Celestial Flare

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Modern Legal
Frontier Legal
Tiny Leaders Legal
Pauper Legal

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Set Rarity
Magic Origins Common
Duel Decks: Elspeth vs Kiora Common
Magic 2014 Common

Combos Browse all

Celestial Flare

Instant

Target player sacrifices an attacking or blocking creature.

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Celestial Flare Discussion

kamarupa on When Weenies Wage War

1 day ago

I think Soul Warden or Soul's Attendant will do more work than Soldier of the Pantheon. You might also consider Kazandu Blademaster - even without any other Allies, a 2/2 with first strike and vigilance is nothing to scoff at.

Celestial Flare as a sideboard against hexproof and indestructible. Oblivion Ring is really useful, too, even at 3cmc. Pithing Needle is nice against planeswalkers.

ElevenofHearts on White Tokens

1 week ago

Sliver_god, thank you! Super helpful feedback. I've switched the attendants to mainboard, and made several changes to the sideboard. I have a question about the correct numbers for the removal package though. Right now I'm two and two on Journey to Nowhere and Celestial Flare. The flare is there to take care of hexproof creatures, though I haven't actually played against a boggles deck yet. Do you think that's right?

Also, I'm curious about how well Standard Bearer plays. I haven't actually purchased them yet, but they seem to absolutely shut down a lot of green decks that rely on pumps or enchantments. Any experience playing with them?

Thanks again!

Izu_Korasu on Penicillin (The Cure for Infect)

1 month ago

not sure why Detonate and Shattering Spree are in the main, those are sideboard cards (and dead draws against infect?)

Blessed Alliance is a more versatile form of Celestial Flare and isnt as taxing on your manabase.

not sure how your creature base helps with infect, most of them are too small to have any impact.

Compulsory Rest, Prison Term, Reverence, Path to Exile, Opal-Eye, Konda's Yojimbo, Archangel of Tithes, Aurelia's Fury,

also aside from using burn/reflect spells, how do you win?

kamarupa on Cocaine

1 month ago

Thanks for the suggestions, GabeCubed, I really appreciate you taking the time to look this deck over and make so many suggestions.

Path vs Journey/other lesser white removal: Sure, Path is good. But I don't think it's $6 good. Giving opponents an extra land is, IMO, an understated disadvantage. The CMC isn't the issue with Journey, it's that it's an enchantment and therefore subject to removal. All things aside, I've chosen Journey because the CMC is bearable, it doesn't cost that much to buy (This is a budget deck; also, I've had a full set for years now anyway), and it doesn't give opponents any huge advantage. Believe it or not, that free land Path grants can turn out to be really bad.

18 lands is good here. If you look at the curve, you'll see there are very few cards over 2CMC. This deck can work surprisingly well with just 2-3 lands out. I don't usually have as much land out as opponents, but it wins anyway. Running fewer lands here means more slots for 1 drop creatures.

Angelic Overseer fits because all my creatures are Human (not Soldiers). Having a hexproof, indestructible flyer can be a fun nail in the coffin, but I don't expect to draw it often or play it often, or even need it at all. It's pretty much in there for fun because there are no other high CMC spells in the deck.

Yes, the theme here is +1/+1 counters. All the creatures here have a way to get counters on their own. If/when Abzan Falconer hits, the deck usually wins. Even without the Falconer, this deck consistently puts out 4-5 creatures that all exceed 4/4 by t4-t5, and that's usually fast enough to out-big opponents turn after turn.

Ordeal of Heliod would probably be the first card I'd consider dropping. I like it because I can cast it on a creature with 2 +1/+1 counters already on it, add an extra counter and get 10 life all in the same turn. That gives this deck that extra staying power that can mean the difference between winning and losing. It's also good for sideboarding out, which is great. I see a lot of decks with all their removal in the sideboard, but nothing in the mainboard that can easily be taken away. Celestial Flare is great because it gets around hexproof and indestructible, which in my tiny circle, is clutch. It also sees a lot of back and forth in and out of the sideboard. Since almost the entire deck can be played for 2CMC or less, I end up top-decking pretty quickly. Tezzeret's Gambit is absolutely amazing here. Adding a +1/+1 counter to each of my creatures (think about that with Mikeaus, the Lunarch!) and drawing 2 cards is just sick.

Honor of the Pure is okay, but I see it as weaker than things that give permanent counters. For example, Mikeaus, the Lunarch gives each creature I control a +1/+1 counter. Even if Mike is removed, the counters stay. With Honor, if it's removed, all my creatures suffer. Add in that Honor doesn't have a body, and it doesn't look so great. When Mike hits, Champs and Lieutenants get pumped on the spot because of their tribal effects. Honor, being an enchantment, is not as good.

