Grinning Ignus

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
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

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

Combos Browse all

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.

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Grinning Ignus Discussion

BMHKain on Soldier of Fortune, Boros' Final Stand

1 month ago

Hmm... Well, as Charlie Nash of STREET FIGHTER Fame would probably say; "I've learned a thing or two..." (Or is it Fighting Game Culture in this case?) Alright. I guess I could remove the Sunforger Package then. Sorry that I have quite the inexperience here; I just have a cause to fulfill, though it seems misguided. That said; I'm taking the advice to mind... Sorry if I am still being a nuisance;

Things or 2 learned:

  1. Rocks can be used w/ Stax Pieces...
  2. The Yard is pointless; use as much of such things against your oponents.
  3. I need to cut a wincon; but is unsure if Grand Abolisher can stay (Most likely, given his cost...)
  4. I need to ditch the hammer (Sunforger) for a good build; though the fate of the Instants 4 or less is unknown...
  5. Hmm... No better combo, huh... Alright. Ditching both Possibility Storm & Knowledge Pool then...
  6. Oh. Didn't think about that in terms of Value... Sorry. At least that means I ditch Panharmonicon (& potentially Strionic Resonator as well. Same possibly goes for Rings of Brighthearth & Basalt Monolith as I don't want to run infinite Mana in a deck not needing it... :/)
  7. Extra Turns is useless in Stax. Must retire Ugin's Nexus, Prototype Portal, Lotus Petal among other things...
  8. Cut the Engine, & don't add Squee, the Immortal & Grinning Ignus in either.

Thanks for the help thus far, hkhssweiss. I think I might know what to cut now... :)

hkhssweiss on Soldier of Fortune, Boros' Final Stand

1 month ago

BMHKain

I'm sorry to say, you won't be able to make the deck competitive with the mindset you have currently. I understand that you don't have much experience in the terms of playing cEDH as those questions are easily answered if you play a couple games of them. I'll answer them in the same order so at least you understand.

  1. Rocks are your main ramp, but in a stax deck slowing down your opponents is more important than slowing yourself down. You are meant to drag the game out. Almost 95%of all cEDH run fast mana rocks, we use fast mana rocks as well to bring our stax piece on the table first.
  2. We have our own in the form of Pull from Eternity. However that doesn't matter, as stax decks don't generally rely on our grave. You have to get into thinking how can you hurt or impede your opponent the most cutthroat way possible.
  3. Too slow. Not worth running unless you want a mid level deck with that combo.
  4. If you want to run Sunforger than your not going to be running an optimal build. It's a great mid range deck play but not good enough to bring to the competitive table, you can optimize a deck around it like what my friend did with his Aurelia, but you have to build your deck around it.
  5. As I said before Kiki-Jiki, Mirror Breaker combo is the most efficient way. There might be others but that is by far the most reliable one in the Boros colors with the access to the tutors we have.
  6. Your value is going to come through the synergy of all your cards combined, if your using Akiri, you will accumulate more value for each artifact you play. She is easily T1 accessible and with all the rocks out you can play through the stax detrimental effects and gain attrition. Most cEDH decks don't run big clunky creatures, plus Akiri has two important everclear abilities **Vigilance and First Strike** no one will trade with you and your Akiri will generally be at 5+ power. Bruse is there to help you end games and making the clock on Akiri tick faster to 21. All the other cards is to stax down your opponents and fill your board with hatebears so they won't be able to do a thing. Containment Priest has flash you can shoose when you want to have it on the battlefield.
  7. Why are you thinking of taking extra turns? Not worth it unless you want to be a combo deck which I don't think your going for.
  8. Paradox Engine is good. I don't think it's viable in Boros colors for competitive use, there are cards like Squee, the Immortal and Grinning Ignus that can cause infinite untaps. That is a complete different build.

I think you don't know what you want, sorry that may sound rude, but you have to understand that a lot of these questions your asking is something that could be understood from playing cEDH or watching enough game videos to see how good some cards are. I'm not an expert at cEDH but I'm fairly comfortable in the mindset of a cEDH player and played a plethora of cEDH games. In my opinion I think you can optimized a great deck using Akiri/Bruse in a Stax shell with either value beat down as a way to break parity and win or outright moving to a combo route with Kiki-Jiki.

StopShot on What is the best card ...

2 months ago

Card combination of interest: Grinning Ignus & Runaway Steam-Kin.

This 2-card combo generates: Infinite storm and infinite cycles of a creature entering and leaving the battlefield.

Mana-cost needed to go infinite:

Extra: Either card can be tutored for with Flamekin Harbinger.

Description: Grinning Ignus is a creature with an ability that can effectively allow you to recast it multiple times on the same turn, however; while it always supplies enough mana to recast itself, for every loop you'll need to pay one extra mana for it's activated ability resulting in a net loss of per cycle. With Runaway Steam-Kin we now have the Ignus's missing piece as the Steam-Kin can easily generate the extra needed so that the initial loop no longer loses nor gains any mana in the process. This in turn creates a two card infinite loop, but by itself it is not enough to flat out win the game nor make any impact on the board. We wish to insert a third card into this combo to do just that. Thoughts?

Possible third card candidates:

Altar of the Brood: Infinite mill.

Impact Tremors or Grapeshot: Infinite damage.

