|Commander / EDH||Legal|
Printings View all
|Magic 2015 (M15)||Uncommon|
|2012 Core Set (M12)||Uncommon|
Combos Browse all
Circle of Flame
Whenever a creature without flying attacks you or a planeswalker you control, Circle of Flame deals 1 damage to that creature.
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Circle of Flame Discussion
3 weeks ago
Uhm, how exactly do you cast Zealous Persecution? I don't see any white many sources in the deck. I would recommend replacing the card with either Scouring Sands or Electrickery for the instant speed removal. This also keeps your deck to three colors, and should make it more consistent.
I also must say that you have far too many lands, and I would recommend dropping that number down to 21-23 depending on how you feel about it. Currently, a sweep of the opponent does require casting a 3 CMC spell, followed directly by a 2 CMC spell. I've seen Circle of Flame used in conjunction with Polymorphist's Jest to eliminate all of the opponent's attacking creatures while only requiring 3 mana on any given turn. Hope the suggestions help!
1 month ago
I'd suggest getting this to become a grixis control deck, in which removal, board wipes, and a bit of prison if possible, things like discard outlets (Call the Bloodline) into Ensnaring Bridge could be fun, or whatever floats you boat (Moat).
Some good pillow fort for grixis:
Jace, Architect of Thought (It is cheap because of the Duel Deck!)
Godhead of Awe (5 blue is harsh, but technically...)
I will make some new comments for the removal and board wipes later.
1 month ago
Soul-Scar Mage is really neat!
I tried making a deck based on it recently, so here's some thoughts -
First of all, even with all the Soul-Scar Mages, there are gonna be games where you just don't draw it. You might want to consider running Everlasting Torment, since it has a similar effect.
Even with the Mind Stones, your deck looks like it might run out of steam lategame. I'd recommend some kind of mana sink - like Kumano, Master Yamabushi, or even Cinder Elemental - or maybe another way to get card draw, like Outpost Siege. You can also try finding some way to make use of cards in your graveyard, like the zaniness of Mizzix's Mastery. Actually, speaking of cards with Overload, check out Mizzium Mortars - early game it's a single target damage spell, late game it's the best sweeper you've got.
Another thing that would help is pingers or other permanents that keep you going when you've got bad draws. Cards like Cinder Pyromancer or Grim Lavamancer can be really useful for pushing through a kill.
Circle of Flame is a weird card, but it might be reasonable in the sideboard - it constantly weakens creatures that attack you while Soul-Scar Mage is out.
One card I'm personally fond of is Shrine of Burning Rage. It helps finish off games with burn decks, especially if it goes long, and you can also use it to take out a scary creature if you're about to lose.
A really old and kind of ridiculous card you might want to try out if you have the money is Repercussion. It's kind of bonkers in a board wipe deck.
By the way, there's a really unfortunate situation with Pyromancer's Gauntlet and Fire Servant in this deck. If you have both Pyromancer's Gauntlet and Soul-Scar Mage on the battlefield, the opponent chooses whether or not their creatures get given more counters or not. The reason is this rule:
616.1. If two or more replacement and/or prevention effects are attempting to modify the way an event affects an object or player, the affected objects controller (or its owner if it has no controller) or the affected player chooses one to apply, following the steps listed below.
Since Soul-Scar Mage replaces the damage with counters, and Pyromancer's Gauntlet/Fire Servant replace the damage with more damage (they all say "instead"), the opponent chooses which to apply first - and if Soul-Scar Mage is applied first, the spell isn't doing damage anymore, it's just making counters, so the damage increasing effects stop applying. Note that with Everlasting Torment out Pyromancer's Gauntlet still works, because Everlasting Torment actually makes the spell have Wither - which means the source still counts as dealing actual damage that Fire Servant and Gauntlet can affect.
Looking at the cards you're using now, Sweltering Suns might be a bit counter intuitive since it kills your own mage - it might be worth swapping some Mizzium Mortars in in that slot. Chandra's Fury is a little weak for its mana cost - it does a lot to your opponent, sure, but I still think that slot might be best used on something else. Pyromancer's Gauntlet, as I've mentioned, doesn't work with Soul-Scar Mage - so I'd recommend replacing it with something else. Maybe Pyromancer's Goggles? I guess it still helps Chandra and works when Scar is dead, so you might want to keep it, but be aware. Fire Servant is kind of in a similar boat. Maybe toss in some Mizzix Masteries or Kumanos or something in those slots.
Overall, this looks like a neat deck. I don't expect you to use all or any of the cards I've suggested, but I mean more to just offer a variety of ideas that might be cool replacements for the stuff you're using right now. Good luck!
1 month ago
alright, so I did some more digging - I've been kicking around a similar deck idea for a while. here's some of the stuff you might be interested in:
Pain for everyone:
Citadel of Pain, Copper Tablet, Power Surge (read the errata for this one, it makes more sense, Shadows of the Past, Pyrohemia, Pestilence, Dark Suspicions (or Bulwark, depending. kinda mutually exclusive), Rivalry, Skullcage, Wheel of Torture, Iron Maiden and Circle of Affliction
No creatures for You!
