Devour in Flames

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Devour in Flames

Sorcery

As an additional cost to cast Devour in Flames, return a land you control to its owner's hand.

Devour in Flames deals 5 damage to target creature or planeswalker.

Spell_Slam on

3 years ago

Freakin' love Chandra.

That seems like a few too many planeswalkers. Seems like you could cut some of the weaker ones in order to make your deck more functional, without compromising on flavour. My initial thoughts would be cutting Chandra Nalaar, Chandra, Bold Pyromancer, Chandra, Flame's Catalyst and Chandra, Pyrogenius.

I have a Chandra Tiny Leaders deck with Chandra, Fire of Kaladesh as my general. One of my favourite synergies is with Chandra's Regulator and Chandra's Phoenix, which becomes a real draw engine with any damage output from your planeswalkers.

Chandra's Spitfire is also one of my favourite ways to churn out huge amounts of damage very quickly. It can easily deal 7+ damage a turn. In the same vein, Chandra's Pyreling can be equally devastating, though lacks evasion.

Chandra's Embercat seems pretty good as an elemental that is also a 2-drop and that ramps you into bigger Chandras.

In terms of removal, I would really recommend Pyroclasm as a board wipe. Chandra's Triumph also seems better than what you're currently running. I personally like Devour in Flames, but it may not be worth the tempo loss. Fiery Impulse may as well be your Lightning Bolt. I would remove Chandra's Outburst, Liberating Combustion, Chandra's Pyrohelix or Flame Lash for any of these spells.

jordybear2002 on Drowning In Dragons

5 years ago

OK so the deck glitched out and it didn't work out the way I wanted it to so I will just put in a comment of what I would do/suggestions. 1. You have too many lands. 30-35 lands is what you would look for in a deck. So I would cut down to 35 lands and use those 5 that you cut out to get ramp. I would put in Sol Ring , Kodama's Reach , Zendikar Resurgent , Commander's Sphere , and Urza's Incubator . 2. I would also get rid of the things that are giving you non-dragon creatures. So I would take out Goblinslide , Devils' Playground , Dragon Fodder , Dance with Devils . This is so that you can use cards like Vanquisher's Banner and Door of Destinies so that you can pump up your dragons and do more damage! 3. You have some creatures that are there just to be there. I would replace all non-dragon creatures other than Dragonmaster Outcast . Dragons that you can use to replace are; Lathliss, Dragon Queen , Savage Ventmaw , Utvara Hellkite , Scourge of Valkas , Hellkite Tyrant , Moonveil Dragon , and Thundermaw Hellkite . 4. Although your dragons can remove creatures you need to be able to deal with enchantment, artifacts, and you also have to protect your dragons as well! So I would remove Draconic Roar , Echoing Courage , Sarkhan's Rage , Savage Alliance , Stonefury , Bathe in Dragonfire , Devour in Flames , Make Mischief , Reduce to Ashes , Sarkhan's Dragonfire , Atarka Monument , Staff of the Flame Magus , Outpost Siege , and Retreat to Kazandu . You already have dragons doing damage when they Enter The Battlefield so I would take out instants or sorceries that are doing that. Plus I recommended taking out some of the ramp that you already had because there is better ramp. For removal I would suggest Beast Within , Naturalize , Decimate , Hull Breach , and Vandalblast . Now to protect your creatures I would add Heroic Intervention and Asceticism . 5. Last but CERTAINLY not least, MANA! Ok so I know I mentioned going down to 35 but even if you just take away 5 basic lands there are non-basics that I would take out that might fix you down to 35 and then I will give some recommended lands that might help. I would take out Crumbling Vestige , Gruul Turf , Looming Spires , Pinecrest Ridge , Quicksand , and Vivid Crag . I would put in Command Tower , Cinder Glade , Rootbound Crag , Mosswort Bridge , Spinerock Knoll , and Spire Garden . Ok so I know that is a LOT to take in but please take note that I am in no way a professional helper. This is all in my opinion and don't let me influence your playstyle. I am happy to answer questions if I can and I am here to help!

gravitydefyinghair on Surrak Dragonclaw EDH

6 years ago

Torrent Elemental is not a legal card with Surrak as the commander. Both colors of the hybrid mana in either the casting cost or ability activation cost must exist in the commander's color identity. So, for example, you could play Giant Solifuge in this deck (not that I would, but it is legal to do so) but it would be illegal to play Nightveil Specter.

