As an additional cost to play Fire Covenant, pay X life.
Fire Covenant deals X damage divided as you choose among any number of target creatures.
Printings View all
|Masters Edition (MED)||Common|
|Ice Age (ICE)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Fire Covenant Discussion
1 month ago
I had a multiplayer burn deck I built for a friend a long time ago. This reminds me a lot of that deck but mine was Boros instead of Mardu. I like it more with the third color. Great choice. Some cards to consider are Mizzium Mortars One sided boardwipes are never bad, Fire Covenant for the same reason, Repercussion dealing damage to your opponents creatures now hurts them twice as much. It is a double edged sword mechanic but that is what makes it fun. Burrenton Forge-Tender If used in tandem with Repercussion then you can stack the triggers in a way that deals all the damage to your opponents then when the triggers to deal you damage are the only ones left on the stack sacrifice it to prevent all the damage to you (if any opponents are left alive by this point.) Another option for preventing damage is also Personal Sanctuary.
1 month ago
Yeah Temur lines weren't affected in the slightest either, maaaaaaaaybe a little if Elvish Archdruid makes it in and misses the mark, which is 5 btw and that seems feasible. Elvish Archdruid can be Bellowered and help us dodge some Fire Covenant.
2 months ago
Fire Covenant would be a nice addition
4 months ago
There are many cards and decks for EDH.
I wanted to ask you all what you thought were some of the best for a variety of categories. (Also add your favorites or reasonings as you please!)
The first of these categories would be commanders, obviously, but I address that here: What is the best commander deck and why?
Now onto other categories of cards:
Ramp spells: Often Sol Ring would fit here, but Mana Crypt is often better, however with Bloom Tender, Birds of Paradise, Deathrite Shaman, Mox Diamond, and plenty different cards like rituals, dorks and rocks, what do you consider the best?
Lands: Often fetchlands, Command Tower and duals are considered the best, but with so many utility lands there are tons more!
Wincons: Not just combos, however Demonic Consultation&Thassa's Oracle is amazing, but Craterhoof Behemoth like in Yisan decks or Tendershoot Dryad, even Expropriate etc, what wins games for you, what do you think is the best one?
Spot Removal/Interaction: Counterspells like Mana Drain, Force of Will, removal like Swords to Plowshares, Abrupt Decay, Nature's Claim, Song of the Dryads or Grasp of Fate all apply, what's the best in your opinion?
If you have any other cards that don't fit these categories, however you find are some of the best cards for EDH, please, tell me below, thanks so much!
4 months ago
Cool budget list! Here's some inspiration you could play: To improve your ramp you should play Wayfarer's Bauble!, Terrain Generator, Mind Stone!, Worn Powerstone! and/or Dark Ritual/Mana Geyser/Seething Song. Good carddraw: Phyrexian Arena!, Sign in Blood!, Light Up the Stage, Ob Nixilis Reignited, Read the Bones/Syphon Mind! And another totally underated card is Mayhem Devil with fetch lands like Bloodstained Mire or Evolving Wilds/Terramorphic Expanse/Grixis Panorama. Other cool cards: Geier Reach Sanitarium, Mikokoro, Center of the Sea, Pyroblast, Syr Konrad, the Grim! & Rakdos Charm! Non Budget options: Chandra, Torch of Defiance, Deadly Rollick, Deflecting Swat, Dockside Extortionist, Kolaghan's Command, Fire Covenant, Fiery Confluence, Toxic Deluge & Blasphemous Act
4 months ago
Another couple cards! Backlash, Cinder Cloud, Choking Vines, Wheel of Fortune, Sylvan Library, Dazzling Beauty, Delirium, Disempower, Erratic Mutation, Essence Vortex, Feint, Fire Covenant, Glyph of Reincarnation, Hail Storm, Harmonic Convergence, Imps' Taunt, Lammastide Weave, Lava Storm, Long-Term Plans, Mages' Contest, Mask of the Mimic, Misinformation, Natural Selection, Outmaneuver, Psychic Barrier, Sandstorm, Scout's Warning, Seedtime, Shaman's Trance, Silhouette, Simulacrum, Siren's Call, Spore Cloud, Squall Line, Suffocation, Surge of Strength, Telim'Tor's Edict, Three Wishes, Thunderheads, Tidal Wave, Trailblazer, Transmutation, Vapor Snag, Venarian Glimmer, Warpath (and probably every other red card that cares about attacking and blocking creatures, some research needs to be done); Winter's Chill, Word of Command (maybe?) Augury Adept (more like a bend and a "small" one since it's actually white too. Still, being a possible monoblue card that gains life, might still be considered for the list). Same for Balefire Liege and Selkie Hedge-Mage. Collapsing Borders, Delusions of Mediocrity, Illusions of Grandeur, Game of Chaos, Merchant Ship, Relic Bind
4 months ago
Hey Openil - I have been making some somewhat minor changes here and there as I'm testing a couple options, and one more major change, so I haven't changed the primer yet.
