Fight with Fire

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Dominaria (DOM) Uncommon

Combos Browse all

Fight with Fire

Sorcery

Kicker (You may pay an additional as you cast this spell.)

Fight with Fire deals 5 damage to target creature. If this spell was kicked, it deals 10 damage divided as you choose among any number of targets instead. (Those targets can include players and planeswalkers.)

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Fight with Fire Discussion

ZendikariWol on Ral, Niv-Mizzet

5 days ago

I hate to be this guy and I promise I have an actual comment but let's get this out of the way... In your description, you list Instants and Sorceries as Instant's and Sorcery's. This implies one of two things; that Instant's and Sorcery's is either being used as a contraction or a possessive. If it were a contraction, then Instant's would be short for "Instant is". If it were a possessive, then Sorcery's would describe something belonging to a sorcery. If you're using the words as plurals, it becomes Instants and Sorceries. I'm so sorry. Time for my actual comment.

This deck needs more consistency. The only cards you have four of are lands, and that's a bad sign. I would recommend the following changes.

Replace Perilous Voyage with Unexplained Disappearance. Surveil is better than scry. It can get instants and sorceries with jump-start into your graveyard. Not only that, but it surveils no matter the target.

Replace Wizard's Lightning with Lightning Strike (or Lava Coil, depending on what you usually hit) or get more wizards. Right now you have seven wizards in the deck, and three of them are Goblin Electromancer, which makes the price the same anyway. So you have 5 cards in your deck that would make Wizard's Lightning better than a plain ol' Lightning Strike.

I would recommend switching your Crackling Drakes out for two more Wee Dragonauts.

Fight with Fire is usually going to be either a worse Banefire or a worse Lava Coil. If you get to nine mana, it's better than Banefire, but until you get there, it's a worse Lava Coil. Since a little over a third of your deck is lands, you'd have to draw approximately 22.5 cards to get to nine, unless luck is on your side. So unless you draw maybe 23 cards, and discard 0 lands to jump-start costs, Fight with Fire is worse than either Lava Coil or Banefire.

Ral, Izzet Viceroy's + is bad. His - is only okay. Why are you running him? If it's for the ult, then stop because planeswalkers never get to ult until you've already basically won the game.

GolgariJunkman on GB Valueyard

1 week ago

Rhizome Lurcher - I would compare this guy with Molderhulk and the Hulk can come at least one turn earlier and he gives you land from the graveyard. My experience with Hulk: Early threat but without any evasion or trample which the Lurcher haven't as well, it will die horribly or gets blocked. So I would prefer Hulk over Lurcher even it will get bigger.

Necrotic Wound - At the beginning where I start to build the deck, I got a playset Assassin's Trophy, three Necrotic Wound and three Ravenous Chupacabra as the removal pack. While the meta, lgs-wise, switches to a drake-heavy gameday, I change the package to Kraul Harpooner and Cast Down. Cast Down don't require a full graveyard and while there aren't many copies of Niv Mizzet around it wasn't a bad addition, Kraul Harpooner needs one creature in the yard to kill the drakes while Trophy has the drawback "ramping the opponent". Maybe since the added Seekers' Squire which gives more tools to fill the graveyard, I could change the Removal pack back to Necrotic Wound.

My last thought is that I could change a little bit more to add another Journey to Eternity  Flip as well as a one-off Lotleth Giant as a payoff to the filled grave. I guess that I have to cut the Creeping Chill and the Maindeck Ritual of Soot to be more resilient.

Or should I add Blue (Chemister's Insight, Sinister Sabotage, Mission Briefing) or Red (Fight with Fire, Experimental Frenzy, Risk Factor)... Thoughts?

Freezingfist on Poor Man's Mono-Red

2 weeks ago

Are you new to Magic, RandomAsian137? If so, Welcome to the Fold!

Standard... budget mono...

I'd run Shock and Lightning Strike over Shivan Fire and maybe drop a few of the enchantments. That can go to the face as well as removing creatures. Fight with Fire is another good option that can hit a larger creature early on, or dome them for 10 late... can even one-shot kill if The Flame of Keld procs 3rd saga goes off with the kick.

Fanatical Firebrand is also one of the best 1Drops. I'd consider adding just for the utility of having another aggressive play and can just tap-sac to ping damage.

