Cavalier of Flame

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Standard Legal
Leviathan Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Core Set 2020 (M20) Mythic Rare

Combos Browse all

Cavalier of Flame

Creature — Elemental Knight

: Creatures you control get +1/+0 and gain haste until end of turn.

When Cavalier of Flame enters the battlefield, discard any number of cards, then draw that many cards.

When Cavalier of Flame is put into the graveyard from the battlefield, it deals X damage to each opponent and each planeswalker they control, where X is the number of land cards in your graveyard.

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Cavalier of Flame Discussion

VarietyBlack on General Beatdown

2 weeks ago

At first glance, I noticed a couple things about the deck. One is that the mana curve seems very high for the amount of ramp you play. Talisman of Conviction , Mind Stone , Boros Signet and Boros Locket all seem like they could really help pump your mana production up and reduce the number of lands in the deck, which also feels like it's a little high. Mind Stone and Boros Locket - as well as Sunbaked Canyon , the new Boros canopy land - also act as card draw, which I think the deck wants.

The second thing I noticed is you're playing a heavy count of Legendaries, and, therefore, Historic spells. Cards like Board the Weatherlight and Weatherlight help you to dig for your powerful creatures, and they can dig for artifact ramp if you decide to add more. While not Legendary, Seasoned Pyromancer can draw you cards and develop a bigger board state, as will Cavalier of Flame from Core Set 2020. Jhoira's Familiar makes all your Legends and artifact spells cost 1 less. And with a high legend count, Urza's Ruinous Blast hurts your opponents much more than it hurts you. In fact, I think leaning into Legendary or Historic tribal could really work here!

Third and final: targeted removal and combat tricks. Some of the removal spells you have here are great; others are overcosted. Rather than Into the Core , why not play Vandalblast or Wear ? What about Swords to Plowshares and/or Path to Exile for problem creatures? These are staples of Red and White decks for a reason. Boros Charm helps you survive combat and wipes a little easier, and a pet card of mine for Adriana is Cosmotronic Wave , which makes every one of your creatures unlockable for a turn.

I like Adriana a lot, too, and I'm not telling you how you have to play her, but I think some of these offerings can help tune the list up just a little bit.

-Arcanity- on [M20] WWW.CHANDRA.DEC

1 month ago

mikeb388

Through playtesting at my lgs and against a friend, it appears that Unmoored Ego is not an issue at all, although The Elderspell can be.

Let's look at it: This is not like a Nexus deck or Esper control deck with only one way to win. It's closer to Jeskai superfriends. Sakhan is our most convenient and quick method to close out the game, but it is very much unnecessary against the slower matchup, which are exactly the ones that tend to have unmoored ego. Chandra, Acolyte of Flame + Novice Pyromancer can muster up a fast clock, and Chandra, Awakened Inferno is another very resilient win condition (remember that emblems can't be removed in any way). Besides, post board we have the potential to take a more aggressive of a line with Cavalier of Flame and Warboss. And if everything goes wrong and we somehow end up hard-locked behind control's counterspells (which is very unlikely with Teferi, Time Raveler in the format), we've got the Banefire for a reason. In the end, bringing in Unmoored Ego against this deck would be a mistake because our threats are too diversified for it to be worth the tempo loss. Instead of playing Ego, the opponent would be better off just jamming a threat.

The Elderspell can present a problem, especially if you're playing this deck and not aware of it. It's not directly game-winning, because by the time they can profitably cast it on 2 or 3 of our planeswalkers, with Chandra's Regulator and Repeated Reverberation in the deck, we've usually already generated a lot of advantage with our planeswalkers that having them destroyed in one fell swoop isn't actually backbreaking. Still, against any deck that can support BB, especially post-board, we have to be aware and careful. I try to never drop a fourth walker onto the field if I can in matchups where The Elderspell is a possibility. I got blown out by it in my first test game where I got too excited spamming walkers, but it's not too hard to play around once one remind themselves "if their deck's got black, better watch my back".

The biggest problem card I ran into, by far, is Mass Manipulation . If they elderspell three planeswalkers, it's bad but we can rebuild. Against that deck, we board out a lot of our slower Chandras (Awakened inferno, Fire Artisan) and just go race mode. Banefire goes a long way towards finishing the job.

And sorry for writing this much. I guess I'm too used to writing long sideboard guides...

Entity97 on A Cuberino

1 month ago

Cards to consider from modern Horizons and M20:
Mox Tantalite
Arcum's Astrolabe
Cabal Therapist
Elvish Reclaimer
Giver of Runes
Hexdrinker
Icehide Golem
Nimble Mongoose
On Thin Ice
Scheming Symmetry
Unearth
Knight of the Ebon Legion (1/2 Vampire Bro)
Collector Ouphe
Corpse Knight
Cordial Vampire
Cunning Evasion
Eladamri's Call
Legion's End
Lesser Masticore
Marauding Raptor
Marit Lage's Slumber
Mother Bear
Regrowth
Saddled Rimestag
Scour All Possibilities
Season of Growth
Starfield Mystic
Unsettled Mariner
Voracious Hydra
Wrenn and Six
Winds of Abandon
Angel of Vitality
Archmage's Charm
Aria of Flame
Ayula's Influence
Bogardan Dragonheart
Dead of Winter
Etchings of the Chosen
Force of Negation
Generous Gift
Good-Fortune Unicorn
Kaya's Guile
Lightning Skelemental
Mu Yanling, Sky Dancer (new blue walker)
Rotting Regisaur
Shatter Assumptions
Seasoned Pyromancer
Sword of Sinew and Steel
Sword of Truth and Justice
Soulherder
Splicer's Skill
Vesperlark
Ajani, Strength of the Pride
Drawn from Dreams
Endling
Force of Virtue
Kykar, Wind's Fury
Omnath, Locus of the Roil
Ravenous Giant
Sling-Gang Lieutenant
Serra the Benevolent
Urza, Lord High Artificer
Yawgmoth, Thran Physician
Blizzard Strix
Cavalier of Flame
Golos, Tireless Pilgrim
Rienne, Angel of Rebirth
Yarok, the Desecrated
Atemsis, All-Seeing
Echo of Eons


this is a lot of cards, and more are sure to come out that I want to include. I'm considering making a modern cube in addition to my legacy cube, or maybe expanding the cube altogether. I really don't want to go to 720, and honestly I would prefer 360 with a regular rotation of cards, but I don't play the cube often enough to justify that so for now it sticks to 720.

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