Inferno Titan

Inferno Titan

Creature — Giant

: Inferno Titan gets +1/+0 until end of turn.

Whenever Inferno Titan enters the battlefield or attacks, it deals 3 damage divided as you choose among one, two, or three target creatures, players and/or planeswalkers.

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Printings View all

Set Rarity
Commander Anthology 2018 (CM2) Mythic Rare
Archenemy: Nicol Bolas (E01) Mythic Rare
Commander 2015 (C15) Mythic Rare
Commander 2013 (C13) Mythic Rare
2012 Core Set (M12) Mythic Rare
2011 Core Set (M11) Mythic Rare
Promo Set (000) Mythic Rare

Combos Browse all

Legality

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

Inferno Titan occurrence in decks from the last year

Modern:

All decks: 0.04%

Commander / EDH:

All decks: 0.03%

Red: 0.23%

Rakdos: 0.16%

Inferno Titan Discussion

Gracco on bURn KOntrol

3 weeks ago

Ionize is an excellent card for this deck. Run 4. It is control and burn on the same card. If you want to be less aggro and more control at some point then Frost Titan and Inferno Titan are good.

Aggro decks and control decks are very different. Aggro wants to spend their mana on their turn and control wants to leave up their mana on their opponent's turn meaning they do not want to spend it on their own turn. Honestly, you need to build the deck around that idea. To either be aggro and use your mana on your turn or be control more and use mana on your opponent's turn.

If you do choose to be more control, then alongside the Titans, run something like Anger of the Gods to handle the aggro decks that will have a faster start.

If you want to continue to be aggro and less control then Izzet Blitz is a good deck for you to research, as well as Izzet Wizards, or Mono Red Prowess.

SennepSild on Mwonvuli Takeover

1 month ago

Hey I play tons of Ponza and have done for years. I play mostly on MTGO so you local meta might be different if you play at a store, but here is my take on the cards. I think I wrote a smaller book of a comment sorry about that.

first off Inferno Titan!, turn 2 moss into turn 3 titan is the most powerful thing ponza can do. Remember he can be pumped with his ability and often swing for 12 or more damage (when targeting face with the ability) plus he shoots stuff down planeswalkers and creatures alike both when he is played, but also when he attacks. The absolute best finisher for the deck.

I love Bonfire of the Damned and have played with everything from 1 to 4 copies in my main board, the one sided board clear feels so good, but I have come to realise it is just too conditional. It is too reliant on the miracle, i kept telling myself it wasn't but it really is, 7 mana for 3 damage is not worth it, you are already dead to aggro and if you have enough mana to shoot someone down with a big spike you should have already have won. Anger of the Gods in the sideboard are just better wipeing you own dudes does not really matter if the opponent just loses to a wipe and the exile of creatures is so important vs graveyard stuff.

You play Boom / Bust which i have experimented with as well, you say it cost less than Pillage, this is not true as you need 2 mana and a untapped fetch in order to play it, so that is 3 mana, plus you need a fetch to play it that is super conditional even with 8 fetches. And depending on Bust part to win the game is not something you should never wish to happen.

Artifacts, one thing Ponza loses to is Aether Vial, all the land disruption does nothing against it. So in order not to lose to that i suggest to main board Pillage or Abrade they are so good with the flexibility doing what the deck is already trying to do and able to remove artifacts when needed is super useful. Other cards they help against is Cranial Plating in affinity, Oblivion Stone the only answer tron really has and Arcum's Astrolabe which bypasses all moon activity and of course all the stupid artifact creatures that randomly appear like Walking Ballista and Myr Superion.

I know you play Primal Command for all the artifacts and such nonsense, I have played it myself in the past, but for 5 mana it is really slow and to that it is also quite conditional on its effectiveness some games it can just outright win it like mill or somthing, but more often you will lose with it in hand and it is the worst. searching for a big guy to finish with is not much good either as you would much rather play the big guy insteal of the command and i have so often lost with the searched up guy in hand as the opponent will know to kill off your mana dorks or keep a counter in hand because you revealed your plan.

your Eternal Witness Stampeding Serow combo is cute, but playing cards that are not just good on their own are a big mistake, blue deck might get away with it, but green really relies upoun mana effectiveness. I see how you can use witness's with other cards in your deck and be able to slowly grind value out, but in reality something like Tireless Tracker would be much better as it just gives value by existing and can end the game.

Okay how to win vs the bad matcups like burn, storm and control. It is so hard to win vs storm, you already use Scavenging Ooze, but other cards i use on and off is Cindervines, Weather the Storm and Damping Sphere.

to win against burn the most effective strategy I have used is the Madcap Experiment and Platinum Emperion combo. otherwise Obstinate Baloth and Kitchen Finks works, the baloth having added bonus of being really good against Burning Inquiry and Liliana of the Veil.

lastly control, i absolutely hate control. oh well here the best thing is getting a Blood Moon out turn 2 it is so important that running stuff like Magus of the Moon is very much worth it. otherwise there is of course Thrun, the Last Troll and Choke.