Death Pits of Rath (which couples well with Pyrohemia and Pestilence from earlier), along with Circle of Flame, Heat Stroke, Magmatic Core, Mudslide, Wave of Terror, War's Toll, Storage Matrix, and Noetic Scales.
Punishment and protection
probably some stuff in here you considered already, just figured I'd sift through this stuff and see if anything was to your liking
3 months ago
For cheap mana fixing (<$1):
Gift of Paradise
Pyramid of the Pantheon
Cuts I'd suggest:
Gideon's Lawkeeper for Journey to Nowhere
Manaplasm for Managorger Hydra or Forgotten Ancient
Ondu Giant for Wood Elves
Rhox War MonkSengir Vampire for Archfiend of Depravity or Desecration Demon
Serra Angel for Serra Avenger
Stormblood Berserker for Sulfuric Vortex
Circle of Flame for Mizzium Mortars
Glory of Warfare for Chromatic Lantern
Honor of the Pure for Spear of Heliod, if you really want an anthem effect.
Frost Breath for Mana Leak
Guardians' Pledge for Sakura-Tribe Elder (you really dont have enough white creatures for this effect)
Incinerate & Lightning Bolt for Terminate and Murder
Plummet for Oblivion Ring
Titanic Growth for Harmonize
War Report for Day of Judgment
Exploding Borders for Burnished Hart
Traveler's Amulet for Wayfarer's Bauble
I suggest choosing a theme for your deck. Right now it seems to be pulling in too many directions.
Want to cast and swing with Progenitus? Include cards that grant haste like Temur Ascendancy.
Want to play fun multicolored shenanigans? Include whatever value you like.
Want to use overcosted enchantment cycles? Include the Shrines.
Focusing will allow you to better determine what your deck wants. Regardless, I recommend playing heavy green to maximize your ability to mana ramp.
5 months ago
Glad to see that you liked the suggestions. I see why you like the Paradox Haze, but keep in mind that you'll have to be carefull with that card. You don't want to see things like Destructive Flow, Blood Clock (which I use in one of my decks), Necrogen Mists, or Primal Order hitting the table as they would hit you during each of your upkeeps.
I agree with keeping the counterspells. As for disrupting the opponents turn, I think there are better cards than AEther Barrier, Counterbalance, War's Toll. In my experience, the Sensei's Divining Top / Counterbalance combo works much better in a 60 card deck than in Commander, especially multi-player commander where there are simply too many different casting costs for the Counterbalance to be effective. Just for the sake of discussion, consider the following changes. Drop Sensei's Divining Top, Counterbalance, War's Toll. Add in the Mind's Dilation, Pithing Needle, Djinn Illuminatus from your maybe board.
Maybe it would help if explained a bit better. With a War's Toll in play, I would have to attack with all of my creatures. In that case, I would just attack you since you're the one causing me to attack with all of my dudes. Or I don't attack at all and I get longer to build up my stategies and find a Disenchant or Naturalize. So it really isn't that much of a defense and really doesn't alter my strategies enough to make it much of a threat. Look at Circle of Flame instead.
Going back over the list, I noticed that you have a few 'destroy all lands' cards, Obliterate and Sunder. Depending on your usual play group and local meta, those are cards you might want to eventually swap out. Not because they are bad cards, but because they paint the biggest 'kick me, I'm a threat' target sign on your back. In my meta game, we would usually play 1 or 2 games where people would run those cards and then we either stopped playing with that person or would would move to other tables when that guy brought out the land destruction deck. There are ways that players don't mind having the game blown up and there are ways that just annoy people too much. If you're going to go down the path of suspend and land destruction, then consider embracing that more. Otherwise, consider dropping those one-off strategies for cards that help your main goals. Maybe a couple more counterspells?
Let me know what you think of these ideas. As always, temper these suggestions with your collection and your budget. Feel free to take a look at my decks and let me know what you think.
5 months ago
Flagellum, my new best friend, heh :), your comments have already shed some light on my #1 most burning question (pun intended) on building this deck: Strategy thru spells (i.e., Young Pyromancer, Guttersnipe, and a host of burns, Note: PURP not heavily required); or thru token generation and dashers like Lightning Berserker.
Feel free to weigh in here on any of these with your experience:
Some outliers I'm also considering are Vessel of Volatility/Generator Servant to ramp (I don't have a lot of the "staple" lands and rocks otherwise), Bloodfire Colossus & Balefire Dragon because of how well they feel in the theme of fire and destruction, Red Elemental Blast because there's NEVER a lack of blue players wanting to counterspell my deck, Circle of Flame for light defense, Stuffy Doll for my targeted opponent, and Volcanic Fallout.
I look forward to some further discussion!
8 months ago
yea i second TheDuggernaught's point. It took me a while to shake the mind set of trying to do "too much", and other intricacies that are either counter-intuitive or overly subtle that make huge differences especially at deckbuildng.
Corrupted Jungles and Back in Black both decks I ran in standard, and while midrange (instead of ramp), they are both in the UGRB Dragons theme and may be worth a look, but the fetchlands and battlelands really multicolored low drops consistently viable.
also Circle of Flame sounds like an important sideboard card for your meta.