Hazoret's Monument: Makes the initial combo cheaper to start. Generates infinite colorless mana and infinite card draw which results in lethal if Walking Ballista or Aetherflux Reservoir are in the deck.

Cinder Pyromancer: Infinite damage. (Can also be tutored for with Flamekin Harbinger.)

Conclusion: I am uncertain as to which third card would be the best choice to make this combo the most effective at winning the game. That said I feel there may be another third-card combo piece I am unaware of that may prove better than the ones I've listed. I'm making this post in hopes that it inspires an interest and discussion on the potential a combo like this has for combo-based decks, and so that better finishers for this combo may be discovered to improve upon it. Please share your thoughts below, thank you.

PB80 on Surrak test

3 months ago

Out

Cultivate gone for a card with lower CMC

Doubling Season Change in strategy

Garruk, Caller of Beasts Change in strategy

Jace, the Mind Sculptor Change in strategy

Jace, Unraveler of Secrets Change in strategy

Kodama's Reach gone for a card with lower CMC

Maelstrom Wanderer It just hits too many cards to be productive

Mirror Image Found it a really nice card but needed the slot

Riku of Two Reflections to mana intensive for current build

Samut, the Tested Change in strategy

Stingscourger Nice card but missing something

Timestream Navigator too slow in this build

Vexing Shusher Change in strategy opens up this slot

Vivien Reid Change in strategy

In

Amulet of Safekeeping Like the way this tests

Chrome Mox to improve mana

Banefire extra Win con

Etali, Primal Storm heavy hitter and target to force a move

Flash opens up options

Farseek mana improvement

Grinning Ignus combo piece and mana boost

Phyrexian Revoker toolbox

Peregrine Drake combo piece

Protean Hulk combo piece and toolbox

Rampant Growth mana improvement

Spellseeker toolbox

Trinket Mage tutor

Walking Ballista combo piece

Hybrow on Purphoros, God of the Tokens [EDH PRIMER]

4 months ago

I just like that the Thopter Assembly is sort of a set it and forget it option :).. For my bouncing creatures in and out i use either Grinning Ignus or Thopter Squadron. And of course, Norin the Wary. Such a hero

It's been a while since I looked at your deck, mine and yours have alot of different cards. Might suggest Devastating Summons. You can cast it for 1, not sac any lands and get 2 0/0 creatures.. they still hit the board and trigger Purphy's ability before the die..

I like Tilonalli's Summoner, I may have to find a place in my deck. It's like a reusable Tempt with Vengeance. Have you found it lives past it's first attack?. I also really like Ingot Chewer, 2 damage to everyone and i get to destroy an artifact.. all for 1 mana.

If you are looking for card draw, could always play Temple Bell or Howling Mine. I hesitated adding them for a while, but I find with the low casting cost of all the cards in these decks, I can do far more damage with an extra card than my opponents can. And my friends have learned to attack me first whenever I play my mono-red, so have had to find really fast options for killing. Of the 2, I prefer the bell, only because i can decide when everyone gets the card (usually just at end of final opponent's turn)

lagotripha on Mardu Dictate

5 months ago

With solid access to black mana and damage doublers already in play, you could look at Insult/Gonti's Machinations and similar 'damage doubling' synergies for combo kills rather than flat burn. Doublecast, Howl of the Horde Increasing Vengeance Pyromancer Ascension Reverberate Furnace of Rath Pyromancer's Swath Quest for Pure Flame The Flame of Keld are all interesting options.

It would work well alongside some light accelleration with Pentad Prism, Grinning Ignus, Simian Spirit Guide and mana rocks to reliably hit that 5+ mana you need.

That said, the biggest thing is making sure you have things to side in for those deflecting palms. There are a subset of decks that just don't care about it, and you need to be able to fight them. The second thing is that you need to pack something to deal with leyline, as you litreally can't fight through it except by landing your combo. White has enchantment removal- consider it for sideboard.

ay.lobo on Purphoros, God of the Tokens [EDH PRIMER]

5 months ago

Evening, Art-n-Lutherie. Thank you it's fast and fun, and new EDH players love the simplistic strategy of this deck. I have ran Empty the Warrens when I first made the deck. Great card, and when used with Grinning Ignus and Ruby Medallion combo, it is an amazing card. The problem with that card in this deck is that I would play one or two spells. To maximize Empty the Warrens, you'd want to play at least 1 spell prior to this to make 4 goblins for 4 mana. Goblin Recruiter is a good card, but I want a card that can put things in my hand rather than stagnant the top of my deck with creatures when I need land. It has been pulled for Dark-Dweller Oracle, who helps draw cards, which is needed in mono-red decks.

NV_1980 on Purphy's Blasta Boys

6 months ago

Hi 'A wall of text',

You're raising some excellent points. Grinning Ignus actually used to be in here but like you said, Mardu Scout gives me some more synergy options with the other Gobbo-related stuff that's in here. I've not included Pia and Kiran Nalaar for similar reasons.

I do not particularly like damaging myself if it's not really necessary, hence Leyline of Punishment was chosen instead of Sulfuric Vortex.

I will find some room for Chaos Warp and Mana Vault though; both would definitely come in handy. The spell subtheme has been working really well for me. I really like that this deck has multiple angles that can take you to a win, and both the Goggles and Mastery have been instrumental in this multiple times.

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