Flamekin Village

Legality

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

Printings View all

Set Rarity
Commander Anthology 2018 (CM2) Rare
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.

: Gain .

, : Target creature gains haste until end of turn.

Flamekin Village Discussion

carlmoores on Mairsil's Jail for Combos

5 days ago

Hey, been playing Mairsil for a few months now and here to offer some suggestions. But I also have some questions.

1: Are you married to infinite mana combos? MY experience is that they are ineffective because they require perfect hands. And due to your budget limit I would imagine Demonic and Vampiric Tutors are out of the question. Ditto Intuition. It's too bad because these three would really enable artifact based combos to be assembled easier. Of course there's Fabricate or Whir of Invention but these are sub-optimal to Black tutors which fetch anything you want. Board wipes for example, which are SO important in a Mairsil build. You should also run Mystical Tutor as it's within your budget and fetches maybe the most important card in the deck (Buried Alive) Also, DEFINITELY play Gamble is you're not running the black tutors. If there that doesn't care about the discard, this is it.

2: Pillowforts and Board Wipes. Which do you prefer? My personal experience is that pillowfort cards like Smoke Crawlspace and Caverns of Despair (or in your deck, Propaganda) are not only not always effective, they are prone to removal. Both from other players and from you caging Nev's Disk with Mairsil and establishing a soft lock. I would take the Last One Standing and mainboard it immediately along with the excellent Chandra's Ignition and if you're willing to go overbudget Toxic Deluge is also a must. Though cheaper $$$, but higher CMC, alternatives exist. You might also want to consider Fire Covenant as a mix between targeted and mass removal. Crypt Rats is also a good walking boardwipe and cage target. Though it is best when Chromatic Lanterns is on board or if you're running Urborg, Tomb of Yawgmoth

Card Draw: First off: Fact or Fiction is your best friend. This is literally the best card draw card in Magic for this Commander. The reasons for which are pretty easy to see. As another commenter on Reddit said: Wheels. Wheels. Wheels. Windfall , Magus of the Wheel , but Jace's Archivist and Whispering Madness most of all since they can be stapled to Mairsil for further wheeling. You want to be POWERING through your deck. Especially since you are not/ cannot get the high end, low CMC tutors. For additional evil, add Legacy All Star Notion Thief . "Flash in Notion Thief at the end of your turn. My turn. Windfall. We all discard your hands. I draw 28 cards...you guys draw none" A few of the loot effects are fine for the extremely early game but I'd keep 3 max and replace the rest with FoF's and wheels.

Haste enablers: I am just going to assume you don't know about Hanweir Battlements and Flamekin Village you can lose Urabrask for sure and free up a slot for something else and also lose either Fervor or Thousand Year (which, as established, die to Disk...though despite dying to Disk I would recommend Lightning Greaves for the Shroud just as much as the Haste)

Counters: I would lose anything with 2 Blue in the casting cost in favor of things like Intervene . Keeping as much Blue open as possible for Aetherling and Quicksilver Elemental's abilities to be activated when needed. Negate is also a strong pick as, largely, your opponents creatures shouldn't be of much concern to you. You are mostly concerned with countering instants that try to kill Mairsil in response to an ability activation or, frustratingly, people attempting to counter Mairsil. To be specific put in the two cards I suggested and take out Counterspell and Wizard's Retort.

Cage Targets/ Creatures: Personally, I would lose the infinite mana stuff as it is convoluted in several ways, but to each their own. I'll try to keep my advice away from that issue save to say that: Your combos should really be two cards and preferably creatures so they and Aetherling can be dumped in one go with Buried Alive. (It's getting late here so I'm not going to offer any reasons from here on out but if you have questions I'll respond to them tomorrow) Out: Deadeye Nav, Duskmantle Guildmage, Knacksaw Clique, Mischievious Poltergeist, Oona, Soul of New Phyrexia, Urabrask, Walking Ballista. Maybe out: Geth, Memnarch, The Locust God (he may be worth keeping if you follow through on running a tonne of wheels). (I will suggest cards to run and wrap up this comment tomorrow, though feel more than free to hit me up in the meantime)

NickyBolas on Etali's Wild Ride

1 month ago

Seething Song and Pyretic Ritual are two more rituals you may want to consider. also Mana Vault is like an artifact ritual.

Hall of the Bandit Lord , Flamekin Village and Hanweir Battlements are some haste-granting lands.

xaarvaxus on Giving narset, enlightened master haste

1 month ago

Narset has a rep so having her sit around for a full go-around the table seems like you're asking to have her taken out by removal, so, yeah, haste sounds like a good strategy.

