Cavalier of Flame

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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Printings View all

Set Rarity
Core Set 2020 (M20) Mythic Rare

Combos Browse all

Legality

Format Legality
Oathbreaker Legal
Canadian Highlander Legal
Arena Legal
Brawl Legal
Vintage Legal
Tiny Leaders Legal
Magic Duels Legal
Unformat Legal
Historic Legal
Pre-release Legal
Leviathan Legal
Standard Legal
Pioneer Legal
Modern Legal
Frontier Legal
Commander / EDH Legal
Highlander Legal
Duel Commander Legal
Block Constructed Legal
1v1 Commander Legal
Legacy Legal
Casual Legal

Cavalier of Flame Discussion

Frd123 on 13 Cards Are Not Land

7 hours ago

Have you considered Cavalier of Flame? This could be another secondary wincon.

DadHumanPraetor on "Menace" to Society

1 week ago

Have you considered Elesh Norn, Grand Cenobite at your top end? Its a pretty brutal card I run in my Iroas deck. I also run things like Cavalier of Flame and Urabrask the Hidden Purphoros, Bronze-Blooded to enable haste. I think the 99 can be built so many different ways its alnost not worth listing cards if its just a combat deck. I have a few combo lines as alt win cons and a light stax/control theme. Lots of wraths. I also run a lot of 2 drop mana rocks so I can put Iroas out on turn 3 most games, then play a Day of Judgment or Shatter the Sky or Wrath of God on T4. Even with a more combat focused build (I have rebuilt Iroas several times trying to make him good) I find it awkward trying to find a time to cast him after T3 because the deck is full of 4 and 5 drops that you want to get on the field.

TriusMalarky on 5c elementals toolbox

1 month ago

Eldritch Evolution isn't like Neoform -- it can get anything. You can even sac a 7 drop to go get Ornithopter if that was somehow a good play.

Although it is probably worth your time to run 1 or maybe 2 5-drops as endgame enablers. The Cavaliers from M20 are the best, and Yarok, the Desecrated isn't a bad option either.

I think it's worth going 1x Cavalier of Gales and/or 1x Cavalier of Night. Gales is a 5/5 flier, which is incredibly good at winning the game, and it also sculpts your hand a bit. Night is a respectable 4/5 lifelinker that can become a removal spell and then also a reanimation spell.

You could also run Cavalier of Flame, as it sculpts your hand really well and can buff your board.

golgarigirl on What are your favorite underused, ...

1 month ago

I am a devotee of Perpetual Timepiece for any deck that likes filling it's graveyard. Not only does it fill your 'yard, but it can save just the good bits from exile!

Cavalier of Flame does not get enough love! He does everything! I do not care that he's $6...he'll rotate soon and be actually 'budget'. Play him in your draw decks. Play him in your lands decks. Play him in your aggro decks. Just trust me.

Red_X on Fires of Invention Deck

1 month ago

So, you probably want to look at standard fires decks to get some ideas on the best ways to play fires. Those decks tend to be Jeskai or 4 color (no black). Both decks uses removal spells like Bonecrusher Giant and Scorching Dragonfire to gain time until casting fires, and the 4 color decks run uro and arboreal grazer to land ramp earlier. They then run color intensive cards like Kenrith, the Returned King and Cavalier of Flame to take advantage of fires, plus a good amount of card draw to consistently double spell for a few turns with fires out.

Given that, you probably want to adjust a few things. 1, assuming you're staying base green, more land ramp is probably your best bet. Arboreal Grazer, Search for Tomorrow, and plenty of other cards from Titanshift like decks let you play fires early and use it to its fullest, unlike something like Arbor Elf. You can run some removal like Lightning Bolt to help get there, but you have to keep in mind that you are going to be using most of your early mana to ramp and you won't be able to cast the lightning bolt at instant speed after you play fires. 2, be more ambitious with your payoffs. Cavalier of Flame and Kenrith, the Returned King are both color intensive mana sinks. You don't have to run those specific cards, but look for cards in the 5-6 mana range that have color intensive requirements and/or activated abilities that require mana. 3, have some way to get more cards. If you spend all your cards ramping into fires and playing lands, you may just play 1 or 2 spells before you run out of steam. I'd recommend Primal Command, possibly in conjunction with Eternal Witness. Tooth and Nail may be another option to explore.

Like the deck.

