Fiery Cannonade


Format Legality
Pre-release Legal
1v1 Commander Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Ixalan (XLN) Uncommon

Combos Browse all

Fiery Cannonade


Fiery Cannonade deals 2 damage to each non-Pirate creature.

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Fiery Cannonade Discussion

Jrm99 on Semi-Flying Pirates

1 week ago

You're right, I changed the dual land to a standard dual land. I like having Daring Buccaneer as a probably one drop and the option to play Fiery Cannonade, so want to keep the red in. Thanks for the suggestion though!

scapegoat_tom on Rat Swarm

1 week ago

since you have blue maybe some simple counters like Negate would be helpful to swat down board wipes for your deck and other things that will stall you. like Shake the Foundations, Fiery Cannonade, Golden Demise, or a trigger from Forerunner of the Empire. You are also susceptible to Ixalan's Binding.

eragon795 on RIX - Grixis Control

3 weeks ago

Something I've come across people running lately is Fiery Cannonade, which is a sweeper that can be gearhulked. I know it misses some important cards, but I would suggest at least testing it.

multimedia on Naya Dinosaraus Rex

4 weeks ago

Hey, less Kinjalli's Caller more Thunderherd Migration and consider adding Kinjalli's Sunwing? Not playing Carnage Tyrant because of low budget?

Caller is best as a turn one play, but you're only playing six lands that can make turn one white and they're only 2 ofs. This is not consistent enough to cast Caller turn one. Drover and Migration are the best ways to ramp here. Drover because of it's synergy with another Dino in your control and because it can make any color of mana to not only be used for Dinos, but any other card in the deck. Migration is a sure way of ramp since you get a Basic land from your library and put it directly into play. Drover can be killed by opponent before you can use it for ramp. Migration doesn't have this problem. Consider 2x more Migration?

Kinjalli's Sunwing is an underrated Dino. This guy lets you get in for more damage with your Dinos because your opponent's blockers will ETB tapped, can't block. Sunwing shuts down opponent's haste and most of all Glorybringer and Hazoret the Fervent. Consider 2x Sunwing?

At some point you'll want a sideboard in it you can put more Dinos like Thrashing Brontodon enchantment hate good blocker, more Sunwing, Sweltering Suns or Fiery Cannonade for tokens, Magma Spray, Baffling End, Survive, Heroic Intervention stops a board wipe, Rhonas the Indomitable, etc.

Good luck with your deck.

dusterGGG on Mono-Red Standard

1 month ago

Another thought. Dinosaur Stampede can help you close out games regardless of if you run any dinos. Raptor Hatchling would be a good sideboard card against decks that run cheap sweepers like Golden Demise or Fiery Cannonade, and Frilled Deathspitter might be nice in the mirrormatch because it is guaranteed damage.

IcedOut on Plunderin' Pirates!

1 month ago

Bitterbub, I had considered cycle lands but was afraid of losing tempo since they enter tapped. I am thinking about including Fiery Cannonade on the sideboard against token decks. Perhaps in lieu of Deadeye Tracker.

Atroxreaper on U/R Drake Control

1 month ago

Fiery Cannonade is solid I use it in my RDW from time to time in mirror match. Here's my RDW My deck:

73-26-1 RDWinning - Rivals of Ixalan

Standard Atroxreaper

SCORE: 95 | 137 COMMENTS | 13874 VIEWS | IN 44 FOLDERS


multimedia on Blue/Red Aggro Pirates

1 month ago

Hey, risingaction thanks, glad I could help. A consultation fee? Haha, that would be nice, but it's not needed. Good advice from experienced players is part of the foundation the TappedOut community is built on. I enjoy helping and making this community better. Really good questions, I'll try to answer each one below.

razelfark, thanks you described the reason really well, you're exactly right the reason I left Lookout's Dispersal out of the main deck in the example list is because it's a slow card, not aggressive enough for game 1. Invigorated Rampage replaced it for one reason it's more aggressive can do more damage faster. Relying more on Stormtamer to protect a Pirate rather than a counterspell. Stormtamer can do more to advance the overall aggro game plan since it's a Pirate.

The reason I also left Dispersal out of the example sideboard list is there's not enough room for it because Negate and Essence Scatter I feel are better, but this could be very wrong, that's where playtesting helps. Negate and Scatter are always only two mana to cast where as Dispersal requires that you have a Pirate in play to be two mana. Game 2 and 3 expect more removal to be boarded in by your opponent. It might be hard to consistently keep a Pirate in play to make Dispersal a two mana counter.

Another card I didn't touch on is Chart a Course. When your attacking and have evasive creatures especially flying who can potentially attack each turn then Chart is very good. It could replace Curious Obsession as it gives you more card advantage faster; not requiring that you enchant a creature and also attack with it. Obsession can be more long lasting card advantage, but is much more risky needing the Pirate enchanted to stay alive.

Aggro should take advantage of game 1 and be as aggressive as possible because this gives you the best chance of winning game 1. Winning game 1 is good for any deck, but much more so for aggro because expect game 2 and 3 to be much harder than game 1. Expect your opponent for game 2 and 3 to board in more creature removal, more narrow answers to cards you play, lifelink creatures, four and five drop creatures that are hard for you to answer or board wipes. All these make it much harder for you to win.

Your game plan should always to be aggressive because that's what aggro does, but Game 1 is very exploratory. You learn what your opponent is playing and can adapt for game 2 and 3 sometimes this does in fact mean you should dial down on the aggression and instead play a more interactive game with your opponent and him/her creatures or spells. Sometimes you simply can't beat a card such as Glorybringer or Heart of Kiran you need an answer for it, you must cut something main deck and board in for example Essence Scatter or Abrade.