I would replace Destructor Dragon with Trygon Predator.

I would take out Frost Walker, Cyclone Sire, Torrent Elemental, Gruul Turf, Gruul Charm, Lightning Strike. Seer's Lantern, Nissa's Renewal, Devour in Flames, and Izzet Boilerworks.

Here's why:

  • Frost walker and Cyclone sire are more 60-card format cards.

  • Torrent elemental is illegal.

  • Gruul turf and Izzet boilerworks seem good, but they're really just strip mine/wasteland bait.

  • Gruul charm is bad. Be greener and invest in trample.

  • Lifecrafter's Bestiary or Thassa, God of the Sea are upgrades from Seer's Lantern.

  • Nissa's Renewal is late game ramp. That's bad. Early game ramp is better.

  • Burn is bad in EDH.

I would suggest (these are all just good cards for your consideration, I know there are probably more than I suggested taking out):

For a 3 color deck, the landbase would also be improved by taking out basics and putting in things like:

Ideally, for a landbase you'd have shock lands such as Steam Vents, fetch lands such as Scalding Tarn, and regular dual lands such as Volcanic Island, but those things are expensive and this is a game.

landofMordor on Kresh the Sacrificer

6 years ago

Hey friend! Love the deck. Kresh is one of my favorites -- I've got a build and primer myself @ Blood-Braided Beatdown (Primer); go check it out! I took mine in a slightly different direction than you did, making Fling and friends my primary win conditions, but you might still be able to find some new cards in there.

As for directions your build could grow, I think you could make a lot of incremental improvements with individual cards. Stuff like Seed Guardian, for example, currently serve as your "flex spots" you can cut for edits if needed (I'd put Vile Redeemer over it, probably). Also cut cards that don't scale to EDH well, like Bolt and Make Obsolete, in favor of Earthquake and Fall of the Titans or something. Random suggestions are Dying Wish and Feed the Pack.

In general, I'd recommend increasing your creature density as much as possible -- put in Chaos Maw or Skirsdag Cultist for Devour in Flames, for instance, since Devour won't put counters on Kresh when it dies. Put in "fight"ing creatures instead of damage-based removal. And so forth. And then solidify a win condition: is it Soulblast? Overwhelming Stampede? Surestrike Trident? plain Voltron? and so forth.

Hope this helps! Hit me up if I can clarify or assist! Kresh is near and dear to my heart and I love the start you've gotten with this build.

AlwaysRed on

6 years ago

I like this deck and have been looking for a good mono red deck to play fro a while. I would suggest Sunscorched Desert in the mana base. also something to consider is the synergy between Sunscorched Desert and Devour in Flames. I am not saying that devour is a good card here, but its just a thought. here is many mono red list I made a while ago, its not a terrible deck, but I also don't use it so I haven't updated it much at all. Red Burn/control

Calibus101 on Soul-scar & Dragon Aggro

6 years ago

Looking at the deck I have a few criticisms. You have a lot of creatures doing different things, which can be bad in the end. For example, Champion of Rhonas ability to cheat cards in really foils the effect of Tyrant of Valakut Since the Surge cost is the effect you should be after with it. Other cards face similar issues Heart-Piercer Manticore isn't really worth adding to the deck since none of your creatures are expendable enough, asides from itself due to the Embalm effect. Naga Vitalist and Beastcaller Savant are both very useful manadorks but in this deck it doesn't really help as your mana spread is 2-4 drop ranges. It's useful, but not completely necessary. I would rather fit in x3 Channeler Initiates to fill instead. 2-drops that get bigger every time you dork. Sin Prodder seems to work against you. As you have no means of graveyard play to really make it shine. And as a result any opponent with decks with lifegain just stop you from having anything. Sylvan Advocate is not a card that helps your deck in any way. There is no Land Creatures in your deck. The 4/5 looks nice but as a late game drop it's not helping your game too much. Outland Boar isn't doing your deck much either. I would replace it with Greater Sandwurm It's pretty much the same card, it hits harder and you can cheat it in with Champion of Rhonas and if we think along those lines Oracle's Vault would be a great add with Lifecrafter's Bestiary to get to Scry the top of your Library to gauge what you'll cheat or if you're willing to deal with the exile if you can't afford. Voltaic Brawler doesn't work either. You're unable to supply it with more energy counters so it's really only effective for two turns. Not really worth it in my opinion.

