Flame Slash

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Pauper Legal

Printings View all

Set Rarity
Conspiracy: Take the Crown Common
Duel Decks: Sorin vs. Tibalt Common
Rise of the Eldrazi Common

Combos Browse all

Flame Slash

Sorcery

Flame Slash deals 4 damage to target creature.

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Flame Slash Discussion

xyr0s on Artifact Rebels

4 days ago

Worn Powerstone and Shifting Wall are not modern-legal.

The first 2 Galvanic Bombardment in a game are inferior or equal to Lightning Bolt, making lightning bolt the preferred card (since it's overly optimistic to believe that a game will go long enough for the third copy to come up). Harnessed Lightning is also questionable... it takes a lot before it's better than Flame Slash.

Pentavus is funny, but playing something with cmc 7 requires ramping of tron-like levels, or ways to cheat it into play. As far as I can tell, you have neither.

Ion Storm is going to be impressively disappointing. It requires 2 mana for every activation, after you've spent 3 mana to just put it on the table. And THEN it needs a creature with a +1/+1 counter, or an artifact with a charge counter... that adds up to a card, your opponents are going to love.

You play quite a few 4-cmc cards. At that cost, cards should have immediate impact in modern - like Cryptic Command or Supreme Verdict. Removal is quite good in modern, so if you play a small creature, and the next turn a vehicle, your opponent will gleefully path/bolt/push/snag your creature.

Sorry, this is a bit of a rain on your vehicle-parade.

frogkill45 on Bolas' Shenanigans

5 days ago

maybe a few Flame Slash for the budget

Crumbling Necropolis also a good budget land

Sargeras on The Eldritch Truth (Revised Edition)

5 days ago

Interesting deck, so +1, I have a few suggestions,

  1. Make sure that the hubs for this deck state both casual and gimmick, that way you don't have to say that you are playing casual, the hubs say it for you! (Just a little thing though)

  2. I get that this deck is RB which means it wants to be aggressive, but you have some shifting themes here, on one hand, you have aggressive beaters that can swing for a ton of damage, and then there Ulamog and Bane of Bala Ged which you will likely never cast in a single game (Good luck casting 7 & 10 drops with 22 lands) My first suggestion would be to cut Ulamog and Bane (I know they are fun but you likely won't cast them) and replace them with 2 more Dust Stalker and 1 more Endless One.

  3. Replace Processor Assault with Flame Slash, slash came from rise of the Eldrazi and does basically the same thing with way less cost.

  4. Behind the Scenes: Skulk would allow creatures like Sludge Crawler to get in for damage and allow you to Ingest cards without having to worry about blockers (they slither around). This would probably come in over Forerunner of Slaughter since the card just doesn't do too much imo.

  5. I'm not a particular fan of tap-lands, Sulfurous Springs would be ideal since you can play cards and effects for both anyway.

Cheers!

Snydog17 on George's Goblins

1 week ago

Flame Slash could help take some bigger creatures, if you wanted it in the sideboard. Pyretic Ritual or Desperate Ritual could make your Seething Song ridiculous on turn 2, so those are ideas. Hope that helps.

m0x on Finding New Treasures: UR Delver

1 week ago

Have you considered Roast and Flame Slash over Spite of Mogis in the sideboard? They seem more consistent / reliable.

Monastery Swiftspear looks like a good fit for this deck. I feel like you might want one more creature.

Sudden Shock seems a lot better as a sideboard card now that Infect is less prevalent.

lagotripha on The Barber

2 weeks ago

So, modern. For casual play modern is pretty much anything goes, but when playing competitively the game is decided by turns 3/4. This means that the majority of spells are as low cost as possible, intended to remove your opponents threats Path to Exile Be a threat itself Lingering Souls or help stall that decision until later turns where something larger can defeat your opponent Remand into Supreme Verdict, for example.

There are four common archetypes- aggro (kill your opponent as quicly as possible playing fast efficient creatures and spells like Lightning Bolt or Goblin Guide with just enough protection to make sure they hit your opponent for that final bit of damage, Midrange which aims to trade 1 card for one card in the first few turns to prevent damage then cast efficient mid-cost creatures in the 3/4/5 slots to win the game Siege Rhino/Thoughtseize style, combo where if you can get the peices onto the battlefield with enough to protect them you just abruptly win (usually turns 4/5/6) eg Melira, Sylvok Outcast/Kitchen Finksetc, and control which is almost all spells to screw over your opponent with a couple of cards that eventually deal enough damage to win, Supreme Verdict/Celestial Colonnade.

