Fire-Belly Changeling

Fire-Belly Changeling

Creature — Shapeshifter

Changeling (This card is every creature type at all times.)

(Red): Fire-Belly Changeling gets +1/+0 until end of turn. Play this ability no more than twice each turn.

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Set Rarity
Duel Decks: Knights vs. Dragons (DDG) Common
Lorwyn (LRW) Common

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Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Fire-Belly Changeling Discussion

Sliver_God on

8 months ago

What are you going up against most of the time? You can probably go to 40-ish lands; cut some of those basics. You'll also only need around 40-ish creatures so you can cut most of those changelings. Fire-Belly Changeling , for example, is usually weak in EDH. There is also usually a lot of artifact-hate in the format, so those artifact creatures are more vulnerable than anything else and won't help you much. With the land-search cards and signets you'll have your colors so long as you keep a good opening hand. Descendants' Path might be a strict upgrade over Call to the Kindred, or even work well alongside it-- along with cards like Belbe's Portal and even things like Quicksilver Amulet , Cryptic Gateway , Dragon Arch , etc. if these things are in your budget. Happy Hunting!

SharpRaptor on Brion Stoutarm (Giants)

11 months ago

Hey :)

So something to immediately note, RW decks do not have a great amount of card draw or mana ramp. So Some of the cut recommendations will be focusing on making our individual card quality quite high, and making sure that our curve is reasonable due to lack of ability to rapidly start dropping high mana creatures quickly.

The recommendations will also be focusing towards the strengths of what our commander gives us. Namely, noncombat based win condition, and reliable lifegain. Meaning we don't have to rely on turning our guys sideways to win, and we can pack our deck with effects that let us draw cards on life gain and similar effects.

Also, I'm sure you are already aware from typing up the decklist, but there are a lot of draft level creatures and other cards in this deck. So there will be a lot of cut recommendations for this one.

Recommended Cuts


Bull Cerodon - Its a generic 5/5 for 6. Its not great here.

Fire-Belly Changeling - While it is a giant for our tribal effects, we could do with something with more impact for our two drops.

Firemane Angel - This card is just SO SLOW and SO expensive to get anything going. And the body that all this work gets you is so mediocre that i just don't think this is worth it.

Hearthcage Giant - Second most expensive mana cost card in the deck, and not nearly as powerful as what we want any 8 drops that we play to be.

Hillcomber Giant - 4 mana 3/3 with little upside. We can play better.

Ivory Giant - Suspended on turn 1 this will come down on turn 6. Hard cast it will come down on turn 7. The effect that we get from doing so is not necessarily game changing so we can probably find something thats better for this slot.

Kuldotha Ringleader - Another draft level creature that unfortunately doesn't make the cut in commander.

Lairwatch Giant - Again. too much mana for what it does.

Shatterskull Giant - 4 mana 4/3 with nothing else. Not really good enough

Maybe Creatures

Artisan of Kozilek - This effect is good. But its a lot of mana in a colour pair not known for great ramp. So this is one we will need to re-evaluate once we look at how good our mana is.

Cloudgoat Ranger - While it makes a decent amount of bodies for the cost, its not greatly efficient towards what we are trying to do.

Wandering Graybeard - Ok stats but rather low impact for a 5 drop in commander. Doesn't immediately need replacing but on the short list further down the line.

LostDragon01 on Resolute Blademaster PDH

1 year ago

Fine deck! I see you have plan to win a game at least. And i see you love the vanilla creatures much.

When i first saw Resolute Blademaster, i was inspired to to make a deck on it, but failed when discover that have no card draw in commons. I want to make some suggestions to your deck through.

How about to add more Scry ability to your permanents? Darksteel Pendant, Seer's Lantern, Path of Ancestry

And more graveyard recursion, for more triggers or protection your expensive general? Angelic Renewal, Breath of Life, False Defeat

Also, Soltari Visionary cold be cool removal considering double strike.

Dont forget that changelings is Ally too! Avian Changeling, Fire-Belly Changeling

Bloodcrazed Neonate, Erdwal Ripper, Heirs of Stromkirk grows each turn. And with Double strike they grows twice faster!

Skirk Commando can triggered twice and kill creatures that player wont used as blockers

Some cantrip mana artifacts can give you buff at the start and let play Resolute Blademaster turn earlier, but in late game you can draw cards instead of them to play something else: Boros Cluestone, Commander's Sphere, Mind Stone

Some auras that returning to your hand better then one time tricks. Undying Rage more stable then Brute Force for example

Orthodongtist on Rallies

2 years ago

The one card that I think could be upgraded to something better is the Tajuru Stalwart given that you're only maxing out on 3 colors of mana. Maybe those 4 slots could be allocated to more utility? Or even changeling creatures since they have the Ally creature type such as Fire-Belly Changeling or Ghostly Changeling?

Firebones675 on

3 years ago

Here are some cuts i'd make and why. It's not the full 37 but they are what I personally think are the weakest cards in your deck.

Fire-Belly Changeling: In a 3 color deck you might not have that much red to pump into it. Even if you do, it costs your whole turn and so i'd include this in only the most aggressive decks. With 40 life, it isnt worth it.

Goblin Welder: Great card but this isn't the best setting for it. You don't have much in the way of super expensive artifacts to cheat into play and it seems a bit out of place here.

Slobad, Goblin Tinkerer: again good card but I feel this inst the right home for him

Mycosynth Lattice: other than allowing you to sacrifice a permanent to make someone everyone sac one this seems pretty expensive. Even then I don't think it would be the most efficient way to do this.

Quest for Renewal: You don't have enough shenanigans with this card for it to be worth it.

Luminescent Rain Unless you have life gain synergies, cards that gain life and do nothing else aren't generally worth it. For rain to be good you already need to have a lot of goblins in play and would rather just have a way to buff them all. If the reason you need to gain life is that you keep getting bashed by that one annoying creature, you would rather have an answer to it rather than just a card that buys you a turn to find said answer.

Bower Passage/Chaosphere/Crosswinds/Dense Canopy/Windstorm: You seem very concerned about creatures with flying. I'm not saying you should cut all of these affects but personally i'd just rather play cards like No Mercy, Deadly Recluse, Fetid Imp, Thornweald Archer, or Dread etc. Makes opponents think "well i could just swing my flyers at thattallguy but then they would just die. Maybe i should swing at someone else instead"

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