Burning Earth

Burning Earth

Enchantment

Whenever a player taps a nonbasic land for mana, Burning Earth deals 1 damage to that player.

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Trade

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Printings View all

Set Rarity
Magic 2014 (M14) Rare

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Legality

Format Legality
Block Constructed Legal
Pioneer Legal
Duel Commander Legal
Penny Dreadful Legal
Vintage Legal
Casual Legal
Highlander Legal
1v1 Commander Legal
Canadian Highlander Legal
Modern Legal
Oathbreaker Legal
2019-10-04 Legal
Unformat Legal
Magic Duels Legal
Commander / EDH Legal
Legacy Legal
Tiny Leaders Legal
Leviathan Legal

Burning Earth occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%

Burning Earth Discussion

TypicalTimmy on What are the best cards ...

3 weeks ago

I have grown an incredible fondness for red pain enchantments and red "fast draw" mechanics.

  • "Pain enchantments" being enchantments that cause non-combat damage whenever an opponent does something. For example, Burning Earth, Manabarbs and Scald. However, other enchantments that cause damage are favorites too, such as Warstorm Surge. There is an incredible synergy between Power Surge and War's Toll. Either they cast a spell / activate an ability and lose all interaction until their next untap step... Or take an ass-load of damage. When you start layering in the other enchantments, it gets really dirty.

  • "Fast draw" refers to the idea that red has where you exile the top, or several cards, and generally have that turn to cast them. It really kicked off with Outpost Siege, though it is seen on Dream Pillager. In fact in back-to-back sets we saw new fast draw cards: Furious Rise in TBD, and Lukka, Coppercoat Outcast from IKO. Really feels like a great flavor-appropriate method of card advantage

In fact, over the past year, Red has become my #1 favorite color in MTG for it's sheer aggression with strong (though few) oppressive methods.

dongerlord on Sevinne, the Chronoclasm Acid Flashback

1 month ago

It seems like you're running burn as your wincon.

Here are some cards that might help.

Static burn: Harsh Mentor, Zo-Zu the Punisher, Ankh of Mishra, Manabarbs

Finishers: Acidic Soil, Price of Progress. Molten Disaster is a decent finisher you can consider with split-second and also acts as a board clear (you might try replacing Devil's Play with this)

Since these are symmetrical burn, you could also run Glacial Chasm and stall it out. This is also the most important land card to run with these mono red sorcery finishers. Your Pariah is also a god level card with this setup. You might also consider Heartless Hidetsugu as a combo with these 2 cards.

For more drastic changes, you can fix around your landbase to cut a lot of nonbasics and add basics with a load of fetchlands, such as Fabled Passage, Prismatic Vista, , Ash Barrens, Terramorphic Expanse, Evolving Wilds, Myriad Landscape, Warped Landscape, some Panorama fetches, and keeping Flooded Strand + Scalding Tarn + Arid Mesa. I have this landbase in another of my burn decks and its fully sufficient for tri-colour commanders. In white, you get access to Land Tax as well so it helps further fix your mana - although in my experience with this landbase I would say its not even necessary.

With a basic land landbase, it opens you up to more burn, such as Price of Progress, Burning Earth. It also opens you up to hard stax cards if you have a vendetta against someone: Magus of the Moon, Blood Moon, Back to Basics.


An alternative package you can consider with your wheels is Narset, Parter of Veils and Alms Collector to discard their entire hand. You already have Smothering Tithe as well. Psychic Possession is also insane with wheels as it lets you draw 14 off a single wheel.

I would also just add Underworld Breach because its straight up insane.

You can also try Mana Geyser for a super explosive turn by recasting it from the graveyard again.

Dack Fayden is both a ramp card and a way to dump cards into your graveyard.

Good old Blasphemous Act and Chain Reaction are 2 of the best board clears you can pair with Sevinne.

Jace, Vryn's Prodigy  Flip Baby Jace is a VERY good card with Sevinne. Helps cycle into lands/ramp early and lets you cast spells from your graveyard once it transforms into Jace, Telepath Unbound.


