Flamekin Village

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2014 (C14) Rare

Combos Browse all

Flamekin Village

Land

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.

: Add to your mana pool.

, : Target creature gains haste until end of turn.

Price & Acquistion Set Price Alerts

C14

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Flamekin Village Discussion

pummelhuff on One By One We All Fall Down

2 weeks ago

My recommendations are probably not the best, but i tried to suggest cards which are cheap, because it looks like, you try not to waste.

I'd suggest a little bit more variety on the land base. Opal Palace, Sunhome, Fortress of the Legion or Flamekin Village should be pretty decent in Zurgo - even if the village does not do much for zurgo himself. Have you ever had issues with the mana base?

Not quite sure what Insidious Dreams does in your deck. I can remember i wanted to play it together with Moonlight Bargain but it was a very different deck. What is the main purpose of the dreams?

Rhet-Crop Spearmaster < Porcelain Legionnaire - some cards like the spearmaster seem like a filler card to me.Pyreheart Wolf does not seem too strong but he is in my opinion a very underated card in aggressive decks.

Additional cards which come to my mind: In the Web of War or even Hazoret's Favor - both have a similiar effect or some aggressive token generators like Tilonalli's Summoner

Scion_of_Darkness on elemental for modern

2 weeks ago

Cards to consider:

Primal Beyond for mana fixing Elementals.

Flamekin Village not Modern legal, but you're playing Casual so go for it!Nova Chaser hits hard and can "tuck" your Harbinger, and plays well with Soulstoke.

Assault Strobe for Nova Chaser, or Berserk which can be picked up for about $10 now, last time I checked.

DrukenReaps on Mairsil, current cards

2 weeks ago

I have a Mairsil here Should I Pretend This Or That?. I tired my best on the primer to find all the interesting stuff for him. One thing I did notice early on is that the deck needs to not just place things in the cage, often times if you are putting as much in the cage as you can you end up falling way behind other players and have an over reliance on the commander.

Some of the more useful cards that you could include are:

Heartstone- Sure it helps everyone but this will do more for you then it will do for most other players.

Flamekin Village, Bloodsworn Steward, Hall of the Bandit Lord- I have found haste to be much more useful than untap abilities. I generally find myself flickering or bouncing Mairsil and then he is summoning sick... Honestly if I could make any changes to Mairsil all I would do is add haste.

Perilous Vault- this is kinda ridiculous in the cage. Hard on mana but I find that it doesn't hurt Mairsil nearly as much as it hurts everyone else. You could consider Boompile and Oblivion Stone for other cageable board wipes but really any board wipes should work. We tend to not have much on board with Mairsil so killing everything is really good.

Tree of Perdition with any of the following Spikeshot Elder, Hateflayer, Spikeshot Goblin. A caged tree drops people to 4 life making them really easy to finish off with the aforementioned cards or just swinging in for a pitiful 4 damage. It is important to finish a game quickly after doing this to one person as the others now know you can do it...

Mirror-Mad Phantasm caged and a Laboratory Maniac in play wins the next time you draw a card.

Heartless Hidetsugu- I have had a mixed experience with this guy. He is as likely to win the game as he is to lose the game but the ride to the end couldn't be more fun.

Hopefully some of that is of use to you. I know I had a difficult time finding good suggestions for all the hype it doesn't seem like many people ended up actually building Mairsil...

Jamminmagician on Zada's Not So Epic Storm

1 month ago

Playtesting there is a major problem with speed and/or having the tokens necessary when you finally hit Zada. Zada costing 4 is too slow when it doesn't have haste, I want to have tokens, zada, and a draw can-trip when I play zada out which means if I want a strong curve I need to go turn 2-3 tokens and then mana accelerant-zada-can trip turn 4. This is really hard because that also means I need to make at least 3 land drops and have a token generator. My bottom line is not enough tokens or lands, too many can trips.
also Flamekin Village

MartialArt on Khahahaha

1 month ago

Hey. Looks good. Here are some additional ideas.

