Target player sacrifices an attacking or blocking creature.
Printings View all
|Mystery Booster (MYS1)||Common|
|Magic Origins (ORI)||Common|
|Duel Decks: Elspeth vs. Kiora (DDO)||Common|
|Magic 2014 (M14)||Common|
Combos Browse all
|Commander / EDH||Legal|
Celestial Flare occurrence in decks from the last year
Latest Decks as Commander
Celestial Flare Discussion
5 months ago
Looking at it again, you have quite a few ways to grant your team indestructible. You could slot in a few destroy-board wipes which will be one-sided on your second main phase.
To fit them I would say you could cut Oppressive Rays, Triumph of Gerrard, and Celestial Flare. Oppressive rays and Celestial flare aren't the best removal. One-sided board wipe will give you way more advantage. Triumph is fine, it's just too temporary and you should have all/most of those keywords by the time it goes off.
7 months ago
Empyrial Armor is another very strong enchantment you can use as a finisher in Mono-White. You hand should always be relatively full with all the cycling you're doing.
I really like seeing the Runes being used to their full potential here! Nice!
Aside from that, I think you are going a little too all-in on pumping your Fox Commander. Cards like Vulpikeet and Kabuto Moth just don't seem worth it. You will be doing plenty of pumping with just cycling; you don't need to scrape the bottom of the barrel for pump effects.
Journey to Nowhere is great removal you are missing. I also consider Celestial Flare a necessity in Mono-White, since it's pretty much the only way to kill hexproof creatures (aside from runes, obviously).
9 months ago
Giorgiod: First of all, thanks for your interest, and please let me know how playing the deck works out for you. =D I'd love to get feedback on the deck in a different meta.
As for a sideboard. Tbh, eh not really, lol. I play mostly casual/kitchen table, plus I literally have over 50 pauper decks built so I don't get to play them all as much as they deserve.
That being said, were I to bring this deck to a LGS and play it, I would probably swap Stoic Rebuttal for straight-up Counterspell as suggested above, and leave maybe one or more Stoic Rebuttals in the sideboard for counter-wars with other blue decks.
I only have the one copy of Welding Jar or else I'd have more in the deck also, so put some of those in the sideboard too.
Apostle's Blessing is one of the best defense spells in pauper imho, so if you face a lot of removal, there's that.
Echoing Truth is versatile enough to hit any permanent, so kind of a board wipe, but can also get rid of Treasure, Food, etc. depending on what you face.
Beyond that, I usually go very general with my sideboards, so creature removal (Searing Light, Smite, Celestial Flare), artifact removal (Fragmentize, Dispeller's Capsule) and enchantment removal (Demystify). And sometimes you can double up the effects on one card to "save space" in your sideboard, as you can see. =)
Hopefully that jumble of ideas provides some help to you! =D Have fun, and let me know how you like the deck and if it needs any major adjustments or whatnot! Thanks!
10 months ago
I've been thinking for a while that a theme that's been within reach for a while is a "make the enemy attack me when it's suboptimal, and make them pay for it" theme. Blue slots into this quite nicely. For example, look at Goblin Diplomats , Angler Turtle , Bident of Thassa , Curse of the Nightly Hunt , or even Grand Melee , coupled with any of a number of white spells like Celestial Flare , Righteousness or Outflank . With this theme idea in mind, some kind of red/white spell that forces attacks but also makes it hurt could be neato.
Hold the Line
Untap all creatures. Each creature attacks this turn, if able. Creatures you control gain first strike until end of turn.
"Our influence stopped the rachni, but before that, we held the line. Our influence stopped the krogan, but before that, we held the line! Our influence will stop Saren! in the battle today, we will hold the line!” -Captain Kirrahe, Last Words
Make more // cards that encourage enemies to attack when it's bad for them.
1 year ago
Love the Deck, here are some fun and cheap suggestions that may help you out!
Wall of Denial / Vapor Snag / Celestial Flare / Elite Arcanist / Righteousness / Spell Snare / Godhead of Awe / Silence / Detention Sphere / Journey to Nowhere / Preordain / Jace, the Living Guildpact / Deputy of Detention / Invocation of Saint Traft / Unsettled Mariner / Oblivion Ring /
These are all great budget options that can replace a lot of your cards that already do the same, but for a higher cost. these kind of decks its vital to stall till you can drop bombs for a win. Good looking deck, hope it helps!
1 year ago
In my humble opinion, Immortal Servitude is better than Return to the Ranks . They each have their pros and cons, but to me, the Convoke mechanic just doesn't make sense with what the spell does. Typically, you're only going to have multiple targets after a wrath or some-such, so the likelihood of having creatures out to help with Convoke seems slim. In comparison, for 4 you can bring back all 1-drops with Immortal Servitude. That said, I notice you're running quite a few spells over 2CMC, namely Ranger of Eos, Restoration Angel, and Silverblade Paladin. If you swapped those for other spells costing 1 or 2, Immortal Servitude would be even better. As far as I know, there's not a absolute on which is better, so I suppose it's relative to play-style and what not, but still something to consider.
1 year ago
Perhaps consider Faith's Shield over Gods Willing , as it applies to any permanent or even all if you're under 5 life. Vines of Vastwood is good, too. And, if you've got the $/desire, Heroic Intervention .
You're AVG CMC isn't super high, but I think it would be worth it to add 2x more Elvish Mystic and cut 2x Advent of the Wurm.
Since you've already stated you're playing casually, an additional 3x Temple of Plenty will be useful. Other lands worth considering: Oran-Rief, the Vastwood , Scavenger Grounds , Field of Ruin / Ghost Quarter .
I also suggest at least 1-3x Harmonize .
You're missing a lot of good removal spells that are available to Selesyna: Oblivion Ring , Journey to Nowhere , Cast Out , Path to Exile , Beast Within , Generous Gift , Return to Nature , Naturalize , Sundering Growth , Revoke Existence , Celestial Flare , Blessed Alliance - I suggest running 4x removal spells in the mainboard, and then a few options in the sideboard.
I suggest keeping a fairly standard structure: 22 lands, 24 creatures, 4 removal spells, 4 protection/counterspells, and 4 utility (draw card, synergy, evasion, lifegain, graveyard recursion or hate, etc) spells. This will give you 12 slots that will be pretty easy to swap sideboard stuff in and out, which will give you a lot more range.
I've found Immortal Servitude pretty useful.