|Commander / EDH||Legal|
Printings View all
|From the Vault: Annihilation (V14)||Mythic Rare|
|Vintage Masters (VMA)||Rare|
|Masters Edition III (ME3)||Rare|
|Portal Three Kingdoms (PTK)||Rare|
Combos Browse all
Burning of Xinye
You destroy four lands you control, and then target opponent destroys four lands he or she controls. Then Burning of Xinye deals 4 damage to each creature.
Burning of Xinye Discussion
2 months ago
I haven't really tested the deck a ton, but you're probably right about fetchable lands. I'm not sure how I managed to not put Crop Rotation in the list, but that's also definitely a good plan. Burning of Xinye does have the issue of only targeting a single player to have destroy lands, so I'm not sure I'd play that over the others, necessarily. Jokulhaups does seem better than the other, though, given the list plays very few artifacts. My main reason for not including Oracle of Mul Daya initially was its frailty, though given its power I suppose it's probably worthwhile in spite of that.
I'm interested to know what results you get with those changes should you play it more frequently than I. I'll probably test a few of those suggestions myself.
7 months ago
This deck could use some more ramp, card draw, and lands. Also you have two cards too many in the list so that's a slight problem too.
Some cards to cut would be Sun Titan, Burning of Xinye, Elspeth, Sun's Champion, Great Furnace (It's strictly worse than a basic Mountain in this build as it dies to artifact removal and you have no synergy with it) and kinda Chance for Glory and Hostility. Sun Titan only returns permanents and most of your deck is instants and sorceries. I really don't think you want to destroy and of your own lands so the Burning is pretty bad. You have enough board wipe effects that also synergize with your commander and you don't have much of a token strategy going on so Elspeth seems pretty out of place. I suppose she's a potential alternate win-con, but most your deck has the ability to win off of any number of top-decks late in the game. I see how Chance for Glory is tempting, but it seems like a really niche card and I think I would rather have card draw in its place. Hostility is the card I'd like to see in action before really making a decision on. I feel like it could often just be a dead card because you'll want to be dishing out lots of damage and gaining lots of life with Firesong and Sunspeaker on the field, but I suppose it's another alternate win-con that synergizes with the deck.
I would think about adding Fateful Showdown and Khorvath's Fury since they draw cards and deal damage. Also, Magus of the Wheel if you can get your hands on one. Really and effect that either deals damage or draws more cards than you discard when you discard. Plus wheel effects are good for disrupting opponent's strategy. Rocks that draw cards like Hedron Archive, Dreamstone Hedron and Commander's Sphere are also good ideas.
In sum, get down to 100 cards, add more lands, ramp, and draw spells.
1 year ago
With Lord Windgrace in play Wildfire serves two purposes:
Firstly, it clears the board - protecting your Commander and yourself.
Secondly, it slows everyone else down through blowing their lands up. You can -3 Lord Windgrace and gain back two lands the same turn you cast Wildfire.
The biggest problem I found with my Lands Matter deck is that it can take a lot of time to set up a board state where you can win. I've even added Burning of Xinye to my list as without the land destruction and boardwipe other decks can overwhelm you with threats early on and then you have no chance of winning.
1 year ago
The idea is to draw a bunch of cards once Jhoira gets into play. End game is drawing into either Burning of Xinye, Words of Wind, or Aetherflux Reservoir to finish things up. Utilizing Hurkyl's Recall, Retract, Paradoxical Outcome, and Rebuild to bounce all your artifacts and cast again with all that floating mana to draw a bunch more cards.
1 year ago
1 year ago
@Blizerdman I have found Obliterate ,Decree of Annihilationto be way to high on the curve even though they are great. Burning of Xinye not better then Wildfire. I like Slobad, Goblin Tinkerer and the rest of the artifact package.
Thanks for the ideas I'll try and find room for the Slobad package.
1 year ago
Also Nevinyrral's Disk combos with Mycosynth Lattice and Darksteel Forge. Clock of Omens and Slobad, Goblin Tinkerer fits into your artifact strategy. Finally Spine of Ish Sah is a very strong card for your deck for it's synergy with Daretti's -2, Scrap Mastery, Trash for Treasure, Phyrexia's Core and Slobad if you chose to add him.
1 year ago
hey sorry for the late response i just read my wall,
Fireshrieker and Inquisitor's Flail are good damage doublers for zurgo, if you want zurgo to be the only permanent allowed to live so he has a clear path for conbat, cards like Jokulhaups, Obliterate, Devastation and Burning of Xinye usually end games by rendering opponents helpless against zurgo
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