Incinerate

Legality

Format Legality
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
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Coldsnap Theme Deck (CTD) Common
2012 Core Set (M12) Common
Duels of the Planeswalkers (DPA) Common
Promo Set (000) Common
Duel Decks: Jace vs. Chandra (DD2) Common
Masters Edition II (ME2) Common
Tenth Edition (10E) Common
Deckmasters: Garfield vs. Finkel (DKM) Common
Fifth Edition (5ED) Common
Mirage (MIR) Common
Ice Age (ICE) Common

Combos Browse all

Incinerate

Instant

Incinerate deals 3 damage to target creature or player. A creature dealt damage this way can't be regenerated this turn.

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Incinerate Discussion

TheDevicer on Ojutai Burn

2 weeks ago

xyr0s is right. I would also urge you to cut the Incinerate in favor of a few copies of Path to Exile.

xyr0s on Ojutai Burn

2 weeks ago

Guttersnipe is a horrible card, especially in a deck with only 20 lands. It's horrible, because it's 3 mana for a 2/2 creature that doesn't do anything on its own - it needs you to play more cards. Played on curve, that means your Guttersnipe is just standing there at the end of turn 3, and hoping to still be around for turn 4. I'll suggest playing Opt instead.

Lightning Helix is a good bit better than Incinerate and/or Lightning Strike. And Lava Spike is pretty good too - hitting opponents face for 3 rather than, say the 2 damage from Shock can be important.

vorpalaxe on Mono Red Modern Burn

3 weeks ago

Incinerate is the better card in modern. also there are a few cards with protection from red that Reality Hemorrhage can deal with. I run four Skullcrack and two Reality Hemorrhage. if you swing and they block with Kor Firewalker, then you can crack their face and the firewalker dies. check out my sideboard. i was thinking about running chalice and dropping it with zero counters.. and pithing needle .. but i settled on this. I just spent my store credit on this red deck.

xyr0s on Aggro and Burn

3 weeks ago

Funny you mention it, but... there's a reason exactly swiftspear, bolt, and lavaspike are autoincludes in burn: They all cost 1 mana.

I played merfolk against burn a while ago, and hadn't seen this happen before.

Burn, T1: Mountain, swiftspear, attack for 1.

Merfolk T1: (Wauw, this is cool - best. hand. EVER!!1!). Island, aether vial.

Burn, T2: Mountain, lava spike, lightning bolt, attack for 3. Merfolk life total is now:10.

Courier is fine, but it can't hit for more than 1 damage, without spending cards directly on increasing damage. Swiftspear grew bigger as a passive effect to burn spells being played. It could have been blocked, but very few turn 1-creatures would survive that, and the burn spells would still hit. For the sake of the argument, the burn player could have played more versatile cards, like Incinerate, but that would have slowed him down by a full turn, and instead of attacking into an empty board, there would have been a merfolk lord and vial'ed-in Cursecatcher ready to block. The early turns matter incredibly much to burn decks. That is also the reason Searing Blaze is good; in the turns where you want to play it, you drop lands anyway since it would be turn 1, 2, or 3. And the worst part is, that it doesn't even require multiples of any card - it's just the cards you play anyway. And you're not even out of cards after this.

Is it important to be able to hit for such a massive amount very early? Yes, because it affects how your opponent plays. Having been slapped around for half my life total before my own turn 2, would definitely have held me from fetch-shocking myself in the following turn (not that I had any fetchlands in a monoblue merfolk deck, but with any other deck...). In the following game, opponent will play cautiously, simply due to the threat of a repeated performance.

Sniperwave on Lavarunner Burn

1 month ago

The reason i'm not running Thermo-Alchemist (and Firebrand Archer to a lesser degree) is that i'm trading the pinging for speed. Tapping out for 2 mana to run a creature that might not do damage at all is a risk, Keldon Marauders Guarantees at least 2 damage, making it more fitting for the deck.

The copies of Curse of the Pierced Heart are traded for Gitaxian Probes as a concession to lavarunner

In terms of Flame Rift it's personal preference, cutting it for +1 Searing Blaze, +2 Magma Jet And an Incinerate Is fine, but i'm opting for more damage/mana

Meurth on Burn

2 months ago

Truly epic. You should sideboard the 4x Price of Progress though and replace them with 4x Incinerate or something.

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