Burning of Xinye

Burning of Xinye

Sorcery

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.

Browse Alters View at Gatherer

Printings View all

Set Rarity
From the Vault: Annihilation (V14) Mythic Rare
Vintage Masters (VMA) Rare
Masters Edition III (ME3) Rare
Portal Three Kingdoms (PTK) Rare

Combos Browse all

Legality

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

Burning of Xinye Discussion

Nodrog666 on Numot Stax

3 months ago

Hey man! Good first draft! I like some of the ideas in here. I have some constructive criticism for you, so, as brutally honest as I will be with my suggestions, keep in mind I’m just offering my best advice on how to improve this list. I tested this deck a bit and here’s some thoughts I have:

More Tutor / Draw: You’re running very little card advantage, which I noticed when I was testing this deck. There isn’t enough dig or deck manipulation going on here. Basically every time I found myself durdling. Here are some suggestions:

More spot removal: Your deck doesn’t have a lot of ways of dealing out targeted removal. Mass Land D and other sweeper spells are great and all, but you also need ways of handling individual problems as they arrive. Here are some suggestions I have:

More Persistent harassment: You’re running MLD, Tax, but you aren’t running a whole lot of effects to consistently torment the opponent. Smokestack, Pendrell Mists, Kataki, War's Wage, Manabarbs keep pressure on your opponents. Even just running more stuff to slow things down (Winter Orb, Tangle Wire, Kismet, Rule of Law, Stranglehold etc.) would be useful here.

Consider less creatures, more enchantments: Hatebears are cool, but consider the fact that they are easier to kill than their enchantment counterparts. Magus of the Moon dies much easier than Blood Moon and you want these effects to have a good return on investment. This one is more food for thought than actual criticism.

Suggestions for cuts: Hall of Heliod's Generosity (?): It’s a great card, but right now you aren’t running enough Enchantments to justify it. Most of the time it’s going to just tap for colorless. If you run more Enchantments, it’s a keeper! (I think I’m going to try and find a slot for my own deck)

Jhoira, Weatherlight Captain: This is pretty vestigial. It’s not really pulling much weight. Cut it.

Karn, Silver Golem: See above.

Remorseful Cleric: This is too squishy. Run Tormod's Crypt instead. Just as easy to recur (moreso, in fact, cause Academy Ruins sees it) and it lowers your curve.

Tomik, Distinguished Advokist: I get what you’re going with here, but you’re blowing up your lands anyway, making them untargetable is kind of moot. There’s a bunch of hatebears I’d rather run in this slot.

Burning of Xinye / Wildfire: These are weak, you can do way better for MLD in your colors. Add Sunder (Cheaper at Instant speed!).

Saltblast: This card is kind of bad. Costs waaay too much for targeted removal. Also, is completely dead against decks that run white. I’d honestly remove this and replace it with Wrath of God instead.

Karn, the Great Creator: Not doing enough. I see the combo with Mycosynth Lattice, but Hellkite Tyrant is a much better combo.

Elspeth, Sun's Nemesis: This card isn't great. If you want Elspeth, put in Elspeth, Knight-Errant or Elspeth, Sun's Champion instead. Both make tokens as a +1 ability.

Empowered Autogenerator: Too slow, too expensive. It’s not as good as it looks. Ideally, rocks should slot into the 0-3 CC range. If you desperately wanted something in the 4 slot, why not just run Thran Dynamo instead? It’s more consistent.

Firemind Vessel – See above.

dingusdingo on Sylvan Tutor

6 months ago

Sylvan Tutor 's price is based almost entirely off scarcity. P3K was a small starter set released in the Asia market and not released in the North America market. It's a small and rare set from 20 years ago, so any even halfway decent effects are going to be extremely price dollar wise. Great effects that are cEDH playable are extremely expensive, Imperial Seal Three Visits Ravages of War Burning of Xinye Warrior's Oath

I think the effect is great. Most green decks could benefit from including it. It does lose a lot of utility being a sorcery though. You must give your opponent a full turn, with your opponent knowing that you have a selected card coming to you. Compare to instant speed Worldly Tutor . You play at your opponent's end step, and you get to untap and play your creature before your opponent gets to untap + draw. Also consider that with an instant speed tutor, if you need to do something else instead, like Counterspell , you have that option. And last but not least, instant speed tutor gives you potential for blowouts. If you Worldly Tutor to grab Alms Collector then crack Chromatic Star (or any other effect to draw 1 at instant speed) to get it into your hand, you can get huge plays against Wheel of Fortune type effects. The same is true for Aven Mindcensor against Protean Hulk , and so forth.

Phaeon on Wrenn And Six Gambling

11 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.

jakeelephant006 on Firesong and sunspeaker,The annoying twins

1 year 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.

I would cut the Vivids in favor of Wind-Scarred Crag and Boros Garrison or any other W/R dual land (Clifftop Retreat, Inspiring Vantage, Sacred Foundry, etc.). Then add at least two more lands.

In sum, get down to 100 cards, add more lands, ramp, and draw spells.

Rabid_Wombat on This is upseting...

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.

wacchudoin on Jhoira cEDH

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.

timmyt1000 on I DON'T WANT FRIENDS

2 years 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.

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