Irencrag Feat

Irencrag Feat

Sorcery

Gain seven . You can cast only one more spell this turn.

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Set Rarity
Throne of Eldraine (ELD) Rare

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Legality

Format Legality
Pioneer Legal
Duel Commander Legal
Magic Duels Legal
1v1 Commander Legal
Leviathan Legal
Vintage Legal
Canadian Highlander Legal
Commander / EDH Legal
Arena Legal
Frontier Legal
Standard Legal
Penny Dreadful Legal
Oathbreaker Legal
Casual Legal
Highlander Legal
Historic Legal
Brawl Legal
Modern Legal
Block Constructed Legal
Pre-release Legal
Unformat Legal
Legacy Legal
Tiny Leaders Legal

Irencrag Feat Discussion

Ninokun on Dragon Lord Thassa

6 days ago

Nice deck! I think you could use some mana ramp to get the big dragons or Sarkhan on the battlefield as soon as possible. Maybe Irencrag Feat or Marauding Raptor.

CaptainToll on Best way to cast Ulamog, ...

1 month ago

I guess to stay true to your Plan with Anje as your Commander big rituals might help you get there. Bubbling Muck, Mana Geyser, Irencrag Feat, Geosurge, Songs of the Damned with a big ol' gy, Sacrifice, Burnt Offering, Culling the Weak,...those can give you big bursts of mana. However this seriously narrows down your gameplay with Anje to just getting out an eldrazi. If you do choose to focus on casting the Slithergang, I would recommend the previously mentioned Rakdos, Lord of Riots in that colorcombi.

StopShot on Seeking Help for Pioneer Combo ...

3 months ago

Risk Factor is not good in combo-kill decks. Your opponent will always choose the damage option as their life total don't matter since you're confined through winning by combo.

Remove Truefire Captain and Gideon's Sacrifice. Lethal combos should not take 4 or more cards to win the game with. The less cards you need to win with the more likelier you'll be able to pull off the combo. A better combo than Truefire would be Boros Reckoner, Irencrag Feat, Star of Extinction. (You don't even need indestructible and you could win as early as turn 4.)

In order to consistently pull off your combos you also need draw power. White and Red are not suited to drawing cards which is this deck's biggest weakness. Instead you should make it so this deck wins by dealing damage over time and it uses your main combo as a plan B if that fails. I suggest running cards that just fit well around Boros Reckoner and Jaya, Venerated Firemage.

Feather, the Redeemed, Sheltering Light, Reckless Rage

Feather is a good evasive body that can get some damage across. Pair that with Sheltering Light as you'll be able to scry multiple times and be able to protect Boros Reckoner from removal spells without losing your indestructible spell. Reckless Rage can also be spammed on repeat with Feather, but it also works well with Boros Reckoner as you can ping him with it to remove two of your opponent's creatures at once.

Thermo-Alchemist, Spear Spewer, Hanweir Garrison

Thermo-Alchemist and Spear Spewer are great early game pinging creatures, but with Jaya, Venerated Firemage you can double their damage output and they make greater blockers to protect Jaya with. Hanweir Garrison also generates crazy value with Jaya as she doubles the power of the tokens you'll be able to flood the board with and the tokens can double as chump blockers if needed.

Burgess_Buttonworth on This deck should never work

4 months ago

Kiran_M Irencrag Feat wouldn't work since I have to cast Electrodominance and that actually casts the card so I would be casting Restore Balance. I'd also have to cast Madcap Experiment. Braid of Fire is the only ramp I could think of that doesn't take too much space in the deck. I just updated the deck to include Risk Factor and I think I'm really liking it.

Kiran_M on This deck should never work

4 months ago

I would also consider cutting Braid of Fire for a faster ramp spell like Irencrag Feat (Which now that I think about it seems pretty good), or something similar.

Sedohr on A Thousand Burns

4 months ago

Thanks for the suggestions! I posted an update with some changes I made after playing a bit more. I tested some of the cards suggested as well to varying success.