If your opponent is playing a God then you want an answer for it Essence Scatter or Kari Zev's Expertise don't count on just Warkite even though it's attack ability can make a God worthless for the turn have additional answers to it. Expertise is not a permanent answer doesn't kill the God, but it lets you steal it for a turn, attack with it while also potentially playing a card for free from your hand such as Rampage. An attack with their own God can be quite devastating for your opponent.

The sideboard example list is theorycraft because I don't know what the meta is like where you play, what types of matchups you'll encounter. It's an overall board accounting for the three big archetypes in Standard: Aggro, Midrange and Control. In the simplest terms for Aggro matchups Abrade gives you additional creature removal and Fiery Cannonade can potentially kill all your opponent's creatures while not hurting yours.

In Midrange matchups your opponent is going big with creatures playing four and five drops you want to match this with answers to these creatures Essence Scatter, Kari Zev's Expertise and Walking Ballista is an option due to it's interaction with Warkite.

For Control matchups you want to be aggressive as you can, but sometimes this is hard to do because of all the removal your opponent will have. Negate can help even though it's not an aggressive card it can help to keep your creatures alive.

Metallic Mimic is a fine tribal card, I play it in my Standard Elf deck, Radiant Elves (RIX), but the only reason I play it is because there's not other playable two drop choices and I'm using a counters strategy. Completely different strategy than Pirates here. Simply put there's better two drop Pirate choices than Mimic.

Mimic also has the problem of being the best when you play it first, turn two. Playing it first then gives all other Pirates a counter when they ETB which is good. This is ideal, the problem is Mimic is quite bad when you play it last, then it's a 2/1 that doesn't do anything else. Unfortunately, consistently your much more likely to play Mimic last than first.

When in doubt always go to the opponent's face with burn. In a broad sense overall with Aggro your better off focusing on your game and ignoring the opponent especially game 1. Interaction with what the opponent is doing is minimal, care more about your creatures, attacking and doing damage don't worry about anything else.

Let your opponent hit you back and as long as you are doing more damage to your opponent then your opponent is doing to you, you have the upper hand because you have burn. If you waste burn on your opponent's creatures then you partly lose this upper hand. Remember you have 20 life, you don't die until you have 0 life.

This is overall advice, but of course certain game situations change things. There are certain early game creatures you want to kill because if you don't then they will take over the game or block the battlefield from you attacking. With these creatures you need to waste your first burn spell to kill them. Some examples are Winding Constrictor, Gifted Aetherborn, Servant of the Conduit, Glint-Sleeve Siphoner and Walking Ballista.

Warkite's attack ability does conflict because it very temping to use a burn spell to kill any creature, but remember you don't have to kill the creature you make a 0/1. Making the creature for that attack a non factor in combat is good enough. If it blocks one of your Pirates then this is good for you; If it doesn't block then it's also good for you.

Real exceptions are if you're facing down huge creatures like Gods, Glorybringer, Rekindling Phoenix, Dinos, etc creatures who are going to hurt you much more when they attack than you hurt your opponent. In these situations take advantage of Warkite's ability to remove all abilities from the creature it makes a 0/1 and kill the creature with burn. Including draw, Obsession or Chart also gives you some leeway with using burn because you'll draw more.

A majority of the good Pirates have evasion: flying, menace or unblockable. With evasion your much more likely to hit an opponent making using burn on opponent rather than him/her creatures a better plan. Rampage is additional evasion, trample, for Pirates it helps with getting in damage fast, really ignoring blockers.

When playing an Aggro archetype you want all lands in the manabase to be able to ETB untapped the first three turns of the game. These are the most important turns, you can't afford to have a land ETB tapped thus not letting you play a Pirate for the turn. Other archetypes such as Midrange and Control are different to a degree, these types of decks care more about what color mana you have then if the land ETB tapped or not.

With 11x possible one drop Pirates, you want the best chance to be able to play one of these turn one, Evolving Wilds doesn't help to do this. Wilds can help to thin the deck of lands to give you a better chance of not drawing lands, but the amount of thinning it does doesn't outweigh the negative that the land you fetch with it will ETB tapped for the turn.

You need lands in a game of Magic and unfortunately that means that you could get flooded or land screwed, but these are situations that every player encounters, that's Magic and not much you can do about it.

In the example list the main deck mana curve ends at 3 drops. Having a low mana curve allows you to not have to play as many lands. In the example list is 22x, experiment with dropping this number to 20x. However, being able to cast two or more spells in a single turn gives you an advantage, but you need lands to be able to use this advantage. With draw also means you want more lands because if you're drawing cards the advantage this gives you is being able to play more cards per turn then your opponent. This can be huge because of how low the mana curve is.

In the example list I've cut all ETB tapped lands in favor of Unclaimed Territory and more copies of Spirebluff Canal. If you can get 2x more Spirebluff I recommend playing them they're the best lands for this deck because they can ETB untapped turn one to turn three and make either red or blue mana. The same can be said for Territory if you name Pirate. Having 8x dual lands that can ETB untapped and make either red or blue mana turn one to turn three is very important because one drop Pirates are either red and blue.

I finished the rest of the manabase in the example list with Basic lands because there isn't another Izzet dual land in Standard that can ETB untapped. The only other Izzet dual is Highland Lake, but if you're playing Lake you might as just play Wilds. Aether Hub is another dual land that ETB untapped it's very good, but to play it you need additional energy sources which is not the direction you want to go with aggro and Pirates.

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