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.
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Fire Covenant Discussion
4 days ago
How is Fire Covenant working out for you?
1 week ago
My deck: http://tappedout.net/mtg-decks/alesha-who-smites-death/
I've been having trouble lately landing infinite combos with Alesha who Smiles at Death. The combos I like pulling off involve the graveyard and work very well to my liking, but heavily fall apart to cards like Leyline of the Void, Rest in Peace, etc.
To counteract this I'm trying to go infinite with cards that don't use the graveyard, but many of those combos I've been finding very highly unsatisfactory. Instead I've came up with a new approach. If I can generate an infinite combo the produces infinite red or colored mana and I have either Blasting Station or Goblin Bombardment I can cast and sacrifice my commander, Alesha, Who Smiles at Death, infinite times killing my opponents. I'm just unfamiliar with infinite mana-combos in my colors that also don't use the graveyard. Any ideas? (Skip past the break below if you aren't going to ask whether I've tried a speific non-infinite mana combo.)
Extra: List of Non-Graveyard combos that I've already tried and won't reconsider. (Please don't recommend I try these. I've used many of them before already, and they're not reliable enough to my liking.)
Splinter Twin + Village Bell-Ringer Cons: I have to wait a round of turns after drawing Bell-Ringer after drawing it to mitigate summoning sickness before going infinite. I'd rather have something more instantaneous so I have more options to choose from when deciding to go off.
Ad Nauseam + Angel's Grace + Sickening Dreams OR Mana Geyser + Reiterate OR Dualcaster Mage + Heat Shimmer Cons: You have to cast all combo pieces at once rather than set up over a few turns in advance which requires usually completely tapping out. Also if the combo is thwarted it's too much trouble in Mardu colors to recur instants and sorceries from graveyard back to hand just to reset it.
Teysa, Orzhov Scion + Darkest Hour + Goblin Bombardment Cons: I've tried pretty hard to make this combo work, but for some reason having an extra creature to sacrifice makes this combo a little too unreliable for my liking.
[Any combo that involves milling] Cons: My playgroup runs the Eldrazi Titans meaning they're impossible to mill. Adding graveyard-hate interferes with my other combos and adds another piece to the mill-combo.
Parallax Wave + Opalescence + Impact Tremors Cons: Half the time this works. You can preset up Opalescence and follow up with Parallax Wave some turn later once you draw into it, but not the other way around since Parallax Wave has fading which becomes an unreliable clock to get Opalescence if you preset the combo in that order.
Sword of Feast and Famine + Aggravated Assault Cons: With the exception to Nether Traitor there are no other cheap CMC creatures with a form of reliable evasion and haste. Etched Champion and Mogis's Marauder are nice, but aren't as reliable as I'd like.
Eldrazi Displacer + Emrakul's Hatcher + Impact Tremors OR Restoration Angel + Impact Tremors + Felidar Guardian//Conspiracy Cons: Requires too much mana to set up at once or similar to the problems with Kiki-Jiki + Bell-Ringer in that you may have to preset the combo with a creature and hope it doesn't get removed by a board-wipe.
Mindcrank + Bloodchief Ascension Cons: Despite it being a multiplayer game getting three quest counters on Bloodchief Ascension is awkward and situational considering it gives my opponents extra time and turns to react.
Near-Death Experience + Plunge into Darkness//Fire Covenant Cons: Near-Death Experience has to sit on the field for a whole round of turns at the very least. An opponent removing Near-Death Experience after I've brought myself down to 1 life before my upkeep is also too high of a risk to take as well.
Anafenza, Kin-Tree Spirit + Murderous Redcap + Goblin Bombardment Cons: This combo already uses the graveyard, so its not a non-graveyard combo. Also I'm fine not using this one since the other graveyard combos I use I feel work better than this one.
As you can see I've covered a long range of different non-graveyard combos, but each one is too unsatisfactory for me. Unless I have missed a non-graveyard infinite damage combo I would like to know what infinite colored-mana or infinite red-colored-mana combos exist in my colors if anyone knows of any that don't use the graveyard. Thank you for your help.
1 week ago
Currently 2-2 in the cEDH tourney after last night's win! I did however notice quite a few misplays on my part post-game.
Highlights: Bloody hell is the deck resilient! Despite the setbacks, I managed to pull through once more. Fire Covenant is an absolute all star choice, destroying everyone's hatebears and mana dorks, creating a nightmare scenario. Following it immediately with Vandalblast is just pure undiluted schadenfreude, with both opponents reduced to two lands each.
A common theme of the deck is getting bogged down by hatebears for a while, but still managing to pull through. Having a ton of mana rocks and dorks makes it hard to cut into the mana base all at once. As a more midrange player, I feel very comfortable with games going longer. Certain hate pieces scare me more than others, but what I'm really afraid of is someone comboing ahead of me despite stax in play, while I'm left unable to react. If I can sculpt a hand with decent answers to the worst hate cards, I'm forcing the others to deal with me rather than develop their board or further their game plan because I threaten to win.