I like all the spell-play opportunity with Fire Urchin. I'm wondering if using that and something like Maximize Velocity to give it haste would be worth it... could discard a land, and cast it again for another trigger. I don't know if it's better than your build... but it's got me thinking.

Regardless, looks fun. Hope this helps.

Any thoughts on sideboard?

Beeksie on Mono Red Burn

3 weeks ago

This is a super awesome concept, and I'm definitely going to try to sleeve up something similar for FNM soon. I think Doublecast introduces a very interesting dynamic to burn strategies.

Two possibilities that spring to mind would be Risk Factor and Dark-Dweller Oracle to help you rip through your deck faster. Risk Factor could be an interesting combo with Doublecast, as could Banefire. While it isn't as efficient as Doublecast + kicked Fight with Fire, both offer alternative routes to big damage or card draw, which seems to be the focus. Treasure Map  Flip is another option to help find your combos and add mana to the pool in the late game. Legion Warboss could also fit by providing an aggressive ground game early, and tokens to sack to Skirk Prospector in the later stages.

While Experimental Frenzy is undoubtedly a very powerful card, it doesn't seem to fit as well in this deck imo. You will stall out faster with a higher number of 3+ CMC cards, which results in less explosive turns. Frenzy really shines when you can rip 1-drop shocks and lavarunners off the top. Your deck contains 19 cards with CMC 3 or greater, which means the synergy isn't really there with frenzy. As you stated, it presents a roadblock when you're trying to drop your combo as quickly as possible.

All in all, very solid concept though!

Pabs4444 on Abzan Knights

3 weeks ago

Duress is an all-star against control in all formats. You will see a lot of decks running between 3-4. I just chose not to. There are jump-start cards in the format. Duress helps nabs boardwipes, counterspells, removal, and PW's. Vess I moved into the main deck because of it's solid body. Do NOT feel the need to kick it. Although it is a great top deck for that reason, a 4 mana 4/5 is great on it's own. Especially being Legendary as it dodges Cast Down. Menace is a very real bonus as well. Golden Demise comes in against golgari, tokens, and the white-red & bores aggro. Control start taking out creature removal. Against the normal control decks, take out Moment of Craving and Seal Away to begin with. There's a lot of stuff that helps against the control MU. Just be carful of a Lyra Dawnbringer in from the SB. Vivien Reid helps with that along with getting card advantage going. Perhaps cutting Impulse for Autumn or Bloodfast as life total isn't threatened as often by control players. But watch out for Fight with Fire kicked or Banefire with Azor's Gateway  Flip. Apologies if there was something I didn't get to! Against aggro is where sweepers come in in place of all the 1 for 1 removal, but keep some so you have time to get to sweepers. The 8 2 drops w/ first strike are great against super aggro decks. Hope this helped!

Natalbee on Maze Runner

1 month ago

Thanks, BoyToy!.

You're right - Murmuring Mystic is just too slow, and it's not something I want to cast on Turn 4. And I thought Might of the Masses would be cool with Awakening, but by itself it really does nothing, so I'm thinking of reworking the deck a little. I might turn it into Kicker Control with heavy mana ramp and Fight with Fire/Sylvan Awakening as finishers.

What do you think about Multani, Yavimaya's Avatar as a big, reusable creature? It can also bounce the Gates to trigger Guild Summit again.

And that's a good idea about the mini board wipe against aggro. I'm thinking of maybe using Deafening Clarion instead, so that my land creatures and Multani can get me some life back.

Natalbee on Maze Runner

1 month ago

Hey Malikin! I agree about the kicker spells. I have another deck with a Kicker theme and I'm thinking of merging the two together. In this deck it really feels like I'm just ramping into a kicked Fight with Fire, which isn't terrible, but that's all there is haha

Maybe I'll turn it into Kicker Control - with the mana ramping, controlling kicker cards like Fight with Fire and Blink of an Eye, and Sylvan Awakening as an alternate win-con...

Malikin on Maze Runner

1 month ago

Totally forgot that Sylvan Awakening was a card, deck looks bonkers. I also think that you can mainboard Wayward Swordtooth and probably Guild Summit like you're thinking of doing. Fight with Fire feels like it'd be great here. I playtested the deck a bit and I felt like I had a lot of mana open constantly. Big kicker spells like that would fit in well here I think.

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