Inescapable Blaze

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed 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
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Inescapable Blaze

Instant

This spell can't be countered.

Inescapable Blaze deals 6 damage to to target creature, player or planeswalker.

plakjekaas on Eminence: Do you like it …

1 year ago

Gleeock Liesa doesn't evade taxes, she's just in a different bracket, paying a different rate. I know life is a more abundant resource than mana is, especially in commander, but casting Liesa for 5 mana and an Inescapable Blaze to the face is not trivial, especially when you make everyone else at the table pay life for playing the game as well. That's the sort of thing that people keep in mind when threat assessing, especially when you advertise it from the command zone, and your opponents get reminded with every spell they cast.

I'd say that's done way better than a commander you never need to cast in the first place.

Rhadamanthus on Interaction when an opponent attempts …

1 year ago

Inescapable Blaze is a legal target for Counterspell. "Can't be countered" isn't like protection or shroud/hexproof, it just means the spell can't be countered. What happens here is that Counterspell will simply do nothing as it resolves.

Also, no spell can target itself. There's a specific rule in the CR that says it isn't allowed.

TypicalTimmy on Interaction when an opponent attempts …

1 year ago

I no longer play with this individual, but since I just recalled the stories of some of our games, I'd like to ask for future clarification.

  • Note: Yes, I am well aware that as a casual tabletop game, mistakes will be made and the table can just agree to walk a few steps back to let a player undo something. We've all seen this done with playing the wrong land, tapping the wrong mana for a spell, casting something out of sequence, not understanding card interactions or rules, etc. For the purposes of this question, I am not looking for these as a solution. I am purely looking for the rules outlined by the game itself.

With that out of the way, let's get into it.

Suppose I begin to tap six mana for a big spell. I use to play against a guy who was extremely trigger happy and would obviously be gearing up for an interaction. I mean he would be leaning forward, hyper-fixating on the table. He would grip his hand tight, sometimes even preparing the card ready on the pull. Often times he would have his hand on his mana sources, ready to tap and go.

Now, I cast Inescapable Blaze. The spell can't be countered.

He snaps out some type of a Counterspell.

Oops, Inescapable Blaze can't be countered. But he did pay for Counterspell and put it on the stack. Therefore, by the most strict rules of the game, he actually has to target his own spell, yes? Because Counterspell is the only viable target for, well, Counterspell?

I know it is potentially a mood-killer and it sucks the fun out of the game. I know it is good sportsmanship to just let him retract the spell and untap his mana. But, at the same time, sometimes you need to let someone die by their own sword. If they are going to be a trigger-happy aggressive player, they need to live by their consequences.

golgarigirl on Spellslinger Deck

2 years ago

Step 1 was strategy. Step 2 is wincon. If we're going for Niv/Curiosity combo as a main win, with a self-mill backup, we want as many cards to enable those as possible. Is there any other way to duplicate these effects in your deck in case your opponents blow one up? For Curiosity effects, I would add in Tandem Lookout. Niv-Mizzet, the Firemind is just like your commander's ability. They are the only two with that draw effect, but Brallin, Skyshark Rider  Flip (not a flip card, by the way) and Glint-Horn Buccaneer can pair with any Curiosity effect during your discard phase, if you have more than 7 cards in hand, to do what Niv does (though this makes cards that give you no maximum hand size, like Spellbook and Wizard Class bad, if you want to use these as backups...not saying you have to, just an idea). Finally Laboratory Maniac is another Jace. Reminder that if your deck is going to rely on a combo wincon, you are announcing the deck's weak point from the start. So the deck needs to focus a lot of energy on defending that weak point.

A few other cards I'm going to single out: Crackling Drake, Convolute, Inescapable Blaze, Smelt, Capture Sphere, Enthralling Hold, Fissure Vent - see if you can figure out why I may be picking on these.

Poaralion on Mono-Red Burn

5 years ago

Hey there ! I playtested a mono-Red burn too and I have some suggestions for you.

Doublecast is kinda akward. It slows you down in a way and can be a dead draw. I'm not a big fan of it.

Guttersnipe same goes for it. If you cast it on turn 3, as a 2/2, it will die pretty quickly. Later in the game, your hand will prolly not be full enough to burn enough. It's slow and doesn't apply imediate pressure. Sure it helps to do a big turn but meh, your op won't just sit there.

Inescapable Blaze is weird. Even as a two of, it is really heavy.

I tried all those three card but end up cutting them all. My version was really more aggressive than yours but I think mono-Red as to be. In this kind of deck, you have to go quick else the op will be ready for you.

Goblin Chainwhirler is a bomb against many deck. Same goes for Legion Warboss. Could move the lava coil in the mainboard.

Hope it will help you !

RzrBladeMontage on Burning Goblin Tits! (New Rotated Brew)

5 years ago

I just made this deck exactly how you have it, minus the sideboard. I'm super excited to play it in the next couple days, I love really fast decks and this looks like it's gonna be my cup of tea. In case you're interested, here's what I put in my sideboard.

4x Sentinel Totem, 2x Inescapable Blaze, 2x Warlord's Fury, 2x Crash Through, 2x Cosmotronic Wave, 2x Fight with Fire, 1x Experimental Frenzy

I put so many Sentinel Totem's in my side, simply because a TON of people in my area play Golgari, and it's a super easy, and cheap, counter to their deck; plus it allows you to scry, which is always nice. I chose Inescapable Blaze over Banefire because it's an instant, that can't be countered, versus a sorcery; it's always nice to do that kind of thing on your opponents end step. Warlord's Fury and Crash Through both for their combat advantage abilities, plus you get to draw a card. Cosmotronic Wave helps with 1/1 tokens, and makes it so everything else can't block. Fight with Fire could be a game ender, or board wipe. Experimental Frenzy could be insane with all the low costs in this deck.

So that's what I put in mine, and why. Will report back on my games in a few days, thanks for the deck build!

MyChilliFeets on Izzet control

5 years ago

Perhaps replace Inescapable Blaze with Banefire. Banefire offers some early game versatility without sacrificing the can't be countered ability. All you give up is one damage while paying 6 mana. In similar decks, I have been able to stall my opponents while holding two or more Banefire and win the game that way over two or more turns. It is a great card to sideboard against Jeskai Control since it can't be countered when x>5.

KreepingShadow on Mono-Red Phoenix Burn (GRN-Standard)

5 years ago

I feel like the spell package with this list would make recurring the Arclight Phoenix spotty at best. Maybe consider Crash Through or Warlord's Fury as cantrips, or Tormenting Voice as both a cantrip of sorts and a discard enabler for Arclight Phoenix.

I also think Experimental Frenzy is probably better than The Flame of Keld in a deck that wants to consistently cast multiple cards per turn. Banefire is just better than Fight with Fire and Inescapable Blaze in most cases.

You could also consider Viashino Pyromancer rather than Guttersnipe to enable Wizard's Lightning. Though only having a few Wizards probably is t enough.

Overall I really like your idea of putting both Arclight Phoenix and Rekindling Phoenix into a burn shell together, but Arclight Phoenix requires a consistant way to chain together spells in order to see a payoff, otherwise it's just a 3/2 Hastey Flyer for 4 mana.

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