Metallic Mimic gets removed almost every time I play it. I added 2x in because having 2 Mikes in hand sucks. My real issue with the Mimic is that it only works when it gets out early. Late game it doesn't do much. I've considered running Adaptive Automaton, but I don't really like the its CMC. The other creatures I've been considering is Hanweir Militia Captain  Flip or Ranger of Eos - both would equate to major pumps for my other creatures, tho Ranger's CMC would require a larger land base.

I've looked through a lot of cards judiciously for this deck. The weakest points are Hada Freeblade and Kazandu Blademaster - I don't want to go full on Allies - there aren't enough that fit the theme - but there aren't better low CMC creatures that generate their own counters. It's not great when A Blademaster hits but then stays stuck at 2/2 while other creatures get larger around it. For that reason, sometimes I make Mimics Allies instead of Humans, which also isn't ideal, but often works out anyway.

GabeCubed on Cocaine

1 month ago

I highly highly suggest that you get a playset of Path to Exile in here. It's the best removal spell in Modern, and fits better in your curve than Journey to Nowhere, which costs too much, in my eyes.

Also, how is 18 lands working for you? I feel like having more would help, but this isn't my deck, so I wouldn't know for sure. Especially with a 5 drop, and several mana sinks.

Angelic Overseer seems really out of place here. I think you should run something else in it's place. A 5 mana spell that doesn't help you strategy doesn't seem worthwhile.

I also think you have too many spells. Ordeal of Heliod, Celestial Flare, and Tezzeret's Gambit would be my first thoughts on what to drop. I'm not sure if you are going for a full Soldier theme, or just a +1/+1 counter theme, but more Metallic Mimic, some Honor of the Pure, and maybe something like Soldier of the Pantheon or Hero of Bladehold.

Hope that helps a bit!

shaftdiggity on Dirty Soul Sisters

1 month ago

First off, nice deck. I would certainly consider dropping Honor of the Pure as it doesn't hit your Bitterblossom faeries or Blood Artist. Glorious Anthem is an exact upgrade, albeit at 1 more cmc. Alternatives I would suggest considering would be Precinct Captain with first strike and token generation he does good work and is a threat, a Mikaeus, the Lunarch to pump the team, a Hanweir Militia Captain  Flip for tokens and a huge threat. I really like Return to the Ranks compared to Proclamation of Rebirth as it can target your many 2 drops (also consider a couple mainboard). Brave the Elements, Celestial Flare, Fragmentize and Silence are all sideboard considerations.

Iron_Cube on MagicalHacker - List of All Protecting Cards

1 month ago

What about Saffi Eriksdotter ?
It's almost a Selfless Spirit or Dauntless Escort.
It doesn't work exactly the same and target a single creature (the commander), but you get new 'enter the battlefield' triggers and it works against sacrifice effects like Celestial Flare.

Xica on Fast Platinum Angel

2 months ago

the problem is that the deck has too few lands to do anything, since you can cheat the Platinum Angel into play only a turn after you got 4 mana - with stuff like Quicksilver Amulet, Master Transmuter, Kuldotha Forgemaster

20 lands is just too few, it would be good if most of the cards you need to win would be 1 or 2 mana (and maybe somestuff at 3 cmc).

I suggest doing the math, or using the miracle of the internets to do the math for ya!
So to be able to cheat the angel in play you will need to have 4 lands by turn 4 (lets ignore the fact that ideally you would need at least 1 in your hand for every turn, for the sake of simplicity, and the fact that the online calculator i found doesn't handle that)

In its current state (with 20 lands) you have 44,05% (53,63% on the draw) chance to have four lands by turn 4.
I personally would not find it acceptable to auto lose more than half of my games.
If the deck were to contain 26 lands you would have much better chances of actually finding the mana you need, with 71,63% (80,17% on the draw) to have four lands by turn 4.

So mathemagic for muggles - or how to use the online calculator i linked:
population size <- the number of the cards in the pile you are drawing from (in this case this is your whole deck)
number of successes in the population <- the number of cards which you want to draw (in this case the lands in your deck)
sample size <- how many cards will you draw in (in this case 7 (starting hand) + 3(a draw / turn) +1 if you are on the draw)
number of successes in the sample <- the number of cards of the choosen kind (population size) you want to draw (4)

And then it spits out all the chances of drawing that much exactly, more less... etc.



However even with the correct number of lands the deck has problems, namely defending the angel, and not having win condition against deck that have some kind of lock (like Ensnaring Bridge, or a Celestial Flare... etc.)

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