Flame Sweep deals 2 damage to each creature except for creatures you control with flying.
Printings View all
|Core Set 2020 (M20)||Uncommon|
|Promo Set (000)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Flame Sweep Discussion
6 hours ago
I'd consider Green Sun's Zenith to fetch Dryad Arbor. You don't have any of the important card advantage engines currently (e.g. Mystic Remora, Ad Nauseam, Necropotence, Rhystic Study), so I'd really advise capitalizing on your opponent's big effects with Narset's Reversal. Dwarven Mine ought to be in the deck, it offers another way to make a creature at little cost to your deckbuilding choices. I'm personally I huge fan on Stifle. I'd for sure cut the three mana ramp spells like Cultivate, but add Nature's Lore, Search for Tomorrow, and Three Visits if you can afford it. I'd cut the Flame Sweep for Pyroclasm, and add in Subterranean Tremors. The way i see it, your combo needs a lot of mana. The way you do that without artifact ramp is that you play a control game so you can get to the lands you need. I'd add Portent and Serum Visions, and cut Summer Bloom. Frantic Search is bad. I really like Extract here. What about Khalni Garden? I like Unsubstantiate, as it can interact with Abrupt Decay. I'd cut the token makers if you can, mostly relying on fetches to go get Dryad Arbor or Dwarven Mine. You can play 9 fetches, that should get you there, in addition to Nature's Lore and Farseek being able to find them. I know you're starved for tutors but Long-Term Plans is way too slow. Focus more on cantrips and countermagic. Chain of Vapor is super strong. Swan Song is a good counterspell. You can also counter your own spell for the token! Gitaxian Probe deserves a slot. Nature's Claim and Natural State are excellent interaction. Pyroblast often functiond as a slightly worse Dispel. Lastly, By Force is excellent. All in all, your concept is SUPER SWEET, it just needs some fine-tuning.
1 month ago
Stonecutter85, thanks for the suggestions!
1) As for Mystic Sanctuary, I reliably get the trigger, with fetches snagging Island/X lands and then drawing into basics I have yet to whiff honestly unless its in my opening hand. But I do like the idea of Castle Vantress as a mana-sink mid/late game, i'll have to test that one out.
2) I actually took out Vraska's Contempt in favor of Eat to Extinction for the psuedo-surveil and less color restriction. I also have counter-magic, Reality Shift, Hour of Devastation, Languish, Black Sun's Zenith and Cyclonic Rift to handle Gods but I have been considering dropping Hero's Downfall, but its just been such a handy removal spell before especially at 3cmc, it does alot of work.
3) I do like the inclusion of surveil over the damage, but in all honestly, I run Ionize not for the 2 damage but just because it only requires 1 blue, which helps free up my mana for potential counter-magic wars or multiple counters during a turn cycle. I might cut Archmage's Charm instead for Sinister Sabotage.
5) It's a cool PW, is a actual win-con if the game goes on that long lol, but i'm not sure what I would cut for it because there isn't much room, i'll try that one out as well.
Thank you very much bud, I do appreciate a second set of eyes checking out my list.
1 month ago
I really like the deck and I have a few small suggestions/critiques:
How often do you actually get to use Mystic Sanctuary's secondary ability? I count 9 total islands in your deck, and you need 3 to pop it. Wouldn't Memorial to Genius or Castle Vantress be a better option as a blue utility land?
Have you thought about Vraska's Contempt over Hero's Downfall? With all the gods being reprinted in secret lair I think exile abilities are going to be more valuable going forward, even for the extra 1 mana.
How about Sinister Sabotage over Ionize? The surveil effect is almost always going to be more valuable than the 2 damage, and UU seems far more accessible than UR given the amount of other cards that you have that need UU.
What about Flame Sweep over Radiant Flames? 2 damage guaranteed at instant speed vs maybe 1 and maybe 3, and two of your small creatures survive it by virtue of their ability to fly.
