Flame Rift

Flame Rift

Sorcery

Flame Rift deals 4 damage to each player.

Browse Alters View at Gatherer

Trade

Have (1) Benniator
Want (1) Tortillaria

Printings View all

Set Rarity
Nemesis (NMS) Common

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Highlander Legal
2019-10-04 Legal
Casual Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Flame Rift occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%

Red: 0.13%

Flame Rift Discussion

TDemers on OH LORD JESUS IT'S CORONAVIRUS | WASH YOUR HANDS

1 month ago

Hello Suns_Champion! First thanks for making this great deck, it inspired me to build my own version of it and it's a blast to play.

Two cards I'd like to get your opinion on:

Syr Carah, the Bold, have you considered including Syr Carah? The potential draw power here is big, getting 3 impulse draws from a simple Flame Rift for example.

Chandra's Incinerator Was just spoiled for M21. I feel it's an auto include here, It's essentially a better Satyr Firedancer for 1 red mana on a 6/6 trample body. Also it synergizes with Repercussion, which is by far my favorite card in my deck, since it works with any source and not only instants/sorceries.

Xindlepete on Fate of the Furious

3 months ago

Trashcan: Sort of. Gratuitous Violence is definitely worth it, since it only doubles my creatures' damage and not everyone's. The various plinkers like Thermo-Alchemist and Lobber Crew now hit all opponents for 2 dmg per activation, and if Klothys gets devotion then her triggered ability hits all opponents for 4 each turn. Plus, Gratuitous Violence + Klothys puts devotion to 5, so I only need 2 more pips to turn Klothys into a creature and benefit from that damage doubler.

Dictate of the Twin Gods isn't so bad thanks to flash. You can flash it in on the endstep before your turn if you are properly set up to capitalize on it before anyone else get the benefit of doubling their damage. For example, in a game I played recently I was able to flash in Dictate before my turn, then on my turn I activated Klothys for 4 dmg, tapped Thermo-Alchemist for 2 dmg, cast Flame Rift for 8 dmg and untapped Thermo-Alchemist, tapped Thermo-Alchemist for another 2 dmg, cast Slagstorm for 6 dmg to players and untapped Thermo-Alchemist, then tapped Thermo-Alchemist again for 2 more damage. In that turn, I took a total of 12 dmg (14 between Flame Rift and Slagstorm, but +2 life from Klothys) while my opponents took a total of 24 dmg. I did manage to knock one player out entirely, and put the other two players into single digit life totals.

The other nice thing about Dictate of the Twin Gods is that I can flash it in as a combat trick on someone else's turn. There are a couple of Voltron decks in my playgroup, and one person has a Feather, the Redeemed deck that can put out a stupid amount of commander damage. If I flash in Dictate during a Voltron player's combat step, then they can potentially knock another opponent out of the game for me by doubling up the commander damage. By virtue of being an instant-speed interaction thanks to Flash, Dictate actually has quite a few good uses in this deck.

I admit that Furnace of Rath isn't terribly great in this deck, but doubling all the damage output makes all of the other spells and effects so much more efficient, and it does wonders for speeding up overall gameplay. As I said in the description, I built this deck with a personal "win-con" in mind, and that isn't to win the game. Ideally, my goal is to be able to deal at least 25 damage to each opponent over the course of the game, whether I win or lose. This deck seeks to punish everyone and almost become an Archenemy of sorts. The handful of games I have played with it so far I have only failed that personal goal once, and even then I was able to deal about 22 dmg to everyone before I got knocked out.

Are there better ways to build a Klothys, God of Destiny deck? Probably. Are there more fun ways to build one? Not for me.

PhotogenicParasympathetic on 3 player edh vs 4 ...

5 months ago

Not entirely relevant to the point you're making, but if you like aggro for EDH, build Neheb, the Eternal. He actively scales to get stronger against more opponents, and can very, very quickly build a terrifying board state, while also having late-game staying power thanks to some of the high-CMC cards (most notably IMO Sunbird's Invocation) that he makes easy to cast. He also makes small amounts of damage pay off huge dividends - casting Purphoros, God of the Forge turn four, then Neheb himself turn five gives you a free six-drop in a four player game. Flame Rift, for example, pays for itself six times over against three opponents.

Joe_Ken_ on FireSong and SunSpeaker use IQ not punches

5 months ago

I run a Neheb, the Eternal burn deck and I think you could swap out a few spells for some more efficient burn. I also play Boros and will pretend to ignore this spell slinging propaganda.

I'd swap Warleader's Helix for Flame Rift since it will net you 12 life for just 2 mana and is just godly if you have Neheb, the Eternal on the board.

Another good one to help you wipe the board or just to sink a lot of mana into is Rolling Earthquake since unlike the normal earthquake odds are it will kill every creature on the board. There is a version of it that is like $10 since it is one of those From the vault foils.

Joe_Ken_ on Burning lifegain - Boros spell slinging

5 months ago

I don't think you need it but Khorvath's Fury is a sort of budget mini-wheel / burn spell that could do some work in your deck by damaging your opponents and getting you some new cards.

Probably also not necessary but Flame Rift is just cheap effectual burn damage for your deck, dealing 4 to each person which would gain you 12 life for the low cost of 2 mana.

Neheb, the Eternal has an effect to get you more mana which doesn't just happen from combat damage so you can burn your opponents with flame rift for example and get 12 red mana during your second main phase plus whatever you get if you decide to attack.

Crushfield on Rakdos - Blood Loops (PRIMER)

6 months ago

Ironically, this list probably does work better in a cEDH meta than a casual meta but only if opponents kept sub optimal hands. You can live past a few counter spells but the amount of board wipes in the average casual meta would probably really hurt.

I've found that the best strategy for running Rakdos in a casual meta is to sand bag really hard then explode after the first or 2nd board wipe. Adding board wipe recovery may help you. Perhaps consider Living Death or Garna, the Bloodflame for wipe recovery.

Active Volcano seems bad but may help stop a counter spell or pop a fish.

Also Flame Rift is huge value for the mander.

Fire Covenant is straight gas.

Anyway, I know this list is dated, I just wanted to give my 2 cent and give you some kudos for the effort you have put into this list, it looks fun.

DreadKhan on Trogdor, The Burninator

7 months ago

A fun alternative to Smash to Smithereens is Viashino Heretic , which is repeatable and can deal serious damage potentially, as well as doing double duty as a blocker. I feel okay running 2 as main deck cards, since they aren't fully dead if the opponent has no artifacts, and they are a back breaker if they are using artifacts. Flame Rift is a very efficient damage dealer, and if you're going to win with a red deck, you're generally in the lead anyways, so the card is 4 damage that isn't targeted (and gets through hexproof players) for 2 mana, a good deal IMO.

Yeah, if your local meta is heavy on first strike, then Ball Lightning is a dead card generally, unless you can sucker them into attacking, or can burn their creatures. Regarding your land base, if it works for you then that's what you should use.

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