Celestial Flare

Legality

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

shaftdiggity on Dirty Soul Sisters

2 days 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

3 days 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

1 week 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.)

Memphismaymagic5 on U/W Control

1 week ago

With only 19 lands, you are never able to play cards like Medomai the Ageless and Angel of Serenity. U/W control plays about 24 lands in general, while having a lot of cheaper creatures and spells than you play at the moment. I would drop all cards above 5 mana in general, because cards above 5 mana rarely see play in the modern format, except if you can cheat them in or if they have effects that allow for a cheaper casting like Tasigur, the Golden Fang and Bedlam Reveler.

I can see that there are already very good card suggestions mentioned above. You really want to focus on the removal/counter/draw spells that U/W decks have to offer like JararoNatsu said.

Supahpikmin on colossus on the throne

1 month ago

I'm going to agree with seshiro on cutting the lense-pyxis combo. Yes, it helps you sort through your deck, but if you only have one or the other on the feild you're not going to be getting much done. On another note, you are really going to have to cut back on the late game just a tad. You need some way to stop opponents from setting up unstoppable boards while you create yours. MindStone is one of my favorite cards for ramp because it comes out T2 and can be sacrificed later for draw power. Immolating Glare or Celestial Flare can help stop attackers, and Slumbering Dragon can deter them in the first place. Rootborn Defenses can help keep your tokens alive, while adding another one onto the board.

Basically, here are the cards I recommend you take out:

  • -1 Assemble the Legion
  • -4 Lens of Clarity
  • -4 Pyxis of Pandemonium
  • I don't know about Madcap Experiment because you have no way to compensate for the life you could lose. I'd drop both and just find another card to fetch your artifacts.

This leaves between 9 and 11 spaces for you to add cards in. My suggestions:

lagotripha on W/R On Dasher-Help-Newbie Deck 2.0

1 month ago

Ok, thats a nice solid start and a strong idea. Modern is a turn 4 format- usually non-casual games are decided by turn four in one players favour, so most cards are at the 1-2 cmc, with key cards castable turn three. I love the idea of a kor firewalker/dash setup, it has a lot of potential, especially running a lot of removal. So lets start by looking at cards, costs and interactions and alternative multiple copies. Basically, the deck as you described it should run two sets of cards- things to enter the battlefield or benefit from entering the battlefield, or things that remove your opponents threats so you can grind out a win.

Removal- Fumigate, Flame Slash, Lightning Bolt, Stasis Snare all fantastic, with this setup Blessed Alliance, Celestial Flare, Immolating Glare are all options, with Leave No Trace, Radiant Purge, Disenchant, Urgent Exorcism and Valorous Stance, with the traditional red Smash to Smithereens and the like.

Engine- Kor Firewalker ( dragon claw ? it dodges boardwipes) Ajani's Pridemate , Screamreach Brawler, Mardu Scout, (Foundry Street Denizen, Dragon Fodder, Mogg War Marshal (possibly a single Cathars' Crusade), Spirit Bonds, Impact Tremors, Mantle of Leadership!!, Pandemonium, Soul Warden/Soul's Attendant, Countless Gears Renegade, Banisher Priest, Blade Splicer, Cloudform etc

Things I'd cut - Shivan Dragon(classic, but reducing the mana costs of the deck mean stuff hits the battlefield faster and you can run less lands) Resolute Blademaster Cinder Hellion Belligerent Whiptail too slow to cast when you need them, need you to already be winning to work. Fireball Heat Ray Armored Ascension Lust for War- slow and don't suit your gameplan of bouncing creatures for effect.

Interesting cards to consider- Legion's Initiative, damage, can protect your creatures by bouncing them, You could consider looking at the white Cloudform flicker archetype, soul sisters Soul Warden decks and RDW, which with key cards being reprinted may provide some good options. There is probably a card that has exactly the effect you want or need if you look for it, so its more about imagining what you want to be doing, and checking it can be done efficiently enough to work.

The key part of it all is sideboard- this is how budget decks thrive in the modern envoronment. Cards to specifically mess with opponents, Disenchant key artifacts, Deflecting Palm a big creature into an opponents face, Combust key creatures in control decks. Its all there with the weird, optional, situation specific cards. Test your deck, see what works and what doesn't before commiting, then go out and play, because your playgroup and metagame will not condform to whatever is out here in the world, and what is best might not be fun to pilot, and thats the whole point of playing. Don't be scared of playing on a tiny budget, there are a lot of cards that have fallen out of vogue and have low prices not because of how good they are but because they are unpopular eg.Nevermore. You can absolutely win most games by piloting well, even against the best decks and players with planning and a little luck.

musicman3310 on Life is full of surprises

1 month ago

I could see Felidar Sovereign from a tutor + all your life gain for a win but it's a 6 drop. I could suggest Fatal Push, Ultimate Price, Go for the Throat, Victim of Night, Grasp of Darkness, Gideon's Reproach, Celestial Flare, and Suspension Field for quicker removal. (That's all I can think of right now)

xyr0s on Green white human ramp to angle

1 month ago

Lands: your overall number of lands are fine. But more than half come into play tapped, and that is too much. I'd recommend removing the Mosswort Bridges in favor of basic lands.

Creatures: This is "humans ramps to angels" rather than "humans", right? Because there are a few omissions. Grand Abolisher is not quite as strong as Thalia, Guardian of Thraben, especially not against fast aggro. Thalia is better because some decks hate having to pay extra (all kinds of combo, like storm or ad nauseam), and some decks (aggro like zoo and burn) hate a blocker with first strike. And Thalia's Lieutenant also seems to be missing.

Spells: combat tricking with Fog is fun, but it's not really a way to win, except under the strangest circumstances. Keep one, maybe two fog. Why Celestial Flare over Path to Exile? Path can even help you ramp. Rebuff the Wicked belongs in the sideboard, along with Grand Abolisher. Both are cards that are highly relevant in some games and dead cardboard in others. You could also add Gather the Townsfolk, if you just care about having many humans. This can be a bit of a surprise, if played from Windbrisk Heights with a Champion of the Parish and Thalia's Lieutenant attacking.

I don't really know about your Eldritch Evolution-plan. It looks like a way to make a very big angel, but the odds of drawing all the pieces and getting it to go, just seems very low. You have to draw a 2- or 5-cmc creature, one of the pieces of angel, and [eldritch evolution]. If eldritch evolution hadn't been so particular about the saccing fodder, it would have been like having 4 of each half-angel in your deck, but here it just seems less useful than 6 human related cards would do.

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