Burn Away deals 6 damage to target creature. When that creature dies this turn, exile all cards from its controller's graveyard.
Printings View all
|Conspiracy: Take the Crown (CN2)||Uncommon|
|Khans of Tarkir (KTK)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Burn Away Discussion
1 year ago
Tbh I see all three of them being usable in edh. Frankly, the 6 mana one has an extremely usable +2 that has political implications, which is not really hard to find room for in most Rx Planeswalkers decks. Especially considering if you're playing RGx, you can probably get her out turn 3 or 4 (let's not pretend that high Mana costs are a restriction in commander), then turn on a damage doubler like Dictate of the Twin Gods . The fact it's uncounterable already helps with making it a threat, and then you're forgetting it can either partially clears the field the second it gets on the battlefield or it can get rid of a threat that moment. In addition, we just got Planebound Accomplice that essentially turns it into a one mana Burn Away or one mana Slagstorm .
The second thing with the mythic is that the emblem isn't just a stackable, but it's a +2 on a Planeswalkers with an already decent starting loyalty. If you activate it's plus, it'll still probably survive if you have creatures on the board. In addition, it can easily bounce back from using one of it's minuses the turn after, assuming you have things to protect it for one turn. Which, once again, it's commander, you're probably going to have some way to protect or recur it.
Is it fast enough for a deck like modern burn/rdw? No. Is it viable in a red Planeswalkers shell or a deck with a lot of elementals, like Ashling the Pilgrim or something similar? Absolutely.
Also, you're forgetting how useful a small field wipe and a repeatable and stackable emblem can be in long running commander games. Unless your opponent is resetting their life almost every turn, those emblems will become a clock.
Baby Chandra is useful in another way. There is almost never a situation where a Red deck couldn't use an alternative source of Mana for spells (in case they need to sac a land or two). Or use of her +1 just to get in some quick damage from an elemental.
The rare one protects itself, boosts other Planeswalker and gives a spell with three Mana or less flashback. Which is actually great when you consider similar Planeswalkers who did the same thing like flipped Jace. While she doesn't provide card advantage, she makes all your other red Planeswalkers better.
Are any of them the next Teferi? No. Are any of them going to break any games? No. Are they bad cards that aren't going to see play? Also no.
1 year ago
This is my spellbook. I tend to find ways and effects that bend the colour pie, as well as some spells I consider "hidden gems"!
2 years ago
A couple of things:
If you wish to create another line when typing up individual cards, press the space bar 3 times then move the new item to the next line.
If you wish to display a card put the card name in both brackets: [ ].
Now as for your deck, I think the changes made so far work. I'd try to get your Elvish Mystic count to 4, but that's just me.
With my suggestions:
2.) got it.
4.) Charging Monstrosaur: I guess for the deck you are running he works.
5.) Mortal's Resolve: understood.
6.) Flinthoof Boar: like Kird Ape you gain a benefit from simply having a mountain and a forest in your deck. the P/T boost is easy to obtain for the low cost that they are. Additionally, they don't hurt your wallet. As for Experiment One and Dryad Militant, if you are going for a more aggressive approach, then they can work, but like saber4734 said, you want to have one main focus and maybe smaller side thoughts in your deck.
7.) Wasteland Viper: its cute, but as a 1/2 with deathtouch, it mostly just sits there waiting to die without ways to pump it up.
8.) Other thoughts:
- Skullcrack -> better, if you are going more of the burn route than the creature heavy deck.
- Burn Away, Clan Defiance, Homing Lightning -> All these spells cost too much for the subpar delivery they give you.
Hope this helps!
2 years ago
I like the idea of flashing in Wolfir Avenger plus the ability to regenerate him. Skullcrack over Clan Defiance simply because it's an instant. Burn Away is too high CMC for what it does. Homing Lightning can be a dud so I'd say no as well. No sense in spending 4 mana to burn 1 creature.
2 years ago
The main reason I'm trying to run some graveyard hate is to combat my friend's Meren of Clan Nel Toth and Glissa, the Traitor deck. If i kill either with Burn Away it'll just go to the command zone with no graveyard hate.
Though I am going to keep burn away in mind. Thanks for debating a bit with me!
2 years ago
When you put Primal Command and Struggle / Survive compared to what I suggested, I'd say you've got me beat. However, I think you'll have the mana for Burn Away: it's instant, creature removal, and graveyard hate all rolled into one
2 years ago
Graveyard hate, eh? Burn Away do anything for you? if not, I recommend Mudhole for lands, Cranial Archive for card draw, Phyrexian Furnace is cheap but slow, Thran Foundry, and Watchers of the Dead seem like good choices to sub in. as for cuts, if you feel Vicious Shadows over preforms, then leave it in, but I just don't see how. It's trigger can be mitigated by having a low hand count. Shefet Monitor also could be cut.
All in all, I love your deck, commander needs more beat-down decks like this one rather than the tier 1 combo-crud that's been hitting my meta recently.