As for haste enablers... Hall of the Bandit Lord is probably the best but most $$. Hanweir Battlements and Flamekin Village are cheaper options but aren't quite as good. Using a land slot for granting haste saves some room in the deck and makes it less likely that your enabler gets taken out as well.

Mass Hysteria is a low CMC option but not sure how you feel about sharing the hasty love. The usual inclusions of Lightning Greaves and Swiftfoot Boots should probably already be part of your 99.

triproberts12 on Endless Hunger and Unceasing Violence

2 months ago

I like the changes! Since you put in Mana Echoes , the last Eldrazi I would consider is Spawnsire of Ulamog . It makes infinite mana with both Echoes and Ashnod's Altar . You could probably cut Warden of Geometries , since it's pretty weak. Phyrexian Reclamation also seems a little off. I would also cut Forerunner of Slaughter , since it's not really doing much to impact the board. This seems like it wants to be a 37-39 land deck, so Flamekin Village , Hanweir Battlements , and Hall of the Bandit Lord do the same job. Rhythm of the Wild also has dual applications, since it buffs your spawn and scion tokens. The final thing I would note is that your mana might be a little rough for getting out Jodah early. The deck is slanted black/green, but the commander is the opposite. Chromatic Lantern , Fellwar Stone , Cryptolith Rite , Coalition Relic , and Shaman of Forgotten Ways could help with that.

CaptSillva on Kaalia Lose Friends

2 months ago

Here is a few more fatties you could consider for this deck Scourge of the Throne, Balefire Dragon, Karmic Guide, Baneslayer Angel, Lyra Dawnbringer, Shadowborn Demon, Demonlord Belzenlok, and Overseer of the Damned.

These are some support cards that can help keep your commander in the fight Whip of Erebos, Bastion Protector, Bloodsworn Steward, Command Beacon, Flamekin Village, and Hanweir Battlements.

wrinklykiller on OH LORD JESUS IT'S A FIRE! | Neheb EDH

2 months ago

I did get to try it out, but not as much as I'd like. Busy, busy, busy... The few games I have had have been hit or miss. While people don't expect the punishment neheb can deal out, once they know, you (and him) become targets. I've been able to crush the table a few times, make a draw here and there, and lost a few. I've also changed quite a few things from other neheb player's suggestions.

Stuffy Doll to hate a specific player, Combustible Gearhulk big guy with draw or damage, Fire Servant more ouch, Thermo-Alchemist Not sure what to think yet, seems decent, Insult quick doubling damage and some prevention prevention, Magebane Armor makes neheb a bigger tank and avoids your own hate-everything spells, Doubling Cube redonk. I had 100+ mana with it out, Caged Sun eh, chopping block. Kinda helpful but also expensive. Flamekin Village and Hanweir Battlements haste in a pinch, since I can't afford the crazy haste land from kamigawa, Smoldering Crater and some other cyclers for helpful draws later on in the game.

I ended up not using godo or the other card, since I came to the same conclusions you did with them. I also dropped aggravated assault after I hit a table with infinite neheb turns and felt yucky afterwards, haha. All in all, it's been very fun, and I'm still eager for lots more testing when the time of year where everyone isn't busy rolls around again. I also made your firesong and sunspeaker deck but have had zero plays with real people yet, so there's something to look forward to as well. Thanks for responding and I hope to see some update love for these decks in the future with new sets. /wall of text

Jaypay1994 on Making a Mess with Kess!

3 months ago

I'd definitely throw in more haste sources!! it's a great feeling when you can cast Jeleva and then immediately attack with her. i recommend:

also some board wipes would be good just to keep the board clear and kill Jeleva too. that way you can recast her for more spells!

also i would definitely give Stolen Identity a good look, because you basically cast it twice at the same time with her. Cast it with Jeleva's ability, then cipher it on to her. Once she deals damage to an opponent, you can then cast the spell a second time right away. Super cool synergy and a great way to ramp or get some creatures on board.

and then my last suggestion, for now, is Wildfire Eternal. this card is so good and it's a great way to cheat out big spells from your hand. i've actually made copies of him and was able to cast upwards of 4 big spells a turn. Super fun card.

If you're curious, you can look at my list. it is Jeleva and the deck that gets hated out.

Load more

Flamekin Village occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

Red: 0.31%