Hope i helped you out in some way and not just made you angry or something.

DemonDragonJ on Clash of the Titans

1 month ago

I have reinstated Inferno Titan in this deck, because I realized that Faeburrow Elder is superior to Jegantha on account of the fact that it costs 2 mana less and has no restrictions upon how the mana that it generates can be used. Doing so did increase the average converted mana cost of this deck to 4.55, again, but that is not a major increase.

DemonDragonJ on How Can I Get Jegantha ...

1 month ago

kanokarob, I do, actually, have Faeburrow Elder in that deck, which provides essentially the same benefit as Jegantha for a much lower mana cost, so, perhaps, I do not need both of them.

I actually have already ordered a copy of Jegantha, so I shall put it in my binder when it arrives, and reinstate Inferno Titan in that deck.

DemonDragonJ on Clash of the Titans

1 month ago

I have replaced Inferno Titan with Jegantha, the Wellspring (as a normal card, not as a companion), which reduced the average converted mana cost of this deck from 4.55 to 4.53, which is always good. I was sad to make that change because the titan is very awesome, but its ability is not particularly useful in EDH, while Jegantha has great synergy with Jodah, Archmage Eternal.

DemonDragonJ on How Can I Get Jegantha ...

1 month ago

I would like to put Jegantha, the Wellspring in my five-colored EDH deck, because of its great synergy with Jodah, Archmage Eternal, but I am not certain which card I should remove to make room for it, so I wish to ask for advice on what I should do on that matter.

The most logical card to remove is Inferno Titan, since that creature's ability is not nearly as good in EDH as it would be in a normal format, so what does everyone else say about that? Which card should Jegantha replace?

ClassicCox on Ghired & Ravnica's Overpopulation problems

1 month ago

Stew-Bi-Wan, God-Eternal Oketra is amazing and i was already thinking about swapping her in for Inferno Titan. You can't token copy her aside from Helm of the Host though, so that's a bit of a downside. Great username by the way.

dingusdingo on Alesha: A Slug is Faster Than A Corpse

1 month ago

StopShot The choice of having only a single combo is intentional. This deck is similar to Blood Pod in that staxing the board is more important than gassing into a combo, and you can get kills in cEDH by turning creatures sideways. This deck is very concerned about hitting the board hard early, and I don't want to be drawing cards that are dead outside of comboing. If I was going to expand into a second combo, I'd most likely extend into Splinter Twin and Felidar Guardian due to how Twin interacts with the Titans. In place of redundant combos, I've chosen to slot more hate pieces and more beater pieces. I've tried to add only the most efficient beater pieces that have utility or are just hyper efficient in terms of effectiveness. For example, Luminarch Ascension will singlehandedly win games on stalled out boards by turning creatures right. Inferno Titan swinging removes all kinds of dorks and opposing hatebears that are common in the format, as well as draw pieces and combo creatures. It also swings for a minimum of 9 when there aren't targets on the board. Loyal Apprentice is free tokens for doing nothing every round, speeding up the beatdown clock but it also has great synergy with Goblin Welder Smokestack Rankle, Master of Pranks Elesh Norn, Grand Cenobite and Daretti, Ingenious Iconoclast. The beatdown pieces have been chosen because they are a fast clock even in when staring down 120 life instead of the regular 20, or they offer strong synergy towards other parts of the deck. Extending into beatdown as the secondary option also lets me run harder "no" pieces, which is why I have Cursed Totem even though I'm running Kiki, and why I'm running Stony Silence even though I have 10 cards turned off by it. Having these pieces that turn each other off in our deck raises the mulligan % and requires higher pilot skill to play, but this is the trade off for how strong they are.

Banewhip Punisher is an interesting card and certainly better than Chupacabra, but also pretty inefficient. Especially after the banning of Flash, the format has slowed and become grindier. I've been looking for group sacrifice effects or repeat removal to achieve greater board control. Necroplasm would practically be an auto-include if it was only 2 CMC. Removing Alesha on its final tick is a turn off for me. If I was really interested in this effect, I'd slot Blast Zone, to tutor it with Wayfarer and recur with Crucible. Similarly, I'd be looking to slot Wrath of God or Toxic Deluge before another single target option, even if it is reusable.

I am aware of how recurring Kiki with Alesha requires another rotation to get a combat step. Once again, I'm not very worried about it. I'm not running many discard effects here, and I'm also not running Entomb to try and get Kiki that way. Kiki won't likely end up in the yard unless an opponent forces you to discard it, or you managed to stick Sire Of Insanity (with the Buried Alive line probably). I have considered more reanimation spells, but I'd probably start with good old Reanimate just for speed purposes. As the budget has raised, I've moved away from the Thrill of Possibility + friends that play extremely well with reanimator strategies.

Thanks for taking a peek. I have a 100% no budget list brewed up as well, which is the eventual goal for this deck.

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