CleoCola on Temur Song

1 month ago

I was driven to comment because I am in love with this idea, Song/Bobo/Rielle looks like tons of fun. I am writing this mostly to lay down my thoughts about how I would make my own version, and if you disagree with any of my points of course ignore me and play whatever cards you want.
As an experienced Yorion player I have some suggestions for tweaks, beginning with the inconsistency of 80 card decks and how to make them reliable. 32 lands is not enough, especially with the land synergies you have here. There are a few cards that, while powerful, don't necessarily line up with the strategy. Sad to say, Field of the Dead is banned in pioneer, so I'll start with those ideas.

-1 Field of the Dead, -2 Questing Beast, - 4 Gallia of the Endless Dance, +2 Breeding Pool, +2 Ketria Triome, +1 Blast Zone, +1 Borborygmos Enraged, +1 Rielle, the Everwise. Gallia is good and has discard synergy, but requires one drop creatures to actually begin triggering in any reasonable amount of time, and our early game is better spent setting up for the silliness later. This puts us at 36 lands, but I think 38 is where we want to be.

Cavalier is powerful and aggressive AF, but not something we want to see all the time. -1 Cavalier of Flame, +1 Sheltered Thicket, -1 Temple of Epiphany, +1 Lotus Field (don't want to miss out on squeezing this amazing land in somewhere). that's 37.

Unfortunately, while he is adorable, Buccaneer is an objectively bad magical card. Luckily, there is another 3 drop 2/4 who loves lands. The switch is synergistic and keeps to curve, -4 Glint-Horn Buccaneer, +4 Courser of Kruphix.

The next point is that Song is its own engine, that its downside is large, and that Rielle terminates the drawback of being without a hand during our opponent's turns. The adventure creatures are also neat in this regard; they dodge the discard. With that in mind, Ox could be cut. If we control Rielle and Song, we want the first thing we discard to be Song's trigger after we've drawn cards with Uro, who will be hogging our graveyard anyway. Benthic gets the boot, we want to play lands from anywhere. -3 Ox of Agonas, -3 Benthic Biomancer, +1 Uro, Titan of Nature's Wrath, +4 Ramunap Excavator, +1 Sheltered Thicket. In my opinion, this is the correct amount of lands.

The new version is resilient to wipes and we can win in one turn anyway. We need... we need to graze. -3 Heroic Intervention, -1 Avacyn's Judgment, +4 Arboreal Grazer.

I think the sidboard is very good, but Damping Sphere is how decks without access to Cindervines are trying to fight Underworld Breach. -2 Damping Sphere, +1 Cindervines, +1 Mystical Dispute.

The new list aggressively loots and ramps for Bobo, as well as Judgment, all while threatening our opponent with a 6/6 that never dies and an annoying 5/1 fearie with with flying, first strike, and trample. If only I could have this in Arena.

Weird_Frisbee on Omnath - Elemental Lands

2 months ago

I've been playing my Angry Om deck, OMNATH CRUEL GRUUL for a while now and the top 5 cards I recommend are:

1) Stalking Vengeance, as a back-up damage dealer or to supplement Omnath.

2) Cavalier of Flame, does so much work all in one card.

3) Strip Mine, with your crucible effects, you can abuse multiple lands a turn and do a one-sided Armageddon.

4) Shaman of Forgotten Ways, he helps ramp out Om more quickly and his Biorhythm late-game will help you win.

5) Cavern of Souls, once people figure out Omnath is the focal point, they will want to counter him as he is cast, so Cavern will help you ensure he lands the table.

Good luck homie, I always enjoy seeing another angry Om.

Weird_Frisbee on Omnath, Locus of Raves

2 months ago

I am always happy to see another Angry Om deck, i've been working on my list, OMNATH CRUEL GRUUL, for about 2 years now and i do have some suggestions:

1) Stalking Vengeance does work when your elementals die, so much damage can be outputed, and with a Craterhoof ETB on them, the damage is catastrophic. Which is handy if you're in a gummed-up boardstate or have to deal with Propaganda-like effects.

2) I heavily suggest Cavalier of Flame, for 5 mana, this elemental does alot at every stage. Draw, team haste and pump, and a death damage.

3) I'm not sure how you feel about it but Triumph of the Hordes will also win you games.

4) Since you have Crucible of Worlds effects, I would include Strip Mine, the ability to replay it will bring you massive value.

5) You do have Scapeshift and fetches, so i also recommend Splendid Reclamation and/or World Shaper to really abuse the lands that end up in the yard.

Godd luck, keep kicking butt!

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