Immolating Glare

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Standard Legal
Frontier Legal

Printings View all

Set Rarity
Oath of the Gatewatch Uncommon
Promo Set Uncommon

Combos Browse all

Immolating Glare

Instant

Destroy target attacking creature.

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Price & Acquistion Set Price Alerts

Cardhoarder (MTGO) -50%

0.04 TIX $0.3 Foil

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Immolating Glare Discussion

BubbleMatrix2357 on I'm Bringing Allies Back, Yeah!

2 days ago

Thanks Chewy5150. I had 3 Anguished Unmaking originally, and a few times it got me too close to putting me in a bad position life-wise. I do still have 2 in the main and 2 in the SB. Plus, Murder can take care of a Vehicle that's crewed since it's an instant. Most of what I'm seeing on MTGO the past 2 weeks (since I switched to MTGO) has been heavy creatures decks. Immolating Glare has been working out extremely well.

I have considered Authority of the Consuls, but it's the kind of card that adding 1 or 2 of means I won't likely draw it early (chance-wise), and it seems like a waste late-game when I could be drawing another Ally or removal spell. If I could fit 4 in the deck, maybe. What do you think about that reasoning?

Supahpikmin on colossus on the throne

2 days ago

I'm going to agree with seshiro on cutting the lense-pyxis combo. Yes, it helps you sort through your deck, but if you only have one or the other on the feild you're not going to be getting much done. On another note, you are really going to have to cut back on the late game just a tad. You need some way to stop opponents from setting up unstoppable boards while you create yours. MindStone is one of my favorite cards for ramp because it comes out T2 and can be sacrificed later for draw power. Immolating Glare or Celestial Flare can help stop attackers, and Slumbering Dragon can deter them in the first place. Rootborn Defenses can help keep your tokens alive, while adding another one onto the board.

Basically, here are the cards I recommend you take out:

  • -1 Assemble the Legion
  • -4 Lens of Clarity
  • -4 Pyxis of Pandemonium
  • I don't know about Madcap Experiment because you have no way to compensate for the life you could lose. I'd drop both and just find another card to fetch your artifacts.

This leaves between 9 and 11 spaces for you to add cards in. My suggestions:

Shwang on Swole Renegades

3 days ago

Does Panharmonicon make Scrounging Bandar come into play as a 4/4? I would have thought, since it says "enters the battlefield with" instead of enters the battlefield, add" that it wouldn't, but I'm not sure.

I'm not sure how your deck plays, but I would think with 20 lands that cards like Aid from the Cowl and Call for Unity would just sit there in your hand a lot, or the game would be over before you could play them. I would probably replace those with cards that you would be able to play early, since you deck looks like it gets going pretty early.

Consider adding some removal other than the 2 Immolating Glare. Stasis Snare is a reliable way to get rid of annoying cards that keep coming back, like Scrapheap Scrounger. Or else Clear Shot is a good way to take out some pesky creatures instantly, and works well with Narnam Renegade.

Looks like a fun deck! Could be a pretty fast one too!

KBar on Death and taxes

3 days ago

I think the Thraben Inspector and Authority of the Consuls will be interchangeable I have lots of control decks at my LGS so sticking an early body on the table to get some damage will help. If I get one of the few aggro or creature heavy deck I will side Authority in. Also I will be removing Immolating Glare and replace it with Declaration in Stone

lagotripha on W/R On Dasher-Help-Newbie Deck 2.0

4 days ago

Ok, thats a nice solid start and a strong idea. Modern is a turn 4 format- usually non-casual games are decided by turn four in one players favour, so most cards are at the 1-2 cmc, with key cards castable turn three. I love the idea of a kor firewalker/dash setup, it has a lot of potential, especially running a lot of removal. So lets start by looking at cards, costs and interactions and alternative multiple copies. Basically, the deck as you described it should run two sets of cards- things to enter the battlefield or benefit from entering the battlefield, or things that remove your opponents threats so you can grind out a win.

Removal- Fumigate, Flame Slash, Lightning Bolt, Stasis Snare all fantastic, with this setup Blessed Alliance, Celestial Flare, Immolating Glare are all options, with Leave No Trace, Radiant Purge, Disenchant, Urgent Exorcism and Valorous Stance, with the traditional red Smash to Smithereens and the like.

Engine- Kor Firewalker ( dragon claw ? it dodges boardwipes) Ajani's Pridemate , Screamreach Brawler, Mardu Scout, (Foundry Street Denizen, Dragon Fodder, Mogg War Marshal (possibly a single Cathars' Crusade), Spirit Bonds, Impact Tremors, Mantle of Leadership!!, Pandemonium, Soul Warden/Soul's Attendant, Countless Gears Renegade, Banisher Priest, Blade Splicer, Cloudform etc

Things I'd cut - Shivan Dragon(classic, but reducing the mana costs of the deck mean stuff hits the battlefield faster and you can run less lands) Resolute Blademaster Cinder Hellion Belligerent Whiptail too slow to cast when you need them, need you to already be winning to work. Fireball Heat Ray Armored Ascension Lust for War- slow and don't suit your gameplan of bouncing creatures for effect.

Interesting cards to consider- Legion's Initiative, damage, can protect your creatures by bouncing them, You could consider looking at the white Cloudform flicker archetype, soul sisters Soul Warden decks and RDW, which with key cards being reprinted may provide some good options. There is probably a card that has exactly the effect you want or need if you look for it, so its more about imagining what you want to be doing, and checking it can be done efficiently enough to work.

The key part of it all is sideboard- this is how budget decks thrive in the modern envoronment. Cards to specifically mess with opponents, Disenchant key artifacts, Deflecting Palm a big creature into an opponents face, Combust key creatures in control decks. Its all there with the weird, optional, situation specific cards. Test your deck, see what works and what doesn't before commiting, then go out and play, because your playgroup and metagame will not condform to whatever is out here in the world, and what is best might not be fun to pilot, and thats the whole point of playing. Don't be scared of playing on a tiny budget, there are a lot of cards that have fallen out of vogue and have low prices not because of how good they are but because they are unpopular eg.Nevermore. You can absolutely win most games by piloting well, even against the best decks and players with planning and a little luck.

mack10k on B/W servo

1 week ago

Sram's Expertise is fantastic and needs to be in all servo decks, in the main that is. Metallic Mimic + Animation Module lets you dump all your mana for servos every time you can play one. I don't think Scoured Barrens is standard legal. Skywhaler's Shot isn't really good enough for a main deck slot. For standard, replace it with Fatal Push, Immolating Glare, or Stasis Snare. Master Trinketeer deserves a slot as well.

Here is a good aggro list to look up and tool out.

Carmasem on White Soldier Token Pump

1 week ago

If you wanted to make this standard leagal you could switch out the Deploy to the Front with Nomads' Assembly. It may not be as good at first but i think its more value overall. Immolating Glare is also good in place of Entrapment Maneuver; even if you dont get tokens, its much more specific and costs less. It looks pretty awesome though! Have fun!

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