Finally, I don't know what you'd take out to fit her in, but Chandra, Awakened Inferno feels like she'd fit with overall theme of the deck given her ability to passively apply pressure in a similar way to Scarab God's Zombie damage, but it's impossible to stop the pings.
1 month ago
I agree bout the Pteramander...but the 1/1 eles created with Young Pyromancer will be destroy by Flame Sweep...and that why i choose that wiper...to destry several creats with one shot without spending the Lightning Bolt....:/
1 month ago
pistolpeteiii thank you very much! I can't believe I forgot the castles. Last Friday would have been a sad night if I wasn't running both of those castles. They are game changers. As far as Flame Sweep I agree 100%. Thanks again you are totally right I'm changing that shit now.
1 month ago
I could whip something up if you wanted to just send me a list of all the Dino stuff you have access to? Otherwise,
If it’s various Dinos in the sideboard, keep in mind Commune or Forerunner of the Empire. Both of those help to see those Dinos sideboarded in as 1-2 of.
I’d maybe start with 2 Thrashing Brontodon in the main and maybe 2 more in the sideboard just in case. It’s my favourite answer for artifacts and enchantments. It doesn’t really hurt the game plan either to have something like 2 in the main to start I feel.
I think definitely some amount of Rampaging Ferocidon. It seems various forms of Mono-white life gain are popular right now. Especially with new Heliod. It’s an easy card when deciding to board in or out. “They have lifegain or many creatures/tokens? ITS IN!” :)
Flame Sweep would probably be good in the Main even, to help against some of the Mono and clear out any mana dorks etc. I almost always use 4, whether sideboard or main. I’ve found it generally useful at most points.
Shifting Ceratops is quite important in the 75 for obvious reasons. It definitely another good choice for the sideboard or main. I like a split of 2 Carnage and 2 Shifting but I could see 4 Shifting if facing lots of Teferi and Blue. I’d rather have more than one Shifting out VS the decks they are good against simply because they are so resilient. Also the fact they cost less than Carnage really helps to keep things going fast.
Deathgorge Scavenger could certainly be in the Sideboard. Some to consider if you anticipate needing graveyard hate.
1 month ago
I really like the deck, I think it plays nicely in the current meta.
That being said, I think Flame Sweep looks kinda weird in the side board, as you're likely to be able to trade with early aggression well enough. Its a sweeper that kills everything on your side as well, so it's kinda a non-bo. I'd suggest Duress to make your match against control a bit easier as you can remove their sweepers/planeswalkers proactively. Same reasoning for the Drill Bit, but it provides a great T1 option or allows you to double spell on T2. Or alternatively, you could run something like Fry or Lava Coil to diversify some of your removal options.
2 months ago
Thanks for your comment! I’ll try to help as best I can. At least giving my best reasoning to help you make a more informed decision for what you might end up including. There are certainly other great options that I might not have mentioned yet.
#1 I don’t feel they are that redundant as they tend to do different things for me at least. I like Flame Sweep for decks with weenies and slowing down Mono Green/Gruul. It’s been nice slowing down some Mono Red but they’ve gotten pretty big. Getting rid of all the mana dorks and often times Pelt Collector before he hits 3/3. Sometimes casting it in response to its second trigger before the counter is put on. Instant speed has been very useful for combat tricks, gain extra value from added Enrage triggers. Great for the surprises, great for small creature sweeps.
Solar Blaze has been fabulous against Mono Green or Gruul since those can get out of hand with large creatures very quick. Usually the early stuff I end up playing I’m my lists is going to be bottom heavy. Solar Blaze fits in wonderfully that way, rarely killing my own guys.
I just like using some combination of both at times. Having lots of wipes feels good for the value that often comes from Enrage. The fact that very few of my own guys die from them is great plus as well.
It really depends on what the opponent is playing, what is is you opening hand with that Solar Blaze. At times I’ve had more even P/T Dinos but currently the majority of the creature base is bottom heavy so I’m more likely to hold onto it because of that.