Some cards I see that you could also try cutting/changing are:

Land Tax - you can run ramp artifacts instead, such as Surveyor's Scope. Surveyor's Scope is an excellent card with many fetchlands as you can tap them to sac as a cost, then activate Surveyor's Scope for up to 3 basics untapped since your fetchland is no longer on the field. Or basically any other 2 mana rock will do.

Mirage Mirror and Scroll Rack - these cards are a bit clunky to use and you can do more with mana rocks instead.

I would consider Ral, Izzet Viceroy a bit too slow.

You should swap Jeskai Ascendancy for the new Whirlwind of Thought

You have a lot of single target protection - Momentary Blink, Lightning Greaves, Diplomatic Immunity. I would suggest cutting one or two because you can still tutor for it.

Narset of the Ancient Way SEEMS a bit slow (but I have't seen this card in action yet), so you could replace it with Narset, Parter of Veils

Ray of Distortion is pretty omega slow. You might want to try Aura of Silence or a simple Disenchant

Personally I'm trying to build a cEDH Sevinne burn deck haha! Thinking of also trying Thought Lash with Thassa's Oracle

Long live our Overlord Sevinne

RhythmBeast on Torbran, Thane of Incremental Damage

3 months ago

Wanna mess with your opponents and make them play cautiously? Add War's Toll , Manabarbs , and Burning Earth. I became Archenemy in a match with this combination. I had two people kill themselves to Risk Factor and Browbeat just to give the last player a shot to win.

king-saproling on [Primer] Mogis' Slaughter House: Murder Made Tasty

4 months ago

Looks like a great build! Not that you have to change anything really, but if it were my deck I would make these swaps:

  • Winds of Change for Burning Earth.

  • Night's Whisper for Harvester of Souls.

  • Defense Grid for Conqueror's Galleon  Flip. Defense Grid may protect you from instant tricks and counterspells, but it protects your opponents from those things too.

  • Price of Glory for Syr Konrad, the Grim. Same as Defense Grid.

  • Wurmcoil Engine for Knollspine Dragon. Wurmcoil is generically decent, but I think you could do better.

  • Ophiomancer for Dictate of the Twin Gods. Similar to Wurmcoil, Ophiomancer is always decent but I think there are more impactful things you could use instead.

  • Sanguine Bond for Kederekt Parasite. I think Sanguine Bond will be dead in hand much of the time. Also, even if you are gaining a ton of life, Sanguine Bond only hits one opp at a time, and it is not boosted by damage doublers.

  • Silent Arbiter for Fellwar Stone. I think you have enough mass creature removal that you don't need Silent Arbiter. Also Silent Arbiter stops your opponents from hitting each other hard.

  • Koskun Falls for Talisman of Indulgence. Similar to Silent Arbiter. Koskun Falls is great, but it actually forces you to tap down one of your blockers, and you don't have a ton of creatures to spare. By late game, opponents could just pay the 2 per attacker.

  • Blood Moon for Outpost Siege (Khans mode). Blood Moon is strong but it turns off all your cool lands.

Caerwyn on

5 months ago

First, I'd run a bit more aggressive removal package.

Personally, I'd lean into a group slug theme--burn everyone equally, with the hope of buffing Anya. She's already running Manabarbs, which is a great option. Burning Earth is another great option. Spellshock can be quite powerful as well in some metas, providing everyone else is casting more spells per turn than she is (she has some large angels, so that's not infeasible).

Furnace of Wrath is devastating with the above, and has the bonus fun of comboing with Heartless Hidetsugu to kill a player in one shot.

Or, if she does not want to go a hyper-aggressive group-burn route, Red and White have some great ways to slow down the game. Stranglehold and Aven Mindcensor take away a lot of other deck's primary advantages. Blood Moon can be a nightmare to play around considering how common nonbasics are in EDH. Rest in Peace is an all-around good card and can even take out players if you combo it with Helm of Obedience.

Smothering Tithe is a great option for Ramp, something Boros is lacking and this deck in particular really wants.

I would recommend cutting Boros Garrison, Evolving Wilds, and Terramorphic Expanse - they slow you down so much that they're arguably worse than a basic. Clifftop Retreat would be a good addition.

Talisman of Conviction is another ramp card to consider. I'd say it's vastly superior to Boros Cluestone.

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