Creature — Warrior
Whenever you cycle or discard a card, Flameblade Adept gets +1/+0 until end of turn.
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Flameblade Adept Discussion
15 hours ago
I have more Sin Prodders and Wolves of Devil's Breach if you want to trade for them. Also, I'd add more stuff that gives you benefits when they die. Stuff like Festering Mummy. I'd cut Falkenrath Gorger, Cursed Minotaur, Emberhorn Minotaur, Manticore of the Gauntlet, Nef-Crop Entangler, Scarab Feast, Nest of Scarabs, Fortuitous Find, edifice of authority, and Oracle's Vault to start doubling up on your other cards and putting in some cards that synergies more w/ sacing and discarding. Cards like Dread Wanderer, Bone Picker, bloodrage brawler, Flameblade Adept, wander in death, Miasmic Mummy, Fling. Those are only from Amonkhet. You've got all the madness cards from SOI block and I'm sure there's more from other sets in standard. Happy brewing!
17 hours ago
ok, i've changed my deck. i think i'll go with something like this, a jund aggro that makes use of discarding cards for Noose Constrictor, Flameblade Adept, hazoret, casting honored hydra for 2 less mana (embalm), etc. can be a one time discard for immediate value to finish the game, or can use shadow of the grave for more continuous value. i only own two shadows, but i'll probably pick up another one sometime.
1 day ago
Walking Ballista also doesn't work well with the deck as it is to aggressive and has no +1/+1 counter theme.
Another idea is going with a madness sub theme, with bloodrage brawler, which opens up geat cards such as Lightning Axe and Fiery Temper. It also has added synergy with Hazoret the Fervent as she needs a maximum of 1 card in hand to attack and Insult / Injury works fine also as even if you discard it you can still use the Injury half of it.
I also wouldn't main-board a playset of Harsh Mentor as against mainy decks he is just a bear.
1 day ago
Thanks for the compliment! These discussions always help.
I think right now what we're seeing is that when we brewed the deck (by committee) we couldn't agree on Merciless Javelineer and so one still ended up on the list. I'm pretty sure that's not correct, but couldn't argue my case enough on the 'cast.
In my hurry to release the show, I didn't put the sideboard up here yet, but we definitely have Fatal Push in the sideboard, and I'm expecting it to come in 9/10 games, but I do think starting it in the side is correct (for this deck) until you know your match up. Testing will prove me right or wrong, and I'll make sure to mention it in the recap next week.
As for Grapple with the Past, this decision was tight, and will also be validated by testing, (we plan to run the deck using it at some point.) My instinct here is wander in death is better, and here's why. Reason 1: This deck does not necessarily want to mill itself because you can't get milled cards back with Shadow of the Grave. If you're going to be interacting with your graveyard, you want to be cycling or discarding. Reason 2: Even though wander in death costs 1 more than Grapple with the Past, it returns two cards instead of one. So that's either an extra copy of Soul-Scar Mage or anything else. That's important because in a lot of scenarios I can see having the extra piece of cardboard in your hand can make a huge difference when attacking with Flameblade Adept and Noose Constrictor, which I'm really hoping are worth it.
So, slow isn't necessarily bad. As always, this is theory! We'll see how it goes. Glad we finally ran enough mana to satisfy you this week! Thanks as always for the great discussions!
3 days ago
I changed a bit. Now the deck works smoothly. I took Scrapheap Scrounger out because he cannot block...--Cut / Ribbon is in the sideboard. Flameblade Adept and Supernatural Stamina are in. It really works to my satisfaction.--Still i am not totally satisfied with removal and the land mix.--I could board in Grasp of Darkness or even Ruinous Path but "the stamina" is a good mix between Blossoming Defense and Built to Smash. It can save you a creature or give e.g. the adept the certain extra damage.
4 days ago
IMO Neheb, the Worthy is solid, I won't say strictly better than Heir, but justifies its inclusion, since the you won't be able to benefit from being Hellbent just trusting your topdecks if your opponent has a full hand. The Minotaur tribal isn't the relevant part of its text in here, Neheb clears opponents' hands of additional threats and keeps the aggro plan safe and sound. Heir is probably a very good sideboard option to replace Neheb against other Hellbent decks, I'd say.
Also, you're probably right about Collective Brutality, even Lay Bare the Heart could be a better option to pick and choose what we don't want opponents to cast, but even so I'm not sure about the necessity. Grasp is not assured removal right now, but I'm guessing Felidar Guardian will be banned, opening way to the return of Constrictor decks, maybe some kind of Revolt deck, and lots of aggro, so, apart from anything running Gearhulks, Grasp might be fine, but in that scenario so is Fiery Temper, are there really additional removal spells needed? I'd definitely run those Scrapheap Scroungers though. They don't have Madness, but they might as well. Similar to why Pyromancer's Goggles decks used to run Drownyard Temple, Scrapheap Scrounger is a good discard, it practically makes no difference casting it from your graveyard anyway, and turns on your Unlicensed Disintegrations.
5 days ago
Collective Brutality seems like a really good enabler and flexible spell overall. You can peek at your opponent's hand, work as a kill spell on low toughness creatures, and/or help drain if the game drags on. I made one like this, except it was more aggro oriented with the Vizier and the Flameblade. Also, there is potential for a T3 Jund kill if there was a deck with Noose Constrictor, Flameblade Adept, and Shadow of the Grave T1 Mountain, put out the adept, T2 Blooming Marsh put out Winding Constrictor, swing for 1 with the Adept, T3 discard your whole hand (should be 5 cards approx.), then Shadow those cards back and discard them again to swing for lethal :)
5 days ago
Looks nice, but I see you use 16 madness enablers and only 4 madness cards and it looks weird. I get they are useaful with Flameblade Adept, but wouldn't you prefer to run Shocks or Incendiary Flows instead?
I'm currently working on a B/R version of this deck, but maybe Monored will work too.