You're going to need more Champion of Rhonas, Ahn-Crop Crasher (To stop blockers from your beatdowns), one more Glorybringer, and one more Soul-Scar Mage(it can synergize well with a large portion of your deck.)

Creatures of note that I recommend adding or looking into:

Combat Celebrant - It gets you another combat phase and untaps your already exerted creatures. Yay! So much aggro!

Honored Hydra It's an unreal powerhouse, something that honestly would pair very well with Heart-Piercer Manticore Because of the Lower Embalm cost to return it. And 6/6 Trample just ends games.

Scaled Behemoth 6/7 Hexproof. Need I say more? Well other than that it's an amazing card to just cheat in with Champion of Rhonas.

Aetherwind Basker may cost 7 but it has trample and gains Energy like mad. You could even run Voltaic Brawler if you want to use this creature, and you can cheat it in too! And You can frequently use Lightning Runners (if you want to add it) and its effect to great use. More combat phases means more hurting your opponent.

Lightning Runner as stated before.

Khenra Charioteer 3/3 3cost Trampler that gives trample to other creatures you control? I'd consider this one big time.

That was creatures. Now for Instants/Sorceries/Enchantments/Artifacts

Heart of Kiran isn't helping, you are forced to tap a creature to Crew it and as an aggro deck with so many large beasties, it's not much worth in your deck besides its very low cost and flying. Heck, there's not enough creatures you'd want to man the thing such as pilots who do things when they are tapped. I would go for some card cheating such as Oracle's Vault instead.

You're lacking a fair portion of Instants and Sorceries to make better use of Soul-Scar Mage But that's fine as you have a portion of creatures that deal damage to opponents creatures, But you want to take advantage of the mage through Instants and sorceries. Monstrous Onslaught, Chandra's Revolution, Hungry Flames, Furious Reprisal, Pyromancer's Assault, Devour in Flames, Boulder Salvo, Blazing Volley, more Sweltering Suns

I'd Run Blazing Volley since it does damage to each creature opponent controls. Paired with Soul-Scar Mage it would become devastating. Anything that Burns for 4 is the sweetspot for damage, as many newer creatures seem to have that much toughness. and it badly cripples any creature with higher toughness if Soul-Scar is out.

I would also look into finding more cards that untap creatures you control as it would really power up your game.

Tyrant-Thanatos on How much damage would a …

6 years ago

Snap157 but three Bolts costs you three cards. This would cost one card. That's a significant difference.

I agree with the 5-6 range though. Flames of the Blood Hand is an Instant and comes with an additional effect, so clearly for 4 damage at sorc speed would be worthless by comparison. 5 would be okay, 6 would be strong, and I don't see WotC printing 7.

Here's a question for everybody here, if Devour in Flames said "6 damage to target creature or player." instead of "5 damage to target creature or planeswalker." would it be good enough for competitive burn?

clayperce on

7 years ago

hardhitta71194,
Love this deck ... it's always so cool to see a solid-looking build at an inexpensive price point!

Some sideboard thoughts (sorry if these have already been discussed to death):

  • I've found Fevered Visions to be pretty bad against Aggro (they are often quick to run out of cards, so Visions can end up helping them WAY more than hurting them). This is especially true on the draw, where they have three turns to get cards onto the battlefield before you can get Visions out. Maybe some Radiant Flames (or its much pricier Instant-speed cousin, Kozilek's Return)? Or maybe Horribly Awry/Revolutionary Rebuff, if you wanted to go a more Control route?
  • Maybe some Devour in Flames for Planeswalker-heavy decks?
  • I really like Ceremonious Rejection (for Artifacts and Eldrazi) and Negate (for Planeswalkers, Removal, Artifacts, and Enchantments), but they'd lend a Control feel to the deck so they may be out of place. Still, they may be worth considering.
  • You may want some dedicated Artifact hate (especially for Vehicles). I haven't played with it yet irl, but I think Release the Gremlins is going to be great.
  • It's probably out of place unless you also add some more Energy sources, but Confiscation Coup can be a hilarious sideboard card against opponent bombs.
  • Harnessed Lightning, Collective Defiance, and Tears of Valakut all have their uses, too.

Final thought: If you want to splurge a little, the best investment you could probably make would be in the mana-base. Unfortunately, all the Saheeli Rai decks have really driven up the price of Spirebluff Canal and Wandering Fumarole. But Aether Hub is great fixing (well, once anyways) and still relatively inexpensive.

Draw well!

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