|Commander / EDH||Legal|
Printings View all
|Masters Edition (MED)||Common|
|Ice Age (ICE)||Uncommon|
Combos Browse all
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.
Price & Acquistion Set Price Alerts
Fire Covenant Discussion
1 day ago
3 weeks ago
jacobmcguffin I would cut the extra turn spells, Fireball, Grapeshot, and some of the less useful artifacts. If you are adding in Paradox Engine and Isochron Scepter/Dramatic Reversal you can also cut Alhammarret's Archive (really only seems useful when you are already winning) and Unwinding Clock (basically just a slower Paradox Engine). I also don't think that Dimir House Guard is necessary given that you already have a decent amount of tutor effects. Dark Tutelage and Dark Confidant aren't absolutely necessary and tend to function better in decks that want to play the long game over fast combo decks but that is just a preference of mine.
Outside of that, it would just swap out cards that you think you can justify removing. The best way I have found to figure out what cards to cut is when I am playing the deck, I note times that cards are particularly good/bad and if they end up being bad more often than I like, I cut them and see if I end up missing them. If I don't end up missing the card, it is usually safe to say that the cut was correct.
1 month ago
Thanks for the warning, I confess I did not remember that part when building the deck. Luckily it's just inconvinience that I can work around.
Here is some cards I think you could remove: Braid of Fire, Ghostly Prison, Rakdos's Return, Fire Covenant, Debt to the Deathless, sanctum seeker, Drana, Liberator of Malakir, Falkenrath Gorger and Bloodlord of Vaasgoth.
I tried to keep in mind what you are trying to do do but maybe it's too much? To my eye your deck is Vampire tribal with comboes with a lot of removal, return from the grave thingies and pillowfort.
For the lands, that's for you to decide and test out what works but I would suggest at least to add the mardu colored pain lands: Caves of Koilos, Sulfurous Springs and Battlefield Forge. If you make a lot of tokens Westvale Abbey Flip would work, also I would use Temple of the False God.
1 month ago
@meowndabout Nice questions! Glad to help with this. I changed the write up slightly, to include a sample blue print for playing the deck. That answers some of your questions, other ones are below.
Fauna Shaman - usually you discard extra mana elves (which aren't that great in the mid-game) to get actual stax pieces or utility creatures. But, also, you can just discard anything. It turns each creature into a Worldly Tutor + free card draw.
Loyal Retainers - this is actually best with Iona, Shield of Emeria, which is decent to run if your meta has some mono-colored decks. However, it's worth leaving in the deck even without Iona, just to get back anything that happens to get killed. It's pretty good reanimation, just by itself.
The Tabernacle at Pendrell Vale - Actually, Magus of the Tabernacle is a pretty good replacement. Tabernacle is here mostly to combat other decks that rely on creatures and mana elves (like us), but have a harder time tutoring for Gaea's Cradle. To perform this function, another answer is Defense of the Heart. Magus might be better since it's a creature and slides under your Thorn of Amethyst effects.
Nullstone Gargoyle - this is a new card I'm testing. It's easily hard-castable with Gaea's Cradle and Nykthos, Shrine to Nyx. And it's a pretty strong lock with Eidolon of Rhetoric. Yes, if I could get this lock together, I'd just cast creature after that.
Recruiter of the Guard - you just get whatever you need for the situation you're in. Get whatever stops your opponents the hardest. You have to know how your opponent's strategies work.
Sanctum Prelate - pretty much always names 2 or 3. These stop boardwipes that sneak under Gaddock Teeg; on three you stop: Toxic Deluge and Fire Covenant; on two you stop Cyclonic Rift and Pyroclasm. I usually pick either 2 or 3 based on which board wipe I'm more afraid of at the moment; but in either case you end up shutting off large parts of your opponents' decks.
Yisan, the Wanderer Bard - this is becoming less important in this list; however I think it's still probably good enough to run. Yeah, you just get whatever is most helpful. You can either get Quirion Ranger on 1 to activate Yisan or Sisay twice per turn, or you get Sylvan Safekeeper to guard Sisay against spot removal. After that, you know, get whatever you need.
Crop Rotation - there's a lot of strong lands in the list. Strip Mine and Horizon Canopy are very good with Ramunap Excavator. You can also get Tabernacle. You can get one of the ramp-lands like Gaea's Cradle, nykthos, or Ancient Tomb. If possible, you should always sacrifice a Flagstones of Trokair.
