Grinning Ignus

Grinning Ignus

Creature — Elemental

(Red), Return Grinning Ignus to its owner's hand: Add (2)(Red) to your mana pool. Play this ability only any time you could play a sorcery.

Browse Alters View at Gatherer

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Set Rarity
Modern Masters (MMA) Uncommon
Future Sight (FUT) Common

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Grinning Ignus occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%

Red: 0.12%

Grinning Ignus Discussion

triproberts12 on What Are Some Of Your ...

3 weeks ago

New favorite combo is Aluren + Grinning Ignus . I'm using it to fuel a giant Hurricane or Squall Line as a finisher for Gallia of the Endless Dance satyr tribal.

FalseSilen on Grenzo's Slots of Misfortune

1 month ago

king-saproling- I'm so glad you like the deck! It's one of my favorites to play and I appreciate the suggestions.

Herald of Leshrac is one I've not heard of, and I like it a lot for disrupting opponents and gaining free mana! If your playgroup is cool with you thieving lands, go for it.

Marsh Flitter is a token generator and a free sac outlet. Huh, I'll keep an eye on it for future.

Transmogrifying Licid + Dross Scorpion + Goblin Welder is a hilarious combo and I wish you luck in pulling it off and destroying everything your opponents hold dear with Meteor Golem

Cathodion requires a sac outlet to get value, we prefer to have ETBs like Priest of Urabrask since a sac outlet won't always be available.

Grinning Ignus only works at sorcery speed and returns itself to our hand, which we don't want. I like where your head is at for mana generation, though.

Carnival of Souls is a fascinating and risky way to squeeze in more flips. It does put restriction on our timing as we have to use the mana when it is created, and is a nonbo with our infinites, as they often involve putting infinite creatures into play, which would drain us at the same rate as our opponents. I think you could try it and it would be a coin flip whether it won or lost you individual games just by itself.

Thran Turbine is a dead flip with Grenzo, and I'm not sure if it's impactful enough to include, even though it would be a Sol Ring worth of mana for flipping

Braid of Fire , Black Market , Imperial Recruiter , Mana Echoes , and Teferi's Puzzle Box are all cards I have considered playing, and would certainly be reasonable inclusions! I have not included them because I don't currently own them and they are expensive.

Mindmoil would not be a good inclusion because we don't want to play spells from our hand if we can at all avoid it. It does allow us to stack the bottom of our library, but it's 5 mana do nothing, and scry to the bottom if we have spare mana after that.

Vessel of Endless Rest seems unimpactful for 3 mana and we have creatures and artifacts that do the same thing repeatably, which is what we're looking for to win.

Junktroller is great for recursion, but unfortunately it taps to activate, making it hard to go infinite. Spending the mana to activate Epitaph Golem or Reito Lantern is honestly just more reliable and abusable than tapping, as we do not run untappers.

K'rrik, Son of Yawgmoth is a spicy include, though I have chosen not to do so because he only gets pumped off of casting, and doesn't contribute to a combo. He would be useful for getting black creatures out of our hand, and I assume combos with Blood Celebrant , but we have 1 card that performs that combo by itself: Treasonous Ogre .

Blood Artist I've gone back and forth on. It absolutely is worth an include, but I find that we have enough payoffs once infinite is achieved so I replaced it with redundancy in other places, like token generation

Sifter of Skulls has 4 power, which automatically excludes it from this build. It is important to get Grenzo out early to start building the value engine, so we cast him for X=1.

Petravark could work as targeted land destruction. We already have Avalanche Riders but if you need more this could be worth including

Here is the primer I took my inspiration from. I highly recommend reading it to get the general philosophy and lines of the deck! https://www.mtgnexus.com/viewtopic.php?f=35&t=22095

Boomcat12B on The Fat Red Line - Purphoros EDH

1 month ago

Hybrow Damn you are correct. In multi-color decks decks you need the cost reduction in order to filter the colorless into red mana and or already have an infinite mana source. So I got caught up in looking for a red source with a low enough CMC to put into Purph that I missed I was making it overly complicated since it turned into a different combo overall. I have actually used Grinning Ignus with Neheb, the Eternal to close the game out and it is the same basic principal. Good catch and thanks for letting me know. I definitely appreciate it.

Hybrow on Becoming the target

1 month ago

Boomcat12B - i was working out the combo you mentioned on my deck. Dont even think you need Ruby Medallion to make that combo go off, though it would make it a bit easier and produce extra mana to clear your hand.

If you have 5 lands and Runaway Steam-Kin out you can do it i think...

  • 3 mana to cast Grinning Ignus once (1 +1/+1 token)
  • 1 to bounce him back to hand
  • use 3 you got from him to cast him again (2 +1/+1 tokens)
  • 1 more to bounce him back a second time
  • use the 3 you got from him to cast him again (3 +1/+1 tokens)
  • At this point you can bounce him in and out 3 more times using the three mana off of Runaway Steam-Kin , which will generate 3 more tokens on him to do it again.

Think that's an infinite combo, did i do my math right?

Hybrow on The Fat Red Line - Purphoros EDH

1 month ago

Boomcat12B - i was working it out.. dont even think you need Ruby Medallion to make that combo go off.. never even noticed it before.

If you have 5 lands and Runaway Steam-Kin out you can do it i think...

  • 3 mana to cast Grinning Ignus once (1 +1/+1 token)
  • 1 to bounce him back to hand
  • use 3 you got from him to cast him again (2 +1/+1 tokens)
  • 1 more to bounce him back a second time
  • use the 3 you got from him to cast him again (3 +1/+1 tokens)
  • At this point you can bounce him in and out 3 more times using the three mana off of Runaway Steam-Kin , which will generate 3 more tokens on him to do it again.

Think that's an infinite combo, did i do my math right?

Boomcat12B on The Fat Red Line - Purphoros EDH

1 month ago

Just an idea for a janky infinite combo. Since you already run Grinning Ignus and Runaway Steam-Kin if you add any card that makes red spells cost one less Ruby Medallion you can bounce Grinning Ignus back to your hand indefinitely procing Runaway Steam-Kin to use the red mana it provides to continually pay for Grinning Ignus ability. I run this as my only combo in my Purph deck and it rarely comes up since it is a 3 card combo and I end the game before it really matters but when it does hit the field it is a guaranteed win (Until your playgroup sees it once then they will stop it LOL but most people do not know about this combo. It took me forever to figure out how to run in purph due to the red mana requirement)

Also curious how well Meekstone Works for you. I have not thought to put in any stax pieces since my deck is all gas and usually wins before I am killed but I am curious now and might start thinking of running a few pieces since I do not really attack.

Mortarpod on The War Room: A Proper Norin Primer

2 months ago

Profet93 Hadn't thought of Planar Bridge but the fact that it brings it straight to the battlefield is definitely a plus. I may see about working it in after this next round of playtests.

As for budget, you hit the nail on the head there. I do have a Magus of the Wheel in another deck that I've considered adding to Norin's War Party though.

Grinning Ignus honestly hasn't done as much for me as I would like. Originally I'd envisioned being able to pick it up and recast it several times a turn with certain other cards in place to reduce cost or generate mana via token sacrifice. But so far the pieces have never come together properly.

I was worried about running only 30 lands as well, but after extensive playtesting I've found that as long as I'm playing on curve I normally don't have a problem. Hell, there have been games where I've kept a hand with only a single land and been just fine.

When I expand the deck description at some point in the future, I plan on going into more detail regarding the early game. Suffice it to say that if you keep an opening hand with low average CMC, you can still expect to grow your board state every turn.

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