecklefeckle on Saskia EDH

2 years ago

Your single target removal needs work. Putrefy and Terminate are the only ones I'd keep. Utter End, Anguished Unmaking, Swords to Plowshares, Chaos Warp, Beast Within, Oblation are all good replacements. Also, you need artifact/enchantment removal. Forsake the Worldly, Wear / Tear, Krosan Grip, Deglamer, Return to Dust, Sylvan Reclamation, Vandalblast. Lyev Decree and Blinding Flare are bad. Your mana base needs work, and I'd run Phyrexian Arena, Bloodgift Demon, and Underworld Connections.

Sweepea38 on Ramen's Goblin Burn

2 years ago

RamenNoodles I learned playing MTG as a mono red gobbos player, and those were some of the first cards in my first decks.

I have a few other good suggestions but you should decide if you want them or not, and if so what to replace them with.

  1. Reckless Bushwhacker and/or Goblin Bushwhacker are both great cards. Pump up the team, haste, and over all value.

  2. Mogg Fanatic and/or Goblin Arsonist are really good since even if your opponents remove them, you can use them to ping their face, or even destroy their pesky utility creatures.Mogg Fanatic has straight up won me certain infect matchups due to being able to kill the majority of their creature base before being able to buff it up. And Goblin Arsonist synergizes with Goblin Grenade, letting you essentially hit them for 6 instead of 5.

  3. Mogg War Marshal and/or Hordeling Outburst and/or Dragon Fodder Are incredibly great token producers. Hordeling Outburst is actually better then Goblin Rally most of the time, since you're going to want to play most of your deck out of 3-4 lands.

And last but not least, is one of my favorites...

  1. Frenzied Goblin. This goblin card alone has won me so many matchups, since sure you're not getting rid of their creature, but you have a constant Blinding Flare which will make your enemies Panic.

Simon_Williamson on Red/Green: Pack Mentality

2 years ago

More pump spells/target spells for wolves if you end up liking Silverfur Partisan

Temur Battlerage, Titan's Strength, Vines of Vastwood, Blinding Flare removes blockers and can target wolves.

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