#2 Sort of continuing on from the previous question, yes with Domri out all your creatures would be killed by Solar Blaze. At first glance It’s certainly not the Planeswalker you’d want to be playing alongside it. I’ve found Domri doesn’t last very long anyways so you might get say, 2 Turns out of it. In which case that works nicely when following up with Solar Blaze. Other times I just plan to (+1),(-2),(-2). Casting SB that third turn after he dies. That’s just some rough thoughts but I wanted to highlight how I play around that seeming drawback. They blow removal on Domri? “Thanks! Now I’ll just play Solar Blaze”.
#3 Yes, your partly right as to why I like it. Being able to dodge sweepers and various other things is awesome. Especially Supreme Verdict! Haha. I consider it even more versatile though.
Say the enemy is swinging in with some of their creatures while you’re low. Confronted with a choice of block or lose. Eerie Interlude would turn this situation around! Possibly leading to a game winning swing on your next turn due to them being more open. The main idea is to cast it after you’ve declared all your blockers, BUT before passing to damage (hopefully spreading them all out to each attacker).
This negates the damage between those creatures it simply doesn’t happen. Then there is the bonus of Enrage triggers when they enter again during the End Step. Bam! Now it your turn, you stopped what would have been a lethal swing with a little fake out, didn’t lose any creatures and likely got extra value to boot! Since they came down during the opponents End Step, everyone is primed and ready to attack.
This would only work so often though as most opponents would learn fairly quick and probably attempt to bait out Eerie Interlude. Then things become even more interesting.
It could possibly be a nice later game play, say Turn 6 at the end of the opponents Second Main you cast it with Regisaur Alpha Ripjaw Raptor and Ranging Raptors out to Draw, Ramp and get another Dino Token.
For the fact of its value, versatility and chance of it getting baited, I like 3-4 in the main if I use it. It certainly could go in the Sideboard as well though it has/can work well against a wide range of decks for various reasons and is rarely a dead draw.
#4 I have definitely considered The Great Henge! I don’t use it at the moment due to drawing multiples feeling pretty bad. It’s very good for sure and I’d want to see it consistently by putting 3+ in the Main. However I prefer Embercleave for a few reasons. Firstly it has stolen many games, leading to a win off its surprise cast after blockers have been declared. Secondly it gives the important Trample which can be quite lacking for Dinos. Chump blocked for days.
It’s great use on the key player, Marauding Raptor is one of my favourite points. He’s naturally getting big during a number of turns but always has a hard time getting through. Who wouldn’t choose to block a 6/3 or an 8/3 etc with a chump. A great illustration of where Embercleave comes in handy for me.
Then there are the inevitable times where you’ve already got one out and one in hand. It would be a great surprise to cast that second one on an unblocked or would have died attacker.
For Embercleave, I want to see it often and I’m not that sad to see multiples for surprise possibilities. I feel good putting more in to the deck even though it’s a Legendary. Where The Great Henge I’d be noticeably sadder.
Mainly I love keeping it as consistent as possible. Any choices fitting that are a step up in my books
#5a I just don’t prefer mana dorks with my Dino lists. They are absolutely powerful and have their place in various top tier decks. They become a Dead Draw while Marauding Raptor is out, die to my beloved sweepers and I’ve already got 8 cards that pseudo-ramp the majority of creatures anyway.
Otepec and/or Marauding often help to cast multiple creatures in a turn (plus other great perks) where the dorks can only ever assist casting one thing. They just don’t fit for me.
#5b Yes 21 Lands is definitely going to seem low to some people however there are a number of factors helping keep things consistent/ramp at 21 (vs something like 24,25).
Firstly is the fabulous Commune with Dinosaurs. Sometimes it’s better holding off playing it T1 (for more information when used later) if I’ve got the land drops. It simply helps grab that extra land or key creature and is great at any point in the game.
Then there is the consideration of the 8 pseudo-rampers which will very often bring down the overall cost of the deck, needing less lands. Leading to something like 21 working well, for me at least.
Anyway that’s a start for now, hopefully it gets your inspiration/juices flowing! I’m happy to answer any more questions or discuss other options.