Five-Alarm Fire


Format Legality
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Gatecrash (GTC) Rare

Combos Browse all

Five-Alarm Fire


Whenever a creature you control deals combat damage, put a blaze counter on Five-Alarm Fire. Remove five blaze counters from Five-Alarm Fire: Five-Alarm Fire deals 5 damage to target creature or player.

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Five-Alarm Fire Discussion

GeeksterPlays on Help With Protection Card Rules

4 months ago

cdkime He had said earlier in a post that he was having trouble with Five-Alarm Fire hence the suggestion of Demystify :)

I agree with the dual lands, but again the OP had said he didn't want to spend out even for the Leyline of Sanctity's let alone shocks and fetches, I was mostly just trying to convey the idea of how a deck "should" look more than anything rather than a ton of 1-off's.

Totally agree with your extra suggestions though, and given time that list could easily evolve into a nice Jeskai control list if he finds he likes playing non-creatures (like I do :D )

An0dyn3Sea on i see visions in the flames

9 months ago

For the play style you're going for I think Five-Alarm Fire and Leyline of Punishment would do a lot of work.

ncon on Budget Krenko, Mob Boss

10 months ago

Hi, this looks like a great start! Krenko is one of my favorite commanders; he's a solid choice whether you play aggro or combo. Also, mono-red EDH! People tend to bash on red in the format, but I love it!

I think you could scale back the number of lands you have. In general, 37ish is the number of lands I aim for in commander, but Krenko's curve is so low compared to other EDH decks you could even go lower (with mana rocks or ramp, of course). I run 35 lands in my Krenko deck, all basic mountains (talk about a budget mana base!).

Other cards that would fit effectively with Krenko are Goblin Chirurgeon to help protect your board, Impact Tremors is like a mini Purphoros, Skullclamp can give you crazy card advantage, Thornbite Staff and any of your sac outlets like Skirk Prospector or Goblin Bombardment will let you pull off some infinite combos if that's your style, Five-Alarm Fire gives you repeatable lava axes just for combat damage, Fervor if you want more haste, Battle Hymn if you want another Brightstone Ritual, Massive Raid and Mob Justice can one shot someone out of nowhere (not as cool as Goblin War Strike). You've already got my two favorite goblin board wipes with Goblin Assassin and Skirk Fire Marshal, these guys do some real work with Krenko!

Now go wreck some pillow-forting control player!

GoodLuckGuy on CP#5 Krenko is Kranky

11 months ago

A buddy of mine directed me to your imgur post and suggested that the two of us give you some help improving your decks. I figured I'd start with your Krenko list because I have one myself. I'll start by suggesting some additions and follow-up with what I think you should cut.

Your deck has none. Well, it has Sensation Gorger... and I suppose Grenzo lets you draw your opponents' cards, in a way; but those two are not enough if you want to recover after a board wipe, or even stay relevant in a longer running game. Mono-Red can be a real bitch when it comes to card advantage, but there are some great artifacts that will draw you cards that don't care what color your in, but for other sources of card draw, red has wheels.

Mind's Eye is probably the most applicable draw engine in EDH. It's a must add for any EDH deck missing Green, Blue, or Black. Skullclamp and Slate of Ancestry are extremely potent when Krenko is doing his job, taking great advantage of the amount of tokens he generates.

Wheel of Fortune is your best option for a wheel effect, but it's pricey; Reforge the Soul is the best substitute if you don't wanna break the bank. You could also throw in Magus of the Wheel if you find yourself wanting another one of these.

There are lots of ways to generate damage purely by virtue of having creatures. You are already running Outpost Siege and Boggart Shenanigans, but there are even better options. Purphoros, God of the Forge is the most popular of these options, offering high damage volume and extra utility on an indestructible beat stick. Impact Tremors is the cheapest card (mana-wise), you can put this out on turn two to reap the benefits of it for the whole game.

Other stuff can let you use the many goblins you make as resources to deal damage. Goblin Bombardment is an absolute classic; not only can you use it to finish off opponents, but you can also take care of problematic threats. In a similar vane, I can't believe you're not running Arms Dealer! I've won games by resolving it; the amount of damage it generates is borderline oppressive. In my own deck, I recently removed Voracious Dragon for Burn at the Stake; it costs the same amount of mana, deals more damage, and doesn't require you remove your own goblins.

Lastly, there are plenty of cards that will reward you for each creature you attack with. Hellrider is a personal favortie of mine, a very seat-of-your-pants sort of card. Throne of the God-Pharaoh is pretty new, but I see this becoming an EDH staple in the future. Probably the most powerful card I'll mention here is Five-Alarm Fire, once you have a good amount of counters on this bad boy, nobody is gonna want to mess with you; even if they wipe the board of all creatures, you'll be able to suppress whatever field they have left or try to recuperate.

These are two cards I run in my Krenko deck, they're not necessarily optimal picks, but they are both good options for faster play.

Mass Hysteria can be a risky add, but on turn one, you can be guaranteed that your opponents will not be able to prepare for what's in your hand for the whole game.

Here's a hypothetical for you: turn one goblin, turn two goblin, turn three Thousand-Year Elixir, on turn four you cast Krenko and immediately make 3 goblins, then on turn five you pay one mana to make 18 goblins before you even play anything, then every turn after that that you control Krenko, you multiply your goblins by a factor of four. And having Thousand-Year Elixir in play means that no one can stop you from activating Krenko at least twice after casting him.

TappedOut only allows me to make 16 suggestions before cutting me off so I'll have another list for you later, then I'll finish with cuts.

Lenacius on Grenzo, Goblin Summoner

11 months ago

Oh... More nice cards! I will accept your suggestions, but for now I will only buy the main deck cards because I want to play with my friends so damn quickly.I alread have the Goblin Bombardment and Five-Alarm Fire, but the core of Grenzo, Goblin Summoner its on cast it's ability and pull the maximum amount of goblins that's possible of the deck.What do you think about Heartstone? It's a good ability considering Grenzo's. Maybe trading Witches' Eye by it's a good deal.

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