|Commander / EDH||Legal|
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|Ultimate Masters (UMA)||Uncommon|
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Garna, the Bloodflame
Legendary Creature — Human Warrior
When Garna, the Bloodflame enters the battlefield, return to your hand all creature cards in your graveyard that were put there from anywhere this turn.
Other creatures you control have haste.
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Garna, the Bloodflame Discussion
1 day ago
@apohl13, always happy to help a fellow dungeon delver, and I'm glad you enjoy the list! And yes, without the foils, the list is extremely affordable for anyone who wants to jump in.
As for Garna, the Bloodflame , my major issue with her is that she returns creatures to our hand which is actually the worst place for them to be in this deck. A lot of our creatures have high CMC (making their cast cut 2-3 flips we could have activated) and are much more abusable from the graveyard, so I typically prefer to keep them there.
2 days ago
Also, would Garna, the Bloodflame be good in the deck? He's a flippable haste enabler as well as possibly bring back some stuff you had sacrificed earlier.
1 week ago
Alright can definitely give you some ideas than Salinas29!
Since you are playing in large pods some cards that can definitely help you would be:
- Neheb, the Eternal - Highly recommend this card!
- Etali, Primal Storm - In multiplayer pods this card is devastating!
- Vial Smasher the Fierce - Great card all around.
- Viashino Heretic - This is if you play in a artifact heavy meta.
- Twilight Prophet - Card draw and damage, love this card a lot.
- Lobber Crew - Decent effect if you have a lot of multicolored spells.
- Pyrohemia - Semi board wipe effect but also cost reducer for you.
- Pestilence - Black version of above one.
- Sunbird's Invocation - Extremely fun card to play with.
- Sarkhan's Unsealing - Can get really nasty real quick, plus low cost.
- Fiery Confluence - All modes are relevant in this deck.
- Angrath, the Flame-Chained - Control and reducer, a bit high on CMC though.
- Chandra, Torch of Defiance - An all star, ramp, reducer, and card draw.
Now for the big creatures that can provide additional utility effects, here are some cards that can be considered:
- Conduit of Ruin - Allows you to grab creatures and additional cost reducer.
- Void Winnower - Hate piece and a big filthy creature.
- Steel Hellkite - Beater that can destroy a lot of good stuff.
- Combustible Gearhulk - Card Advantage (CA) or cost reducer, win/win.
- Sandstone Oracle - Hand refill on a stick.
- Garna, the Bloodflame - Semi recursion in case of a boardwipe.
Importantly as well is to have some early game plan, ramp, CA, and utility spells. Here are some cards that can be also considered.
- Rakdos Charm
- Blasphemous Act
- Chandra's Ignition
- Go for the Throat
- Chaos Warp
- Reforge the Soul
- Phyrexian Arena
- Dark Ritual
- Culling the Weak
- Sol Ring
- Fellwar Stone
- Talisman of Indulgence
- Commander's Sphere
- Chromatic Lantern
- Mass Hysteria
The best route if you want to inflict a lot of pain is going for the big Eldrazis but I won't list them as they are quite expensive even after the reprint in UMA. If you can pick them up than definitely go for it! They are absolutely filthy creatures that would make people cry :3
Aside from that feel free to ask for any additional help, I love helping people tune their decks!
2 weeks ago
First off, I want to thank you for checking out the deck, and also for your very kind words and suggestions. I’m glad that you were able to get something out of my card explanations — it’s always my hope that my reasonings for card choices are clear in my descriptions.
Secondly, don’t worry! None of your questions and or suggestions were even remotely stupid — and indeed, you’ve raised some very valid possibilities that give me food for thought. I’ll go through your ideas below and reflect on them, and also tell you what my initial ideas for these cards were (if I had any before now).
Deadeye Tracker: Pirates are a surprisingly versatile tribe, and this is its best piece of anti-graveyard tech. Against the Golgari and Arclight Phoenix lists, you are absolutely right that it would do work. My reasons for not including it are: 1) It’s quite small and fragile, thus not really on-theme with our aggressive plan, and requires a pretty hefty mana investment to get it to a useful size for combat; 2) Since we are using a 21-land mana base, explore is far less likely to hit a land and draw it for us — not to say that makes it useless, since we can still pitch away whatever’s on top of our deck, but it also weakens some of our topdecks like Dire Fleet Poisoner, since we really don’t want our opponent to know if we have that card in hand or not; 3) We already have reasonable anti-graveyard maindeck pieces in Dire Fleet Daredevil and Lava Coil, although admittedly Deadeye Tracker is better than both of those in that particular role; and finally 4) though it’s strong against the Golgari and Arclight Phoenix decks, we’ve got strong tech in the form of Fiery Cannonade already — it kills almost all of Golgari’s creatures apart from Doom Whisperer and the Findbroker, and it kills the Phoenixes at instant speed after they come back, effectively fizzling the opponent’s spell string (but admittedly not permanently getting rid of the Phoenixes).