Most important - this shell has undergone some changes since I last tested Ad Nauseam + Sickening Dreams combo, so the most major change was me slotting those two as well as bringing Children of Korlis Fire Covenant and Phyrexian Unlife back into the fold. I tested 30 games and took notes/winrates, and now am taking ad naus / sickening dreams / children of korlis out for a couple instants/aikido cards and am going to test another 30 games. This is a more major change in the sense that having this combo slotted changes the way you pilot the deck since you know that the combo is relatively easy to get to and so it affects a lot of the decisions you make.
Aside from that, I'm currently testing Harsh Justice, Scroll Rack, Drannith Magistrate, and depending on when you last looked, at one point I also added Land Tax, Sensei's Divining Top, Scheming Symmetry, (all three of which have been great and are here to stay), and took out Frontier Warmonger before I even tested it really since it seemed slow and I needed the slot. To make room for some of these cards being tested, I've been adjusting my instants package and taking out things like Mirage Mirror (tough cut) and No Mercy (less useful pillowfort and perhaps redundant/high costed).
I think that should cover it. Anything specific you're wondering about?
I think this one might a little dangerously narrow, though you may be able to get away with it if you pillowfort really hard and consistently, since in order to get value off of this you'll have to pretty much make sure you never lose monarch after casting Queen Marchesa, because otherwise you just played it for nothing. Of course, this also depends on how many other draw effects you have, so if you have a bunch I think it's safer. But overall, the opportunity cost of cutting a card for this on top of it potentially doing nothing in a non-insignificant number of scenarios makes me hesitant.
Now, Skyline Despot. I think this is more ok, but I definitely think if you slot this you should treat it as a wincon/bomb and swap it in for one of your existing bombs, and I also think you should fully expect it to eat removal and result in a 7 mana "cast to regain monarch" since it has to survive a whole turn cycle for you to even get one 5/5 token. So, depends on your meta, but similar to Irencrag Pyro, I think it is best to consider the worst case scenario (unless worst case scenario is just super unlikely).
5 months ago
I run Master of Cruelties fine without either of those - we have lots of removal if it's imperative we punch through and it's often easy enough to find someone without a blocker - he's most effective with haste enablers where we can surprise someone.
I think Master Warcraft is just a much worse Disrupt Decorum to be honest (although much more budget friendly) - and overall I'm not to keen on the card as you don't get to choose who is being attacked, as alexjustdoit already mentioned.
As for Rogue's Passage - it's definitely playable, however we are very tight on utility land slots and there are quite a few I'd choose over this. Sure it seems good on paper to help get an attacker through to get back Monarch, but in practice we have lots of creatures with either evasion or deathtouch so that's not normally an issue. I also don't like spending 5 mana on my own turn unless I'm deploying something generally as we want to play at instant speed as much as possible. Just my take, but I hardly think either of these are necessary to run Master effectively.