Haste:
Flamekin Village
Hall of the Bandit Lord - a untapped land and haste. Wonderful. The price is worth it.
Hanweir Battlements

Support:
Conqueror's Galleon  Flip - card draw & recursion
Dowsing Dagger  Flip - ramp
Golden Guardian  Flip - ramp and instant blockers
Thaumatic Compass  Flip - a maze is always good
Nim Deathmantle - recursion
Corpse Dance - recursion with haste and only a little drawback
Scavenger Grounds - against nasty grave interactions
Bojuka Bog - How could you miss this little dirty gem?
Underworld Connections - Card draw at will is always good.
Anguished Unmaking - Instant speed removal

Protection:
Champion's Helm - hexproof and making her less fragile
Mask of Avacyn - the same as above

I would cut:
Rupture Spire - you need untapped lands for this commander since you need to be fast. Too much tapped with this one.
Subjugator Angel - too small for too much mana. You don't always have your commander available.
Ambition's Cost - replace it with something that draws more for less.
Cathartic Reunion - too less consistent reanimation for this. Better pay some life to draw and keep the cards. Your commander needs them in your hand.
Vindicate - you can do better.
True Conviction - 6 mana and 3 of them white in a tri-color commander is quite hard. Especially since the effect does not really support your commander. Better draw some card draw or haste cards and drop them 3 to 4 turns earlier than this one.
Dark Ritual - Better insert another tutor to really get what you want. With this commander there is a high propability that it will become a useless card. Even another mana rock is better in here.

That's it for now. I may come back with more.

Spirits on Kaalia - Cheat A/D/D

2 months ago

Hi Elywood, Good start! Kaalia of the Vast is a really fun, albeit tier 3, commander that is the best!

Not sure of your budget, but here are some suggestion.

Alternative to Combo Win-Cons

The standard win-con in a Kaalia of the Vast which is not a combo is... Land Destruction! The idea being to use card's like Boros Charm, Avacyn, Angel of Hope, Teferi's Protection to protect yourself; OR have an A/D/D in hand that you can free cast that demands a response, but is hard to deal with no lands, like Hellkite Tyrant or Iona, Shield of Emeria. The key cards to this strategy are: Crucible of Worlds, Armageddon, Ravages of War, Cataclysm, Strip Mine, Waste land, Command Beacon. This is a HIGHLY viable strategy, people may not like facing your Kaalia of the Vast deck, but it definitely isn't a combo strategy.

Master of Cruelties has to be in there, attack with Kaalia of the Vast, drop in Master of Cruelties, during the declare blockers step their life becomes 1 (assuming he is unblocked), and Kaalia of the Vast hits for 2 finishing the player. Not a combo, a necessary Demon.

Another common strategy is multiple attack phases, non-combo, but with big A/D/D beaters, having multiple swings (especially with Vigilance is amazing way to deal damage). The key cards are: Hellkite Charger, Aggravated Assault, Sword of Feast and Famine, Aurelia, the Warleader, Seize the Day. There is a combo with Adarkar Valkyrie + Aurelia, the Warleader + sac outlet out of interest. Adarkar Valkyrie although not working properly with the Kaalia of the Vast mechanics, is still a great recursion angel. Reconnaissance is nice for this strategy too, as you can pull back your Kaalia of the Vast against block heavy decks, as well POST-damage, you can pull back EVERYONE, basically it gives all your creatures Vigilance.

Free A/D/D strategy, you have it with Sneak Attack, Quicksilver Amulet, Mimic Vat so your already there, try a Whip of Erebos gives all your creatures Lifelink, which increases your sustainability in drawn out games (non-combo strategy the only way to win is in a drawn-out game), plus give you another recursion engine. Could use a Sundial of the Infinite to keep them on the board permanently!!

Mana Sources

Lands: Blood Crypt, Godless Shrine, Sacred Foundry, Bloodstained Mire, Arid Mesa, Marsh Flats would be some nice improvements.

Rocks: Mana Crypt, Chromatic Lantern would be good.

$$$: Plateau, Scrubland, Badlands

Control

Angel of Despair is great at removal, Anguished Unmaking is necessary, Terminate at CMC2 is good as well.

Stranglehold is another good control mechanism, you have a few, can look at pairing it with Maralen of the Mornsong to lock down opponents draw. She has synergy with some other guys like Aven Mindcensor/Ob Nixilis, Unshackled. Eidolon of Rhetoric might stop a Sunforger cast depending on what you did earlier that turn, like a Haste Kaalia of the Vast for example, to consider, or in an Armageddon build will be very bad.

Out of the 99 Considerations

I'm not a huge fan of Reverberate/Shunt, you have Sunforger so I get it, but it will often just sit in your hand. And Kaalia of the Vast is usually splash , so not that valuable. Would rather have a Steel Hellkite or a Gisela, the Broken Blade, or heck, even a Wild Ricochet

Solemn Simulacrum really unnecessary land searching. Use mana-enablers instead.

