Flare deals 1 damage to target creature or player.
Draw a card at the beginning of the next turn's upkeep.
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6 months ago
Just because I'm not making comments in here to have a go at your deck - I love playing my Zada deck - here's a few instants or sorceries you don't have that do target, and draw you cards that aren't in your list:
Panic - who cares if Zada (and by extension, all your creatures) can't block on your turn? Draw some cards next turn!
Zap - it won't kill Zada, who cares if it kills a few tokens? Draw some cards!
Flare - as Zap, but get the cards next turn, preparing for a big play later.
7 months ago
9 months ago
On to real suggestions, I think Flare is a decent cut, and I've come to not like Temple of the False God. Getting stuck on lands is still a huge pain though, so replacing it with a mountain, Valakut, the Molten Pinnacle or Sandstone Needle could do some good work. Kuldotha Rebirth looks like a good cut as well, but I would consider the additions/changes that I'm suggesting before you pull the trigger on that. Mind Stone should be included in my opinion, and a possible Guardian Idol and Fire Diamond. Though artifact mana (especially the idol and diamond) can be clunky, they're inexpensive to play, and red isn't known for it's fast ramp options. A sweet new anti-wrath card for you would be Otherworldly Outburst, in fact I feel like most times it just upgrades your whole board... Shreds of Sanity could do some work for you as a way to recall spells, and costs less than Volcanic Vision, which I'd cut. I believe that cutting Repercussion might be the right thing to do as well, although the combo with Blasphemous Act seems awesome, the card alone doesn't have much value to you. Soul's Fire seems like a good way to take out multiple players after a buff effect, and not lose your board unless you really wanted to. Volcanic Offering seems fairly slow and not in line with your deck's plan, considering you also have Ruination coming in to deal with pesky lands. Be careful in taking out cards, as a lot of spells are coming in, none of which make creatures, except technically Insurrection gets you creatures. Given that Firestorm cannot target a creature of player more than once, I think it deserves a cut. Dropping your hand to wipe everyone is awesome, but have one less target and you can't do it. Seems like a liability. It pains me, but if you keep Rebirth, I think your next cuts should come from the Kobolds. The 0 drops are fun to throw out and suddenly just have, but the artifacts will serve you a bit better here. Myr Battlesphere should get a cut, because it's 7 mana for 5 dudes. That's not the rate you're looking for here, the deck is fairly sleek and low to the ground as is, if you're going to spend 7, you can do more. I've seen Sword of the Animist net you a few lands, but suiciding something for a land may not be what you want to do, especially at a 4 mana investment. It's very possible I'm wrong on that though.I feel like Telim'Tor's Edict is a way to sort of break parity on a wrath effect, netting you cards (also pretty sweet with Insurrection!) but you have Otherworldly Outburst for that now. I may be wrong on that too, as it feels bad to have two draw spells in the cut section... I want to mention Tormenting Voice and Cathartic Reunion, although I have no idea what you would cut for them, they can smooth out land heavy draws and get you in to additional action. It's just so damn hard to cut stuff from the list.
The next thought is to go deeper in to goblins and make use of Brightstone Ritual and Skirk Prospector for additional mana. The goblin route would let you cut a few of the clunky mana givers, but I think you'd want more goblins to take advantage of them. Assuming you have enough now, I have the suggested adds/cuts below:
Cut: Flare / Temple of the False God / Volcanic Vision / Repercussion / Firestorm / Volcanic Offering / Crimson Kobolds / Crookshank Kobolds / Kobolds of Kher Keep / Palladium Myr / Opaline Unicorn / Molten Psyche / Millikin / Myr Battlesphere / Alloy Myr / Scuttlemutt / Sword of the Animist / Telim'Tor's Edict
1 year ago
I run a Zada deck which is budget ($50) and is wicked fun to play, so I thought I'd offer you a few notes (I hope you don't mind).
I'm not a huge fan of Zap and Flare, because too many of your guys have small butts and will die for the card draw, which is counter-productive. I run all the other cantrips you have here and Skullclamp and I find that to be fine.
Because your dudes have such small butts, First strike is AMAZING. However you need an increase in the creatures' power, as none of them are particularly large. Due to this I've avoided stuff like Temur Battle Rage or Overblaze which are often equivalent to a +1/+0 with your tokens and 1/1 critters. Sure Strike gives a good buff and first strike, Bloodmark Mentor is a great first strike enabler, and Fists of the Anvil, Screaming Fury and Uncanny Speed are all useful buffs that I'm always happy to draw. Screaming Fury and Uncanny Speed have the added benefit of giving haste - in fact Screaming Fury in particular has won me some games on the spot.
You can check out my deck here Yes We Cantrip if you're interested. I've done a fairly thorough write up on how it works.