Creature tutors - You get whatever you really need top stop what your opponents are doing. These tutors let you get non-legendary creatures tho, so sometimes you can get Sanctum Prelate or Eidolon of Rhetoric or Spirit of the Labyrinth if one of those seems really appropriate, or you're in a winning position already, you can go for the kill with Shaman of the Forgotten Way or a lock with Nullstone Gargoyle.
Enlightened Tutor - yes, frequently the most powerful thing to get with this is Living Plane, although there's a lot of great artifact/enchantment stax pieces you may want, particularly Rest in Peace, Null Rod or Sphere of Resistance. It can get ramp in Mana Crypt or Carpet of Flowers. It can also get Lightning Greaves which can be great for Sisay. This card is awesome in this list.
Gemstone Caverns, Chrome Mox - these are ramp, which is totally critical. You just exile whatever you don't need. Try to prioritize playing a turn 1 or 2 stax piece with these ramp cards. Also think about when you will play Sisay. If you have these ramp cards, try to set up a sequence where you play a stax card turn 1, a mana creature turn 2, and SIsay turn 3.
Null Rod, Stony Silence - these only shut off our artifact ramp, not our creature ramp. Only play them if they're going to hurt your opponents more than they hurt you. But the deck is pretty much designed so that it's usually pretty asymmetric, although certain hands and board states can make it more nuanced.
You can totally run snow lands if you want to.
Solemnity - this doesn't do anything...
Ashes of the Abhorrent - This can work if your meta has a lot of reanimation or storm...
3 months ago
Any alternative for Fire Covenant?
Also, isnt Cyclonic Rift almost always a dead card early game primarily because it kind of attracts you to its overload cost? Any alternatives too in mind?
Lastly, any thoughts on Ad Nauseam?
4 months ago
Hey I've been playing Kess, Dissident Mage since she was released and I love her. Some simple changes you could make to your deck are as follows-
- Kess, Dissident Mage loves instants and sorceries more than creatures, she especially loves Tutors and "cantrip's" (spells that do an effect and then replace themselves) since she can cast them twice they become card advantage. You have many cheap options I would add Gitaxian Probe, Ponder, Preordain, Impulse, Opt and maybe Serum Visions and Brainstorm for cantrips and Gamble, Dark Petition possibly Merchant Scroll, Beseech the Queen and Mystical Tutor for tutors. The cantrips will also help you hit early land drops.
- Your mana curve is pretty scary for a deck with only 29 lands you need to take that down a bit or add more lands probably do both. Decks with 29 lands run all the cantrips and have a average CMC of around 2 not 3.5
- You have Windfall how about a Notion Thief? Its quite powerful when flashed in in response to someones draw spell.
- The dragon theme doesnt make any sense and is very counter intuitive to what your deck is trying to do. You should probably cut all the dragons and dragon related spells.
- My favorite win condition for Kess, Dissident Mage is using Aetherflux Reservoir and Isochron Scepter with Dramatic Reversal to cast infinite spells and gain infinite life. If you went that rout adding Fabricate, Muddle the Mixture maybe Shred Memory and Whir of Invention would probably be a good idea.
- I think you could also probably cut The Locust God, Skullclamp and Unstable Obelisk instead of those add Dimir Signet and hopefully Talisman of Indulgence, Talisman of Dominance and for draw add cards like Fact or Fiction, Manifold Insights or Dig Through Time and Treasure Cruise. You can add Faithless Looting and Frantic Search to preload the graveyard to pay for the last two spells.
- Dark Petition, Dark Ritual and Cabal Ritual are great mana producing spells for Kess, Dissident Mage
your counter magic suite is a little weak you probably want Chain of Vapor, Swan Song, Counterspell, Delay and Dispel along with Negate. take out any counterspell that cost more than 2 mana.
- Baral, Chief of Compliance is super good at reducing the cost of your spells as well. With him add Red Elemental Blast and Pyroblast depending on meta.
- These changes will make you weaker to creatures run Reality Shift, Snap, Rapid Hybridization, Fire Covenant and Earthquake
4 months ago
demonicgrizzly Correct. You have to first end the WGD loop by animating another creature in someone's yard. But, at that point, you have infinite mana. Then you can cast Breya with infinite mana and sac her to herself repeatedly.
You can cast instants during the WGD loop, tho, if you have one that will help to put a creature in a yard. Stuff like Lightning Bolt, Izzet Charm, Intuition, Entomb, Fire Covenant, Frantic Search or a top-deck tutor + Thought Scour. I had been running slightly more of those cards, but moved away from them. You can also cast bounce spells to end the loop by targeting animate dead or the WGD itself. And if you have Bazaar of Baghdad in play, then that solves that problem.