I've listed the kind of cards that are the most archetypal examples, but the variation within these strategies permits for an astounding variety of viable decks at every price and in every colour. Certainly most won't win major tournaments, but they can win your local FNM.

This deck is kinda split down the middle in terms of what it wants to be, running high cost combo or control threats like Foundry Champion or Eldrazi Devastator Warstorm Surge and Assemble the Legion, aggro tools like Boros Swiftblade and midrange tools like Gideon's Avenger.

I'd reccomend making this a creature based control deck based around cards like Nearheath Pilgrim, Boros Reckoner, Spitemare, Lightning Bolt, Flame Slash/Roast instead of shock and some bigger spells, aiming to stall the game with infinite life to resolve an Assemble the Legion or Foundry Champion (which oddly can dodge a lot of removal at the moment if you have mana. Weird). The rest of the deck should be dedicated to resisting your opponent 1-shotting you and removing growing threats. Condemn or Oust is cheap, and if you aren't planning on killing your opponent quickly the drawback is minimal (and screws over Death's Shadow). Legion's Initiative provides some combo protection, and should be retained, but Gleam of Battle and Brave the Sands can be replaced with tools to help . Ready / Willing, Ephemeral Shields, Ajani's Presence and Valorous Stance are all good options to enable the combo. With your sideboard it looks like you're trying to transform into aggro, if so look at threats like Keldon Marauders, Monastery Swiftspear, Skullcrack etc. You'll still want a Shattering Spree or similar artifact/enchantment removal in your sideboard for people playing Ensnaring Bridge, affinity (Batterskull decks) and if you're unlucky hexproof with Worship.

All told, good luck, happy testing and have fun.

Wizard_of_the_Broke on Burn Spells other than Bolt

2 weeks ago

I just came back after not playing for 2 years. When I left, I was running budget Delver tempo builds most of the time. One of the cards that I'm personally pretty happy about is Dual Shot. I don't know the current meta inside and out, but it seems to me that Dual Shot is almost worthwhile (over Forked Bolt) just for taking out Snapcasters at instant speed - and mind you Forked Bolt is one of my favorite tempo cards. But it's a tough call.

Looking at you deck, I'm not sure how important it is that Dual Shot doesn't hit face, because you're not aggro, so board state is more important than trying to race. You could probably say the same for Magma Spray and Flame Slash. It looks like the exile effects are really only that big of a deal for Kitchen Finks, which are trouble for a tempo deck to be fair, but I'm not sure they're worth more than 1 slot, if that (Lingering Souls is way more common).

But, taking a quick glance at creatures in the meta link, I think Flame Slash isn't very good at the moment. For most of the stuff that Bolt misses, you'd want Roast. Same story for Wild Slash and probably Burst Lightning. Although, Spellskite is a fairly important card to deal with.

And Electrickery is really, really good against any token-producing effects.

Nice budget build by the way. I can't wait to add Thing in the Ice  Flip to my older builds.

Pieguy396 on Burn Spells other than Bolt

2 weeks ago

So I have a Jeskai Delver of Secrets  Flip deck (Delving into America), and I'm looking to add 3 or 4 more 1-mana burn spells. It's not a burn deck in the traditional sense, so I want my burn spells to at least be able to hit creatures. I already have 4 Lightning Bolt and 2 Forked Bolt, and as I see it, my options are Burst Lightning, Flame Slash, Pillar of Flame, Magma Spray, and more Forked Bolt. Each have their own advantages and disadvantages.

Flame Slash is sorcery speed and can only hit creatures, but deals 4 damage.

Burst Lightning is generally just 2-damage Lightning Bolt, but with more lategame relevance.

Magma Spray can only hit creatures, but exiles things it kills.

Pillar of Flame is sorcery speed, but exiles things it kills.

Finally, Forked Bolt is sorcery speed, but allows me to divide damage, especially useful against Lingering Souls tokens and the like.

Which one(s), and how many, would you suggest I add? Thanks in advance!

EDIT: added Burst Lightning instead of Shock

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