Inferno Titan

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander Anthology Vol. II (CM2) 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

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 and/or players.

Price & Acquistion Set Price Alerts

C15

C13

M12

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Recent Decks

Inferno Titan Discussion

TheMadRocketeer on Ruric Thar, May I?

2 days ago

Looking at this one again lately for possible upgrades. I'm considering the following changes.

Out:
1x Wickerbough Elder
1x Embermaw Hellion
2x Fanatic of Xenagos
Two additional cards from the following list:

  • Forgestoker Dragon (keeping at least one)
  • Inferno Titan (keeping at least one)
  • Deadly Recluse
  • Tangle Angler
  • In:
    3x Orcish Lumberjack
    3x Fierce Empath

    The point of the changes is to get the most important elements of the deck out more quickly and reliably.

    TheBloopKing on Wait, I can Attack?

    6 days ago

    "Heavier on the creatures" because 14 is on the low end of commander and considering the boros colours. Inferno Titan and Elesh Norn, Grand Cenobite are perfect examples of creatures that gain a better board state and control the board in their own right. Token generators work simple because Boros has the support to make it work in a control shell and adds another way to win if control isn't. I hate commander decks that only have 1 way to win. My Kess, Dissident Mage commander has 3 different strategies to win. My Breya, Etherium Shaper deck does more than endless combos.

    hungry000 on

    1 month ago

    The power level in modern is a lot higher than you think. There are actually lots of decks that go under 24 lands playing cards that are 4+ mana: Tooth and Nail (https://www.mtggoldfish.com/archetype/modern-tooth-and-nail-40627#paper) is an example. Despite playing 22 lands, it aims to cast Tooth and Nail for its entwine cost, which is 9 mana, and is easily able to pull that off by turn 4, even by turn 3 with the right hand. G/R Ponza decks also play around 21 lands, despite Inferno Titan being the preferred finisher. A Heartless Summoning deck I found (https://www.mtggoldfish.com/articles/instant-deck-tech-heartless-summoning-modern) plays 20 lands, though there are less big creatures than there are in your deck. Another random deck I found, Heartless Rakdos Dragons, only uses Heartless Summoning for ramp, yet it plays 21 dragons and only 23 lands (a small difference but a difference nontheless)

    Point is, that big no-no you're talking about doesn't really hold much ground in modern, however viable that philosophy may be in standard. How about you test different things out and find the results yourself rather than follow general "rules" about deckbuilding you hear about on the internet? You might be really surprised by the results, and I can guarantee that you'll get better at building decks if you do.

    Sorry for the rant, I got a little annoyed for some reason. Anyways, I understand if you really don't want to go under 24 lands. You are playing a B/R deck, so your ramp spells aren't gonna be nearly as efficient as the Tooth and Nail deck mentioned above. When I said you could go down some, I really only meant that it was something you could try if you felt like it. I could've worded that differently, sorry. Now, I get that you're reluctant to try it, but how about you give Heartless Summoning a shot? I really think it would make your deck a lot faster. That Mirrorwing combo is nice, but dragons are already strong on their own. It seems unlikely to me that you'd even need a big finishing combo like that, despite how nice it looks. The ability to play more creatures per turn and the ability to play them several turns early is more valuable than that, in my opinion. I'm not asking you to make it a final revision or anything. Just try it.

    SaberTech on Ancestral Animar

    1 month ago

    I used to run Inferno Titan alongside Deadeye Navigator back before the mulligan rules change forced me to cut most of my higher CMC creatures due to them becoming liabilities in the opening hand. The two of them + Peregrine Drake used to be a common way for me to net a turn 5-6 win. I also liked that the Titan was able to deal with Hushwing Gryff if it was able to attack. That being said, in the end I cut the Navigator due the it needing 3 blue mana to cast and activate on the same turn, which was restrictive to how often I was able to combo off on earlier turns. Without the Navigator, the Titan got cut as well because it lost about 50% of its utility.

    I might consider putting the titan back in if my local meta used decks with lots of utility creatures. In those situations the Titan could probably take out 2 creatures when it enters and then it presents a lot of pressure on subsequent turns. It may be a better card for 1v1, where it can repeatedly kill smaller utility commanders and clear out mana dorks.

    Xica on MonoR Demigod Hollow One

    1 month ago

    Depends on what you expect to go up against...

    • I would say that 4x Abrade is a given. It can increase your removal count against decks where killing a Goblin Electromancer/Devoted Druid can make a difference between loosing or winning a game. And artifact destruction if as good as ever, its relevant against humans (due to Aether Vial), against the mirror, and give you something to attack Cranial Plating the best card in affinity against this kind of deck.

