Ignite the Future

Ignite the Future

Sorcery

Exile the top three cards of your library. Until the end of your next turn, you may play those cards. If this spell was cast from a graveyard, you may play cards this way without paying their mana costs.

Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Browse Alters

Printings View all

Set Rarity
Commander 2019 (C19) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Highlander Legal
2019-10-04 Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Casual Legal
Commander / EDH Legal

Ignite the Future Discussion

Profet93 on The Chaotic Coward

6 days ago

I'll try to keep my suggestions budget

Chaos Warp - Permanent removal

Dualcaster Mage - Value

Etali, Primal Storm - Powerhouse that works with the chaos theme

Flametongue Kavu - Removal the creature

Genesis Chamber - Army of Myrder

Hedron Archive > Sissay's Ring

Ignite the Future - Card Advantage

Inferno Titan - Burn them all

Light Up the Stage - Card Advantage

Outpost Siege - Card advantage when you need it, removal when you dont

Solemn Simulacrum - Ramp and card advantage

Tome of Legends - BEST CARD IN THE DECK. IF YOU ADD ANYTHING, ADD THIS!!!

Volcanic Offering - Removal and politics at instant speed, very useful

Nevinyrral's Disk - Wipe that deals with enchantments

Sunbird's Invocation - Card advantage. This sticking around means you usually win in a few turns with all of the value if you build your deck correctly

Caerwyn on Mono Red Tips (Value, Ramp) ...

1 week ago

Neheb, Dreadhorde Champion and Neheb, the Eternal are two additional mono-Red legendary creatures with build-in value engines.

Ignite the Future is a solid piece of impulse draw (term for exile and casting for a brief period of time) that comes back later in the game for incredible value.

Nykthos, Shrine to Nyx is a strong ramp piece if you have a lot of colored permanents with mana symbols.

jakeyuki12 on nUKe13 Aurelia’s Legion

3 weeks ago

In my previous comment I said you should trim on the 4 cmc slot. Trim means cut, so I recommend playing less 4 cmc cards. 4 cmc is around the point where cards start to feel a bit clunky.

As far as card advantage goes, if you want to rely on equipment synergies you can play cards like Mask of Memory and Sword of Fire and Ice. If you like wheel effects there are cards like Magus of the Wheel or Reforge the Soul. If you like impulsive draw play Light Up the Stage or Ignite the Future or one of the myriad Chandra's like Chandra, Torch of Defiance. If you wanna do artifact synergies you can use Endless Atlas or Tome of Legends.

Lots of options for card advantage. Take your pick for what you like, what matches your playstyle, and what synergizes with your deck best.

Profet93 on Chaos Theory

1 month ago

Mana Geyser can go infinite with reiterate: If you can cast Reiterate with buyback in response to a Mana Geyser that will produce 7 or more mana, you can cast infinite Reiterates to get infinite storm and infinite mana.

Another infinite could be Kiki-Jiki, Mirror Breaker and Zealous Conscripts.

Dualcaster Mage and Twinflame/Heat Shimmer go infinite

Lastly, Experimental Frenzy, Sensei's Divining Top and Ugin, the Ineffable let you draw your whole deck

Where is your card draw? All I see are 3 wheels and outpost siege. Anvil, burning inquiry don't count IMO because they don't net you cards. I really like this chaos build. I had something similar (although not as compact/good) about a year or so back, but my playgroup hates chaos so they targeted me. So I made mine a semi-competitive build. If you added more card draw in the form of....(there are other ideas, just lmk if ur interested in them)

Endless Atlas - Card draw

Tome of Legends - I have a "good" feeling about this ;)

Ignite the Future - Better in more serious builds, but is still nice

Light Up the Stage - Similar to above, this card is probably better suited to your deck, although I run both since I'm card draw hungry in mono red


No Strip Mine instead of field? Valakut, the Molten Pinnacle instead of a mountain?

Would love to hear your thoughts on my semi-competitive build

Jett2112 on Impulsive Immolation

1 month ago

Thank you for the recs Peoyogon. I have been shying away from damge doublers for 2 reasons, one being that they cost too much mana (99 curve tops out at 4 cmc) and the other being the high risk of losing them to my removal heavy competitive meta. This deck is getting played against alot of cedh level decks like Kykar storm and Arcanis control etc. so its usually more important to hold up ineractions or wipe the board on my turn. lately Ignite the Future and Flamebreak have been kind of ineffective though so im going to swap them out for the best 2 non creature damage doublers. Even though they arent real card advantage it feels that way because then the one Bolt is worth two so we will see how this works.

Profet93 on Norin's Wild Ride

1 month ago

+1 for the description alone. I like the very low Avg CMC, not often seen in Norin builds. As a fellow Norin player, I have a few suggestions that you might find helpful....

As you noted yourself, red doesn't have much card draw. As such, I would recommend at least some of the following...

Arch of Orazca - Doesn't take up a slot, good late game

Hedron Archive - Ramp and draw, both of what you need

Ignite the Future - Works very well in most cases, flashback is very nice. Given that you are damage based, you might want to consider Light Up the Stage as well

Humble Defector - Fun, politics. Bonus points if you run Homeward Path

Also a note about confusion in the ranks, be wary that 1) It's not optional and 2) Triggers on itself, giving you an enchantment of your choice in exchange for Confusion in the ranks.

I see you have a focus of additional damage dealers. Some is ok, but going overboard with them, making them too redundant is taking away from slots that can help streamline your deck and make it more functional.

Blast Zone - Get rid of enchantments

Valakut, the Molten Pinnacle - Duh

Ancient Tomb > Temple of false - Upgrade

I got more ideas for cuts and additions, lmk if you're interested

Profet93 on

1 month ago

Crucible of Fire - Winmore 100%

Command Beacon - For when commander gets inevitably removed

Endless Atlas - Draw

Ancient Tomb - Ramp

Vance's Blasting Cannons - Doesn't hit lands, rarely will flip given the avg cmc in here is 4. Much better to be replace with different value such as Ignite the Future or even Light Up the Stage

Hedron Archive - Ramp and card draw in a build that needs both badly

Wheel of Fortune/Wheel of fate/Memory Jar - Card Draw!!!

Blast Zone - To get rid of enchantments

Tectonic Reformation - Not good enough card draw in red

thijmnesoy on OH LORD JESUS IT'S CORONAVIRUS | WASH YOUR HANDS

1 month ago

And although they don't park the exiled card(s) for the entire time until your next endstep as Furious Rise does, Syr Carah, the Bold, Tectonic Giant, Outpost Siege and the above mentioned planes walkers all do that exile-play thingy. But cards that are very similar to Furious Rise, are Ugin, the Ineffable, Ignite the Future and Commune with Lava which already have a spot in the 99

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