Hearth Elemental

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Pre-release Legal
Standard Legal
Vintage Legal

Hearth Elemental

Creature — Elemental

This spell costs less to cast, where X is the number of cards in your graveyard that are instant cards, sorcery cards and/or have an Adventure.


(You may cast Hearth Elemental from exile if you sent it on an adventure.)


Stoke Genius

Sorcery — Adventure

Discard your hand, then draw two cards.

(Then send this card on an Adventure in exile. You may cast the creature portion from exile.)


(You may cast Stoke Genius for from anywhere if you would have permission to cast it in that zone, then exile it on an adventure instead of putting it into your graveyard. When you have not chosen to cast Stoke Genius and put it on the stack, this card is treated only as Hearth Elemental in whatever zone it is in.)

(When not exiled on an adventure, Adventure cards function identically to modal double faced cards when regarding to the interactions of cards that look at them or attempt to cast them.)

Optimator on Anarchy Burger

6 months ago

Return the Past - expensive, but a huge value engine

City on Fire - might not be worth it since you could rarely get the mana discount, but the power is there

Ensnared by the Mara - some damage and value

Spikefield Hazard  Flip - could take a land slot

Court of Embereth - draws a card and starts to make blockers

Virtue of Courage - a bit of burn, then HUGE card advantage. Could be a must-include!

Realm-Scorcher Hellkite - there are a bunch of dragons with repeatable damage abilities--perhaps those would be great mana sinks?

Hearth Elemental - could be decent card draw, then a blocker. Not amazing, but there it is

Flick a Coin - kinda funny

Ravaging Blaze - not amazing removal, but you'll usually have Spell Mastery

Insurrection - a bit anticlimactic, but if you're whittling down life totals this could very often win the game. The red creatures would do bonus damage too. Sorcery synergy I guess

Disrupt Decorum - could get the heat off of you for a turn or two

Abrade - creature removal or artifact removal--the option is nice

Fires of Mount Doom - expensive but repeatable card-draw. A bit of removal and damage too. Perhaps a must-include?

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