Exquisite Firecraft deals 4 damage to target creature or player.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, Exquisite Firecraft can't be countered by spells or abilities.
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|Magic Origins (ORI)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Exquisite Firecraft occurrence in decks from the last year
All decks: 0.01%
Exquisite Firecraft Discussion
2 months ago
Lightning Helix is the combination of Healing Salve and Lightning Bolt. We all know the value of Lightning Bolt, but much less so that of Healing Salve. These days, Lightning Bolt is too strong for Standard and we refer to Lightning Strike for a more appropriately costed card for that damage range. If we look at specifically instants or sorceries that deal 4 damage, we come into the midrange territory and the costs are similarly higher or with extra conditions or restrictions. Char, Collective Defiance, Electrify, Flame Lash, Exquisite Firecraft, Lightning Blast, Slaying Fire, Stoke the Flames. On the cheaper side we have Cut, Flame Slash, Heartfire, Galvanic Blast, Lava Coil, Reckless Abandon.
I think at the least we can say that dealing 4 damage to any target unconditionally is more likely a CMC 4 spell that usually has some additional benefit stuck onto it or a 3 CMC with some requirements. So the raw unconditional 4 damage is somewhere around 3,X CMC.
Now healing 4 is way cheaper and can be done with Life Goes On for a single mana, at instant speed, with a condition to gain more life. The only other card to note is Sacred Nectar, which I believe we can quickly agree is overcosted and underperforming. All other cards that gain life around these ranges have something else going on for them, Feed the Clan, Blessed Alliance, Life Burst. As such, the raw 4 life is not even worth a mana.
So 4 damage is roughly worth 3,X CMC and 4 life is worth 0.Y CMC. Put those effects together on a multicolor card and Warleader's Helix seems like a fairly costed card at uncommon. Although fair does not equal good.
That was a rather long way to go just to say that Warleader's Helix is a fairly costed card... but not a very good one.
A condition may shave off a mana in the cost, but that leaves us at 3 CMC for a 4 damage, 4 life spell. The Vampiric Helix is definitely undercosted by 1 or needs a tougher condition, say control 2 or more vampires.
Now the biggest issue I take to this card is the ability to play it mono black. Mono black is not that efficient, seeing cards like Consume Spirit or Agonizing Syphon, Pharika's Cure. However neither red nor white has these effects by themselves. I think a good midway would be to have black as a required cost and then have the supplementary color be hybrid: would be fair in my eyes. Alternatively you could have white as the primary color and black/red as the supplementary, but that is not very flavorful as far as Vampire tribal goes. To compensate the increased cost, you could have the base version be 3 damage/3 life.
4 months ago
Re: Planeswalkers Vivien, Arkbow Ranger has a second ability which is interesting.
Her first ability is also relevant for this deck.
(Yep, always trust Argy to mention a card which is on no one else's radar.)
Other than that, in these colours, combat damage or burn are your best bets.
Of course you've already got Pithing Needle
5 months ago
I was going to give you lots of comments about this deck until I realised it would just be easier to link you to one of my old ones.
I think there are so many better burn and draw spells to use in this format (apart from Bomat Courier , which I think should stay).
If you don't have time to look, the take aways are:
Satyr Firedancer gives extra value
Exquisite Firecraft sits well on a burn curve
Magma Jet gives you Scry + burn
Although Stormy Stormbreath is one of my favourite cards, he feels too slow here.
Good luck with your build.
8 months ago
How strict is the budget? And how casual?
You can make a pretty decent burn deck for around $40, if you try to keep it fast and low to the ground, by dropping things like Viashino Pyromancer and Guttersnipe , and adding Soul-Scar Mage and / or Monastery Swiftspear
An upside to playing the prowess 1-drops is it gives you reliable access to a cheap burn spell called Wild Slash which is very good if you can reliably turn it on. Especially alongside Kiln Fiend , that should be easy to do.
I'd also suggest dropping Volcanic Fallout in favour of Exquisite Firecraft , losing the instant speed can be a minor downside, however, with two in the deck, and it costing 3 mana anyway, Firecraft will work more like a finisher, hitting your opponent for 4 instead of 2, and possibly finishing them off. It is uncounterable with spell mastery, which should be pretty easy to turn on.
Also, with 20 lands, it might be worth considering Shard Volley , turn your extra lands into 4 damage.
1 year ago
So, I think when I built this, I assumed that Goblin Guide and Monastery Swiftspear were my other 2 "Bolts" for some reason lol. 1 mana for 3 damage on average fits right in with typical burn strategy, so I probably counted them. It's probably more aptly named as 24-Bolt lol.
And Kiyomei, if I were to put cards in my sideboard for control, I would probably run Exquisite Firecraft . Uncounterable is very strong, but games in Modern are typically very fast and efficient so depending on my Banefire to ever be cast for more than 2 seems like a mistake. I don't want to have to depend on drawing a critical mass of lands in a deck with only 18 lands in it, and the longer I have to hold a burn spell while waiting on lands, the more likely it is that it gets removed from my hand by a rogue Duress or Collective Brutality. I want to draw it, cast it, and kill my opponent with it while they hold up countermagic that does nothing, and Exquisite Firecraft fits that slot while only costing me 3 mana.
1 year ago
1 year ago
I am not overly fond of Exquisite Firecraft - I think it costs (3 mana) too much for what you receive (4 damage).
Those changes for budget purposes make sense. If it's any consolation, I think Vexing Devil is an extremely overrated card. Generally, you do not want to give your opponents options--they will always choose what is in their best interest. If they have a Fatal Push, Lightning Bolt or Path to Exile in their hand, they'll always let the spell resolve, then get rid of it without harm. If not, they can take the damage, and avoid you having a creature. It's not the worst card letting your opponent choose, since the options are all pretty painful, but there are generally better options.