All that said, my assessment may very well change depending on future matchups. Stax decks playing blue like Grand Arbiter and Teferi seem very well positioned to counter the deck, and faster combos -- like Food Chain Tazri -- might prove to be difficult to interact with. Time will tell!
1 month ago
Fire Covenant concerns me, not only does it nessitate a red producing land, not a colour present anywhere else, but does the same thing as Toxic Deluge for a great use cost, I do not see the advantage of this card :/
1 month ago
Those are interesting suggestions. Blessed Reversal seems fun, but it is basically a fog for decks that go wide, but mostly worthless for decks that go tall. In the right circumstances, it is probably great. Blaze of Glory is a nice Fog if you have a creature out, and doubles as a sweeper if it targets a deathtouch creature. I may consider both of these cards, and either could end up as an alternate or sideboard card. Both could be good in the right meta.
I had previously considered Fire Covenant, but it is not quite right. If I could target a player, it would be an auto include. Since it is only good for creatures, I think I can find better alternatives.
1 month ago
So I normally forget about the auto-suggestion button, but I hit yours today and think that these cards are some gems; Blessed Reversal, Blaze of Glory, and Fire Covenant. I'm not sure any of them fit the slots you are looking for, but the flavor text of the Reversal is spot on for this deck.
1 month ago
Dunadain Sylvan Ranger and GCV effectively let me play 6 basic lands which is very useful. I'm not a huge fan of 2cmc ramp, and the Beastcaller requires me to spend the mana on creature spells - not the ideal restriction. If I was to cut the two "land-trip" creatures, I would be cutting a couple more things, adding land, and probably be playing Lotus Cobra.The Dash/Evoke cards did not feel good in practice. I haven't tried the Vaultbreaker, he has a good effect, but I'm not sure the surge to 5 is worth 3 and the combat step. You have to remember - we also need 3 colors to cast Prossh, just getting to 6 mana isn't enough.
I'm playing City over Dosan because the City turns off activated abilities (ie Yisan and his Caustic Caterpillar) and Dosan does not.
Frank_Glascock No problem, I like to help.
If I needed more removal I'd add Fire Covenant Dismember Reclamation Sage or Natural State based on what the needs were. But generally I think FCP does better going fast then it does going interactive.
Summoner's Pact is usually getting a wincon, it doesn't really matter which. Current favorite green wincon in the deck is Selvala, Heart of the Wilds. Although the best one is actually Genesis Hydra, because its on-cast trigger is hard to interact with.
GSZ 99% of the time is Dryad Arbor, and Goblin Matron gets Goblin Bushwhacker.
4vatarofSleep Wood Elves finds any type of Forest and puts it into play untapped, which makes it much better then the Yavimaya Druid. Priest of Titania is a 2cmc (slow) and conditional mana dork and I try to avoid 2cmc "tap" ramp. Lotus Cobra is a tech card that makes the list in other metagames, but it's not appropriate for my current 28 land build (anti-bloodmoon with 6 basic lands: 2 regular, 2 snow covered, and the 2 land-trip creatures).
Skyshroud Claim is much too slow for ramp at 4 mana, and it's not a creature so you can't exile it to Food Chain to use as a ritual creature. Wild Growth and Utopia Sprawl are fine speed-wise at 1 mana, but they don't exile to Food Chain so they're much worse then mana dorks; and the deck doesn't need more 1cmc acceleration pieces.
1 month ago
zfuqua91: Muddle is a very good card for this style of deck and is a great budget replacement for decks that cant afford the big money tutors. It has gone in and out of the deck. My only issues with it is that it just grabs my scepter combo and I prefer tutors that grab stuff for many different situations.
DimirAgent8: as enpc explained it is a more specific type of "board wipe" and at instant speed. These things definitely matter to me. It is very much a meta call though. In casual circles Toxic Deluge is almost strictly better. I once lost to an angry omnath deck with my zurgo voltron deck because I couldnt wipe his army of 5/5 elementals before they got out of hand without dying since I had Fire Covenant in play. In ultra competitive circles, hate bears and dorks are more prevalent than bigger creatures so I can usually kill most the board for a minimal life loss. This is also an all in combo deck. If I take out an opponents best creature or commander with deluge but lose my birds of paradise that may set me back a turn or two. The instant speed is very important because lets say I pass turn with mana up. My opponent drops a Kataki, War's Wage on thier turn. With deluge I will likely either lose many artifacts or tap myself out on my next turn and be able to ONLY cast deluge. With covenant I can take out war wage on their end step along with other offensive cards, and have all my mana available on my turn to win. If I dont need fire covenant I can use that mana to tutor or use Thrasios' ability. The specificity is important because I can kill a card that stops me cold (i.e Spirit of the Labyrinth) while sparing a card that doesnt hurt me at all but holds another deck in check (i.e Containment Priest).