Forerunner of the Coalition: I really like this card. Tutoring is almost always strong, and adding unblockable damage with its triggered ability gives the deck new reach. However, it has the drawback, which you correctly recognized, of telegraphing our next play — something we’d like to avoid if possible. Additionally, its subpar size for its mana cost is problematic, coupled with the fact that it has no evasion or keywords of its own. That said, it’s far from being a bad card, and I’d probably be playing the full playset if Ruin Raider wasn’t such a strong 3-drop. Its triggered abilities are very good.
Pirate's Cutlass: There is definitely a Pirate deck out there waiting to be built that will run these. It will probably utilize fast, hard-to-block creatures like the blue Pirates, and also run Buccaneer's Bravado as a finisher. At three mana, though, it’s fighting for a spot against some of our best cards, and while it is a really cool card, it’s not high-impact enough for our strategy to use. We’d usually rather spend the three mana to cast Ruin Raider and start drawing extra cards, etc.
Garna, the Bloodflame: Honestly, I forgot all about this card. Sure it isn’t a Pirate...but it is supremely good anti-board sweep tech. At five mana, she’s steep and a bit fragile for her cost. Currently we are using the more-easily cast March of the Drowned as our board wipe recovery card. Garna is definitely very interesting though, and worth a look. Although I’ll note that when I’m playing 21 lands, 5-drops can be pretty tough to cast.
Thanks again for the comment and I hope this helped you. Feel free to get back with me if you have more thoughts!
2 weeks ago
I am just returning to mtg after a 15+ year absence (before October the last expansion I purchased was Onslaught) so I am still catching up on the changes to the game. That being said, I hope you will forgive me if my questions/comments seem stupid.
First off, I really appreciate how tight the curve is that you have built into your deck. I have been dinking around with a Rakdos Pirate deck using either one or both of the Angrath planeswalkers and Captivating Crew. Unfortunately, I don't see it being competitive for FNM because without any good way ramp it, it's just too slow. There were a few cards, however, that I was looking to use and I was wondering how they might fit into your design. They are:
Deadeye Tracker. I don't think it would fit well in the main deck because it certainly doesn't pack the punch of a Daring Buccaneer but how useful would it be versus something like a Golgari midrange, Arclight Phoenix or any other deck that likes to manipulate the graveyard or utilizes Jump-start. Plus it explores so you get that benefit too.
Forerunner of the Coalition. It is kind of a pirate tutor and could help you draw whatever pirate you may need to address you current board, plus it is another body you can throw in front of a stompy. The problem is its near the top of the curve and it telegraphs to your opponent what your next turn is likely going to be.
Pirate's Cutlass. Equipment is whole new concept for me, so I don't really know how effective it could be. I can see it being useful against some control decks because it might survive a board wipe and could help buff any new creatures you cast. It could also be useful versus weenies and tokens. Besides, don't pirates kinda have to use cutlasses?:-)
Finally...Garna, the Bloodflame. I know that he is not a pirate and that he is expensive, but would he help against control? It would make rebuilding easier after a board wipe,but that would require you to leave a big chunk of mana untapped. Then again, control can long run depending on it's kill mechanism so you may have the extra mana lying around. Plus, he isn't a pirate so he may be unexpected.
Again, I really your deck. It looks a lot like some of the "sligh" decks people were running in the early days, but seems to be more versatile verses a wider variety for decks. I also really appreciate your detailed explanation about why you chose the cards you did, especially the sideboard. It helps a veteran newbie get caught up. Thank you!
4 weeks ago
1 month ago
You might look into Marrow-Gnawer instead since it's the same converted mana cost as Garna only it's mono-black and plays much better with the overall scheme.
1 month ago
Ok lol lots of questions...
No, flipping thrones isn't my list. My old list can be found here. https://www.mtgsalvation.com/forums/the-game/commander-edh/multiplayer-commander-decklists/769157-marchesa-the-black-lives-matter (I still like Legion Loyalist here lol)
Fervor I've never ran, Anger came out due to not consistently having a mountain. It was replaced with Garna, the Bloodflame but that got dropped due to the high cmc. Haste is good here but savvy opponents just kill in response to entering combat or the attack trigger anyways. Cards like Metallic Mimic do a better job of protecting your dudes and are more abuseable.
Sidisi can cause awkward moments when she comes back eot when I don't want to sac anything. I also have 3 other tutors which get the job done honestly (personal call though because she is good here).
Viscera Seer is a good card and deserves a spot, scrying is good card selection. River Kelpie is ok but I prefer Grim Haruspex/Midnight Reaper for the lower cmc even if there's no persist. Clique hasn't been in for a long time, I don't like relying on my opponents to have stuff in their yard (which they often didn't).
Fleshbag Marauder etc are very nasty cards when they're recurred over and over, I love them in Muldrotha and I'm sure they'd work great here too.
Vigean Graftmage came out due to never once seeing the card across 20+ games and as a result it didn't get the appreciation it probably deserved, it still should be in my list honestly. It lets me abuse 1 etb/death on everyone's turn instead of once per round which is great and it also curves into and immediately protects Marchesa and other creatures.
Razaketh is definitely a card that can and probably will get dropped again. It's just tough when you realize the card does everything you want in a Marchesa deck (besides +1+1 counters), but man that cmc is rough.
Anyways, thanks for posting and your insights. I'll be sure to check out your list and maybe make a few recommendations.