Carnival / Carnage just feels out of place in the deck if I can't potentially use the second option. The combo of 1 to creature/planeswalker and 1 to player could combo sometimes for Chandra's Spitfire, but in most cases a Shock does the same or better. With burning the player I want as much damage as possible to kill them quickly, and 1 damage generally won't take out a planeswalker unless the opponent is being greedy. I'm actually tempted to remove Chandra's Outrage for a spell with more singular damage. In the same scenario the combo of hitting creature+player can combo for Chandra's Spitfire, but I'm finding I am losing more to creatures with toughness 5+ that I can't get around since all my burn spells cap at 4 damage.

Collision / Colossus would be a decent sidedeck card if I note they are going heavy on flyers since it does 6 damage. Otherwise I'm generally better off with my other burn spells since they are more versatile and allow me to target more options.

Chandra, Flame's Fury isn't a bad option, but the 6 CMC is restrictive on this deck. Generally I'll cap at 4 mana, so I would struggle to play this card without more mana ramp elsewhere such as Runaway Steam-Kin. At that point the deck focus is shifting away from power 1 creatures to just burn, so I feel this would execute better in a more general burn based deck than power 1 creature aggression. Chandra, Acolyte of Flame feels like it would fit the deck better with lower cmc, creating 1 power creatures, and can bring back my spells since most are 3 cmc or less.

Electrostatic Field Actually got me a bit excited. The extra damage per spell would happen somewhat often as long as I have cards to play, but as the game goes on I'm top drawing more and run out of steam for it. I also thought it would trigger Cavalcade of Calamity, so if I ran out of spells I could attack and still trigger that for 1 damage. It's a defender though, so that's not an option sadly. Basically it was good early game and if I have Torbran, Thane of Red Fell that would get crazy real fast. Generally though later on I won't have spells to keep triggering it, and I would be better off with a power 1 creature to at least nibble or trigger Cavalcade of Calamity.

Electrodominance is tempting, but I feel it falls a bit short since the average CMC in the deck is so low. On average I would cast a 2cmc creature or spell with it, so in that case it's 4 mana to do 2 damage and play that 2cmc card. Not great compared to a shock which does it for 1 mana. If I get to 3 mana it starts to become okay, since that would do 3 damage and drop a 3 cmc creature or another burn spell for 5 mana total. That's pretty much were it caps though, as I only go up to 4 CMC and only have a few at that. For a 4 cmc spell it would cost 6 mana, and that would do 4 damage on top of dropping a 4 cmc creature/spell. That sounds pretty good, but not often in this deck since most are 1-2 cmc with a few 3. This seems like it would go much better in a pure red deck or blue/red. Maybe with something like Irencrag Feat and other high cmc creatures/spells.

For Anax, Hardened in the Forge the only real part that matches the deck theme is the on death ability for red creatures. The idea I had was if he is on the field and I have other 1/1, 1/2, etc I could be even more careless with the creatures. As they would trigger Cavalcade of Calamity, and when dying create a 1/1 satyr token which I could use the next turn for another trigger of Cavalcade of Calamity. The deck slots are kinda full so I'm having a hard time finding something to test it with, other than maybe removing Burning Prophet. I could see this working in a more general burn based deck too, since if we factor in a possible Torbran, Thane of Red Fell, those satyrs are doing 3 damage each.

For Torbran, Thane of Red Fell, I have another deck with legendary creatures in a similar fashion and usually land on 3. The reason are I'd rather draw him in most games and have an extra than not at all, because as mid game comes he can help push the final nail in the coffin or give me some extra teeth if I'm running low on creatures. Additionally he is a high priority target, so if the enemy deck has any type of removal he is likely going to get removed within a turn or two. In that case, I would rather be more likely to draw another to get on the field. In my play time so far as well, I still have a decent amount of games where I don't even draw him at 3x in the deck. Although that's more just the shuffle because I've had all 3 show up in my starting hand sometimes too and force a mulligan from me.

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