Toxic Deluge is an all-star removal, but he removes Indestructible, so unless your facing that frequently in your play-groups, it will hurt you more than a Damnation, Wrath of God, or Rout will.

Boros Garrison/Orzhov Basilica I find it too slow without infinite combo, although it ramps, but you have lots of mana enablers. Field of Ruin colorless mana isn't great, don't need the search. Flamekin Village cost is too high, tapped+, try a Hall of the Bandit Lord. Shadowblood Ridge is also not great (I know it seems like it should be, but it's not!), Slayers' Stronghold is too expensive , use Hanweir Battlements instead, but even then it's borderline (but better), Smoldering Marsh isn't going to come in untapped when you need it, Temple of Malice/Temple of Silence I also don't like, but borderline for me would be my last cuts, Vivid Meadow is no.

Earnest Fellowship I wouldn't do this, might make it hard for you to block (which you have the big creatures that are hard to block already). A little too dangerous for my liking, let opponents pump their creatures, no need to do it for them, and block with your big guys.

Don't need Land Tax either, not enough basic lands. Wear could easily be an Anguished Unmaking and have better removal or a Vandalblast to get away from 1 for 1 play.

Devoted Caretaker I wish she provided protection period so could go unblockable. I think Mother of Runes is enough, but maybe theres someone that gives just protection and doesn't cost a and ? But it does permanents, so I get it.

Kothophed, Soul Hoarder will not be your friend some days during board wipe, but with so little drawing in Mardu, he's a fun one! I would run him in this type of build!

Coalition Relic I don't know it's worth it, give me a Chromatic Lantern any day.

Sun Titan is questionable, what are you bringing back? Lightning Greaves, Sunforger, Animate Dead, Necromancy only stuff. He's discretionary. High Mana cost but utility, he can combo with Fiend Hunter but again combos a different strategy (so can Karmic Guide btw).

Gilded Lotus seems highly unnecessary. Love the artwork on the Kokusho, the Evening Star always wanted him in.

Mana Distrubition

Right now, your 46%, 33%, 21% but your mana is 28%, 37%, 35%. In addition, Turn 1: 80%, 10%, 10%! / lands will be your best friends, but balancing / and / lands too. Avoid / that don't provide value, like Mountain, Shadowblood Ridge (awful), Smoldering Marsh, Temple of Malice.

Windswept Heath/Polluted Delta/Etc, the Off-Color fetches, can really help mana fix, pull a Sacred Foundry with Windswept Heath or a Godless Shrine with Polluted Delta / Etc.

Other Notables

Demonic Tutor doesn't get much better than that! Mortify can be a good utility removal the CMC3 makes it less attractive, Vampiric Tutor although inefficient to pull a Lightning Greaves or Gisela, Blade of Goldnight is still good enough. It's instant so at EOT pull what you need. Rakdos the Defiler can be fun in a Armageddon model. Fetid Heath/Rugged Prairie are not too shabby. Sensei's Divining Top can help look and top-deck the A/D/D you need, IF you have none in hand it can swap places so you don't miss Kaalia of the Vast drops. Cavern of Souls against Grixis/Izzet, Phyrexian Reclamation can keep you rolling once you run out of cards-in-hand, an alternate quasi-draw.

Very good Kaalia of the Vast non-combo deck, looks like a blast to play. Hopefully you found some of these ramblings useful.

Lil_Kalki on Should I Pretend This Or That?

2 months ago

Hey there! Thanks for the upvote on A Man Of Many Masks! Your thoughts on how important haste is has convinced me to add in a Flamekin Village. :)

Two things I didnt see here were Quicksilver Elemental and Grand Architect. QE is a staple of any/all given Mairsil builds due to the ability to reuse abilities with it caged (same as with Mirage Mirror, but costing a mana less). GA is a mana combo with Pili-Pala when both arent caged and are out. So, both of those are huge suggestions I have for you.

Additionally, since haste is relevant, you should try to make room for Hanweir Battlements, and, because the two are just great together, Hanweir Garrison. More haste definitely helps, and I see that better now :)

~Lil Kalki

Kaleo42 on cEDH Beat Down

3 months ago

Seething Song is already in the list. Flamekin Village I had forgotten about but im not sure I can afford a land that both enters tapped and requires and extra mana for haste. Im playing at a highly fast paced table so I dont have a lot of wiggle room to play cards that would be good at most other tables.

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