As Flamekin Village enters the battlefield, you may reveal an Elemental card from your hand. If you don't, Flamekin Village enters the battlefield tapped.
: Gain .
, : Target creature gains haste until end of turn.
|Want (2)||Galvain , chexmixtoon|
Printings View all
|Commander Anthology 2018 (CM2)||Rare|
|Commander 2014 (C14)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Flamekin Village occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%
Flamekin Village Discussion
8 hours ago
Lotus Field = Anti synergy with valakut. I dont see the purpose in this build.
Reforge the Soul - Wheel/draw
New Purphorous in case commander becomes inaccesible
Arch of Orazca - Draw
Ignite the Future - "Draw" that can be flashbacked for good value
Light Up the Stage - Similar to above
Mind's Eye - Card draw
Skullclamp - Cheap and easy card draw, works with commander as well
3 weeks ago
Yes those are absolutely good replacements for the more expensive mana rocks. However I will say that I am really a big fan of multi producing mana rocks like Worn Powerstone, Hedron Archive and Thran Dynamo. I also wouldnt say no to a Gilded Lotus or a Burnished Hart for the colored mana but they can be a touch slow, but still great for the late game. The rocks you mentioned are also good if you are running a budget mana base and need to make sure you have access to all the colors you need.
I havent tried Coveted Jewel. Test it out, see how it goes. Seems interesting.
Destructive Urge is a very interesting card. Ive tried messing around with it in Sylvia and Khorvath never really got it to come down turn 4 like I had planned. However, trimming back a few lands from your opponents will go a long way in keeping them from the big turn where they go off. They wont be happy with you, but it seems like it would be pretty effective.
Sadly Anya just isnt very effective, great art though. Unless theres multiple aggro decks everyone stays above 20 for a pretty good chunk of the game. If you want something indestructible Tajic, Blade of the Legion will be a better bet.
Heavenly Blademaster is very solid. Ive used it in several decks. Its great post board wipe when you need someone to pick up all the equipments. It doesnt have haste naturally so you'll want to make sure you have some ways to get it haste. Hanweir Battlements and Flamekin Village plus a pair of boots do a nice job at this.
Double strike is incredibly important. Double strike plus Aurelia makes people dead. I like to have 3-4 sources. True Conviction is the very obvious one that I am missing and that was just for mana curve consideration. If you expect the game to go at least 8 turns I would add it. Silverblade Paladin also used to be in the deck but ive been testing some of the more hatebear style stuff like THalia and Hushbringer, but its legit.
Haste is a little less important in this deck compared to other aggro decks because Aurelia has haste naturally. I personally use the 2 lands mentioned above, plus a pair of boots and I find that to be good enough typically. However, my podcast cohost Kristen is a huge fan of Urabrask the Hidden but Odric, Lunarch Marshal is also pretty cool with Aurelia.
1 month ago
4 months ago
Nice! You might like these: Blood Mist , Berserkers' Onslaught , Gratuitous Violence , Inquisitor's Flail , Tenza, Godo's Maul , Hero's Blade , Seize the Day , World at War , Final Fortune , Knollspine Dragon , Mana Geyser , Smoke , Flamekin Village , Hanweir Battlements , Braid of Fire
5 months ago
All have some juicy flavor for the "every tribe" theme, you're running.
6 months ago
7 months ago
subiskier: Glad you like it! Yeah, getting Kaalia swinging quickly is definitely important, though I'm not really a huge fan of Hanweir Battlements , Slayers' Stronghold , and most other lands that give haste. Effectively paying 2 or 3 mana is a pretty big tax on getting Kaalia out, and I rarely find myself in a situation where I'm really wanting to pay it. I used to run Flamekin Village in the deck, but I swapped it out for Hall of the Bandit Lord which seems to work way better as you're not really paying anything extra other than it entering tapped. As for Fervor , I've actually been looking into slotting in Dragon Tempest (which is almost strictly better in this deck) but I haven't really decided what I'm willing to take out for it yet. Swiftfoot Boots is definitely a good card, and worth running alongside Lightning Greaves , but at a 5 mana investment I'm not too fond of Whispersilk Cloak . Thanks for the comment, and good luck to you too!
loricatuslupus: Thanks! I agree, I love creature decks much more than combos and Kaalia seems like one of the few that is aggressive enough to have a consistent chance at outpacing them. In my personal meta it's rather rare for there to not be any player without a flyer that Kaalia can safe swing at, so I'm not really too concerned about preventing blocking or damage effects with things like Dust Corona and Dolmen Gate . However, I actually have been thinking about adding Reconnaissance to the deck for a while (and probably would've already if I could find a copy locally) due to it's amazing value in both giving Kaalia safe triggers and pseudo-vigilance to all of my creatures. As for Chromatic Lantern , I actually used to run it in the deck (most of the maybe board is cards I ran at one time but later cut) but I just found that it wasn't very helpful. My mana base is stable enough at this point that I very rarely am in need of it's fixing, and at 3 cmc it doesn't really help me ramp Kaalia out. The initial goal of the deck is always have Kaalia swinging on turn 4 at the latest (ideally turn 2 or 3), and 2 cmc rocks like Sphere of the Suns just do a much better job at accomplishing that. Dark Ritual has done pretty well for me, I think. It allows for some pretty explosive early turns in either getting an extra rock out or ramping out Kaalia up to 2 turns earlier. Even late game I can usually find some use for it to stretch out my mana for more valuable turns. While temple lands are arguable some of the better taplands, I personally would not run them if I don't have to as taplands significantly reduce the speed of the deck and are detrimental to my plan of getting Kaalia out as quickly as possible. I used to run Reya Dawnbringer but I found that she was often either stuck without a target, or removed before she could do anything. I cut her in an attempt to shift away from effects like hers where you have to wait a turn to get anything out of them, and towards things that give immediate value upon entering/hitting. Also there's already enough times where I have Animate Dead or Reanimate in my hand with no good targets that I don't really think I'm in need of more recursion right now. Never really been a fan of Adarkar Valkyrie as her ability seems a bit underwhelming to me, especially when you have to wait a turn to use her as well. They're both alright cards, but if I ran them it would be solely for the synergy with a couple of cards like Razaketh, the Foulblooded that you mentioned, and that's not really worth it for me. Thanks for the comment and suggestions, and good luck with your own deck as well!