Flamebreak

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Flamebreak

Sorcery

Flamebreak deals 3 damage to each creature without flying and each player. Creatures dealt damage this way can't be regenerated this turn.

Barbarian_Sun_Pope on The Floor is Lava

1 year ago

Yeah, this is definitely a casual deck and I did mention it is a bit too slow for the format it is in, but unfortunately since the deck revolves around Manabarbs and Fires of Invention, there's not much wiggle room to lower the MV of the deck. I've considered replacing Burn Down the House and Hour of Devastation with cheaper removal (Flamebreak/Anger of the Gods), but I had a lot trouble with Tarmogorf and planeswalkers like Wrenn and Six. Do you have any suggestions?

Magic_Aids on ▷ Ronin ◁ 【Flamebreak!】NEW from【NEO!】

1 year ago

Let me know what you Big Boys think of Reinforced Ronin and Flamebreak in the deck! <3

wallisface on Red Hot

2 years ago

Some thoughts:

  • Banefire, Earthquake, and Red Sun's Zenith are all pretty weak in a burn deck as you don't have any form of ramp, and run a low land base. I would recommend ditching these.

  • Flamebreak is an interesting card but I feel like you're putting too much reliance on its effect to avoid having to run creatures. I personally don't see this being as good as just running some creatures... but in any case, i'm not sure this card keeps you safe enough.

  • Typically burn runs a few (~12) aggro creatures to help get the job done. Stuff like Monastery Swiftspear can easily outperform a single Lightning Bolt.

  • Lava Dart > Needle Drop.

  • I'm very confused by the sideboard choices here. Act of Treason and Anger of the Gods seem good and make sense, but the rest of the choices have me baffled... what matchups are you bringing these in against?

zapyourtumor on

2 years ago

Flamebreak is some sexy tech

StopShot on

2 years ago

I agree with zapyourtumor, Night's Whisper feels clunky for what you want from it. I would instead try getting value from running Flamebreak , as its a boardwipe that also hurts both you and you opponent and your Dragon's Rage Channeler 's will bypass it if you have Delirium. Your mana base also seems capable for it, but if those Swamps become a problem I'd swap one for a Blackcleave Cliffs .

If you really want the extra card draw I'd suggest switching it for Footfall Crater instead, as it provides another card type you can put in the grave for delirium or another source of haste and trample for your beaters. If the life loss and card draw is essential you should run Plunge into Darkness as a direct upgrade from Night's Whisper since there's more flexibility to playing it at instant speed (especially during the combat step) and you can even set how much life you want to lose from it while being able to dig even deeper.

ClockworkSwordfish on Inferno Dance

2 years ago

Anger of the Gods seems risky... you wouldn't want to be forced to set it off and accidentally send your own Chandra's Phoenix to The Shadow Realm. Maybe Flamebreak or Slagstorm would better serve your purposes? They both have the potential to damage your opponent, too.

Jett2112 on Impulsive Immolation

3 years ago

Thank you for the recs Peoyogon. I have been shying away from damge doublers for 2 reasons, one being that they cost too much mana (99 curve tops out at 4 cmc) and the other being the high risk of losing them to my removal heavy competitive meta. This deck is getting played against alot of cedh level decks like Kykar storm and Arcanis control etc. so its usually more important to hold up ineractions or wipe the board on my turn. lately Ignite the Future and Flamebreak have been kind of ineffective though so im going to swap them out for the best 2 non creature damage doublers. Even though they arent real card advantage it feels that way because then the one Bolt is worth two so we will see how this works.

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