    • If you expect elves/merfolk Anger of the Gods is a gamechanger, and it also hates really effectively on dredge. (I would advocate agaisnt heavily sideboarding against living end, as the deck can easily steal game one and a second game just by randomly binning creatures into the grave with the loot effects, similarly to what Arcbound Ravagerdoes in affinity lists. If you face something like any flavor of griselbrand reanimator deck, you will need some dedicated grave hate :P)

    • Otherwise just diversify the sideboard with multi purpose hate cards - for example Dragon's Claw is great versus both burn/sleigh & storm, Damping Sphere is good vs storm, ad nauseam, tron & amulet titan - the more diverse your answers are the less likely a single Echoing Truth could lead to a game loss.

    I run some strange choices in my side, that may be questionable. Hour of Devastation is a sweeper that burns everything even if humans get up their counter, or merfolk/elves are buffed to absurd proportions - and its surprisingly great when UW control boards into being gideon tribal. Harvest Pyre is a great card, but Rest in Peace and the like hoses it - so that is something to consider - Roast on the other hand, nearly covers all the same bases, its downsides being that it can't target flyers like Vendilion Clique, Stormbreath Dragon... etc. and no matter what it can never blow up Inferno Titan/Primeval Titan, and its slow against Reality Smasher as it can swing at least once. (And Lightning Axe is always an option)

    If you expect a lot of humans i would strongly advocate playing Torpor Orb which is a bane of that deck (or any eqivalent effect you can find).

    Chandra, Torch of Defiance just got a lot worse due to the "rework" of damage targeting rules, its damage can't be redirected to other planeswalkers anymore. Thus Vessel of Volatility got a bit more appealing, since it can't be attacked by creatures & it can power out Demigod of Revenge a turn (and a land) earlier. (Chandra has a few upsides, even though she lack that raw power, she can act as removal, a pseudo Dark Confidant, more like a better Sin Prodder - and sometimes, the effort people take to remove her lead to you winning the damage race by a few points, and her ultimate is a way to win against martyr proc decks, and in prison decks in general.

    In red you also have access to some more narrow and devastating effect to hate on specific deck - if yu have such problems in the local meta, like Aura Barbs against boggles, Shatterstorm/Granulate/Shattering Spree/By Force agaisnt effinity, various eggs variants (currenlty KCI-travler), Boil if you want to hate on decks with a lot of blue, red also offers Hazoret the Fervent to shit on midrange even more (if Blood Moon wasn't enough)....

    If you want to splash, black has two main attractions: Rakdos Charm & Collective Brutality - which i think are much stronger (and have more uses) than Ancient Grudge. Blue offers Izzet Charm, and white offers the best hate crds against every archetype. Going mardu gives access to Lingering Souls - maybe even in the main, which solves many problems the deck has.

    TheDevicer on Putting myself out there

    1 month ago

    Here's my closing thoughts on Gruul monsters in modern:

    If you're willing to take a hit and lose the ability to interact with your opponent outside of stuff like Lightning Bolt and maybe even Blood Moon, Gruul is actually a pretty decent fair midrange deck. In modern, being fair isn't really what you want to be doing, but it's perfectly serviceable.

    I would HEAVILY suggest topping the curve off at 5 mana with an evasive hasty threat. The two perfect examples are Stormbreath Dragon and Thundermaw Hellkite. For your other creatures, look to get some number of Tireless Tracker, Ghor-Clan Rampager, etc.

    If you don't want to use those types of cards, its' also possible for you to play a gruul ramp/land destruction deck called Ponza. It can fire out big boys like Inferno Titan while making sure the opposition can't play spells.

    You want to include stuff like Ancient Grudge, Deglamer/Nature's Claim/Destructive Revelry, Roast, Anger of the Gods, etc. in your sideboard.

    DarkStarStorm on Hunt the Throne

    2 months ago

    Ashling the Pilgrim: Doesn't really do anything here. Sure, you can boardwipe, but there are better things for this.

    Bogardan Hellkite: Eight mana for the effect? This is overcosted. Consider Inferno Titan or Ryusei, the Falling Star.

    Dack's Duplicate is in a lot of Marchesa lists, and it shouldn't be. It's better in almost every way to run things like Captivating Crew or Sower of Temptation.

    Drana, Kalastria Bloodchief Kinda just a goodstuff card, with a commander that doesn't want to be running goodstuff.

    Duplicant: Allow me to introduce you to Patron of the Vein.

    Niv-Mizzet, Dracogenius: Again, why is this here? This ain't a goodstuff deck.

    River Kelpie is a trap. I have played this card EXTENSIVELY and I find it to be a "win more" card. It ONLY works when you have your board state set up, whereas Harvester of Souls or Dark Prophecy gives you cards regardless of whether or not the things that died slipped through the cracks.

    Shadowborn Demon: It's a goodstuff card that isn't even good. Run Vindictive Lich or something else that actually has synergy with Marchesa.

    Finally, why don't you have any sac outlets? Ashnod's Altar, Attrition, ect. I feel like you're not entirely grasping what makes Marchesa powerful. You need to find a way to build around her and abuse all of her abilities. I'm not even recommending my list, just that you look at what stands out about the general and go from there.

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