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|Shadows over Innistrad (SOI)||Rare|
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Burn from Within
Burn from Within deals X damage to target creature or player. If a creature is dealt damage this way, it loses indestructible until end of turn. If that creature would die this turn, exile it instead.
Burn from Within Discussion
1 week ago
Hello, very nice deck. Maybe you can add Snow Covered Mountains for the use of Skred in the sideboard to fight some big creatures in a cheap way. Also i think Banefire is better than Burn from Within in the sideboard.
1 month 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:
- Act of Treason
- Mark of Mutiny
- Selective Snare
- Contract Killing
- Storm Strike
- Bolt Bend
- Price of Fame
- Grim Captain's Call
- Train of Thought
Other cards to consider cutting to make 100 cards:
- Burn from Within
- Voyage's End
- Welding Sparks
- Pirate's Pillage
- Pirate's Prize
- Think Twice
- Mana Geode
- Eel Umbra
- Curator's Ward
- Curse of Opulence
- Metamorphic Alteration
- Octopus Umbra
- See Red
- Bloodmist Infiltrator
- Deep-Sea Kraken
- Phylactery Lich
- Kiku, Night's Flower
- Body Double
- Buccaneer's Bravado
- Blinding Flare
- Sinister Sabotage
- Costly Plunder
- Doom Blade
- Polymorphist's Jest
- Teferi's Time Twist
- Darksteel Ingot
- Stealth Mission
- Stolen Goods
- Treasure Hunt
- Brass's Bounty
- Deliver Unto Evil
- Light Up the Stage
- Sleight of Hand
- Collective Restraint
- Conqueror's Galleon Flip
- Spell Swindle
- Icy Blast
- Fated Infatuation
- Deadeye Navigator
- Lighthouse Chronologist
- Dreadhorde Invasion
- Ral, Storm Conduit
- Nicol Bolas, God-Pharaoh
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.
1 month ago
That mythic is incredibly powerful. Even just getting two or three of those emblems online is powerful, but a elemental safe Anger of the Gods / Sweltering Suns / Slagstorm and a Burn from Within too is amazing.
4 months ago
All the cards pskinn01 says are great here are some more
Mission Briefing - basically give you a Scry 2 (in a different form) and flashback for any instant or sorcery
Turn to Frog - Great way to get rid of those annoying 10 power or 12 toughness creatures or those that are indestructible. Plus just being able to things into frogs are fun
The Mirari Conjecture Ik its not an instant or sorcery but it really good two flashback and a copyinstant or sorcery spell as actually won me games
Summary Dismissal - Board wipe for Blue
Mystic Confluence - Great Utility
Sinister Sabotage - Counterspell with Scry 1 (in a different form) sure why not?
Cryptic Command - Again Nice Utility
Frantic Search - A free draw power card
Disallow - An extremely powerful counter spell
Kira, Great Glass-Spinner - Not a instant, sorcery or wizard but free counter once each turn per creature yes please.
Rewind - A free counter spell
Counterspell -Every blue deck has it
Mana Drain -If you have it or can afford/willing to buy cough up the money for it.
Pull from Tomorrow -My favorite draw spell
Omniscience - Play whatever you want for free with no drawbacks other than the big target your painting on your back
Burn from Within - Deals with pesky indestructible
Blastfire Bolt - 5 damage and equipment destruction
Chemister's Trick - Could save your life if backed into a corner or could back your opponent in one.
Countervailing Winds - If you have a lot of cheap cards that makes this card super nice but i would save this card for the opponents big play as the opponent either loses the card or has to waste the rest of their to save it leaving you able to counter attack next if you survive.
Firemind's Foresight - Search spell for instants or sorcery spells
Apex of Power a Free cast cards from exile card
Banefire damage that can't be prevented sure
By Force - a great artifact kill spell
Crack the Earth - well you get hit as well is a quick way to get rid of a pesky card
Rekindled Flame - A burn spell that can potentially come back over ad over again
Reforge the Soul - Need a new hand?
And many more but i don't want this to get to bloated (maybe to late for that.) so i'll end it here. hope these help
11 months ago
If you have the feeling that you are facing a lot of indestructible creatures, you can consider Soul-Scar Mage. It's just a one drop, so not that impactful, but you can see it as a spell that says: "Your next spell has wither" or something like that. It also works with the damage from your commander, since it triggers on non-combat-damage.
I would also add Comet Storm to the main board, it is in my opinion one of the best X burn spells to target multiple targets with. I think it's better than Banefire and Burn from Within, not considering the niche interaction, where the additional effects these spells bring with them actually matter. They are definately good too, but if you want to kill multiple people in one swing, there are few burn spells better than Comet Storm.
Why do you play Survival Cache, for the card draw? Thats a card you could easily swap out i think.
Also, I would play the big mana rocks, like Worn Powerstone and Thran Dynamo. You're gonna need a lot of mana for those X-spells ;-) Maybe think about a package of Neheb, the Eternal with Astral Cornucopia and Everflowing Chalice
1 year ago
1 year ago
Hey elfric sooo I got rid of the cards that you said I should get rid of, however I am thinking that I should keep Clan Defiance, because it is value removal, and I should keep Burn from Within, because it is huge value against cards like Avacyn, Angel of Hope or other bombs that have indestructible. I also chose to keep Boundless Realms, although that is a maybe. Side note: Would you recommend putting in a Nevinyrral's Disk as a backup answer if have a bad board position, or maybe before I am about to play a bomb?
1 year ago
Sol Ring is not legal in 1v1 but is a must in multiplayer (the general commander format is 4-player free-for-all). Tappedout may tell you some of the following are illegal, but they're not
- Goblin Chainwhirler ,
- Lightning Bolt,
- Chain Reaction,
- Solemn Simulacrum,
- Blood Moon ,
- Braid of Fire ,
- Burn from Within ,
- Hour of Devastation,
- Vance's Blasting Cannons Flip,
- The First Eruption (also legal),
- Metallic Mimic,
- Adaptive Automaton
- Herald's Horn,
- Kindred Charge,
- Etali, Primal Storm (honorary goblin),
- Roar of the Crowd,
- Vanquisher's Banner,
- Commander's Sphere,
- Caterwauling Boggart,
- Gempalm Incinerator,
- Reckless One,
- Skirk Fire Marshal,
- Voracious Dragon (om nom nom),
Burn from Within occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%