|Commander / EDH||Legal|
Printings View all
|Iconic Masters (IMA)||Common|
|Conspiracy: Take the Crown (CN2)||Common|
|Duel Decks: Izzet vs. Golgari (DDJ)||Common|
|Rise of the Eldrazi (ROE)||Common|
Combos Browse all
Creature — Elemental Beast
Whenever you cast an instant or sorcery spell, Kiln Fiend gets +3/+0 until end of turn.
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Kiln Fiend Discussion
4 days ago
When I first built this deck, it was more prowess (Stormchaser Mage, Bloodwater Entity) and more counter spells. Also more burn. I did not have the Kiln Fiend or Nivix Cyclops. The deck performed very well in my limited amount of playing.
I really wanted to go with something that could deal some serious creature damage, but the changes are not really working out as I had hoped. I think this deck is kind of stuck in hybrid mode, stuck between aggro and burn, and I don't know how to make that competitive (is it possible on a budget?)
One of the challenges I have is that a lot of the spells in this deck target its own creatures, and if there are no creatures - the card is a waste. Or worse, nothing like seeing the two lands untapped of your opponent, knowing they are sitting on a Terminate - just waiting for me to combo and then take out the cyclops.
I think I need to go back to more burn - but yet I want creature power and I need to keep this budget. I really like the Thing in the Ice Flip, but it too is a waste when someone waits til I cast spell 4 and then someone sends it back to my hand.
Remove cards that specifically target my own creatures. Get rid of trample, unblockable and unsummon.
maybe dump some of the creatures in favor of counter spells
Add Enigma Drake? Flying, doesn't die to bolts, and power doesn't drop at the end of the turn (unless someone exiles the graveyard...)
Anyone have some suggestions?
1 week ago
also I think I won't use Simian Spirit Guide, no doubt it's a great card, but to maximise effectiveness I've traded it out for Rite of Flame for its extra mana and it being a spell means it can be used to buff up Kiln Fiend and help Thermo-Alchemist ping, so it would be useful for turn 2, but not as effective throughout any stage of the game or provide as much mana in the way Rite of Flame can.
1 week ago
It takes a super specific set of cards, naturally, and a fuck ton of rite of flames, but it is 100% do-able.
In your opening hand you'll need 2x Rite of Flames, an Expedite, Kiln Fiend, Mountain, then 2x 1 drop burn spells (Lightning Bolt or similar), and then have another mountain and another 1 drop burn spell on top of your library (Or an Apostle's Blessing works really well too.). Then it's pretty standard procedure, mountain down, drop two Rite of Flame so you have enough mana for a Kiln Fiend and an Expedite, then swing and use the rest of your extra mana for your burn spells and swinging for around 10-16 damage, then next turn swing again with the last burn spell or Apostle's Blessing, or literally any combo of one drops, your opponent probably won't have a creature out, but having a burn or Apostle's Blessing is good insurance.
Congrats, turn 2 win you pyromaniac, this is also possible to win turn 1, just takes more rite of flames and stuff like expedite for draw, but yeah, totally possible, just like a 1/157520 chance or something like that.
1 week ago
1 week ago
This deck, before anyone asks.
Someone suggested it a while back. I was wary of the suggestion, because as they pointed out, it's weaker than the other buffs I have in the deck - Built to Smash, Brute Force, and Titan's Strength - but comes with the obvious upside of not costing mana.
This deck is built around buffing either Viashino Slaughtermaster, which has double strike, or Kiln Fiend, which does what Kiln Fiend does, with Monastery Swiftspear and its Prowess ability for support.
I've been offered a playset of Mutagenic Growth recently, so I started considering adding it again. There are a lot of situations where it comes in handy, and it helps with getting more consistent hypothetical turn 3 wins. One of the biggest problems is that with this being monored, I do not have the option to simply pay as a stompy deck might. I also don't want to remove one of the other buffs, as +3 becomes +6 with the two main beaters of the deck, and +2 becomes only +4. Still enough to help get a lot of wins, however.
I'd love to get people's thoughts on this if possible. Whether or not this will really improve this deck, what I could remove to make room for it, or even just seeing general thoughts on whether the card itself works in non-green decks would be lovely.
2 weeks ago
@Wonky.wombat.: It's ok, thanks for the suggestion :).
@HurricaneZach: I've been finding Cartouche of Zeal not particularly great. The first problem is that it doesn't trigger Kiln Fiend, losing 3 damage (or 6 with double strike) when this happens. The other drawback is by not allowing the creature to block this turn, the blocker survives to block again next turn, unlike when Brute Strength tramples it over.
I'm tuning the build to reflect the power of Reckless Charge after testing, the changes are pretty light:
20 -> 19 Mountain
4 -> 3 Assault Strobe
2 -> 4 Reckless Charge
The next card I want to test is Apostle's Blessing, I'm adding it to the maybeboard. Opponents who play correctly wait until I go to damage before casting Doom Blade or whatever it is, and usually that means game over after I dumped my hand on Kiln Fiend. Hopefully Apostle's Blessing can give the deck some game against savvy opponents.
LokMU on Power Blitz
2 weeks ago
I think Rush of Adrenaline will be much better, than Assault Strobe. It should protect you light creatures as Kiln Fiend and Monastery Swiftspear from instants, which dealt 2 damage. Moreover your transformed tough guy Thing in the Ice Flip with trample will ignore opponent's tokens 1/1 or 2/2...
2 weeks ago
Very interesting deck. I wonder how the Hammer of Bogarden works for you, it seems a bit overcosted but with the repeatability it might be good late game. However, I would suggest adding in some Mystic Retrieval if you need to bounce spells, because it works wonders. I would also suggest Kiln Fiend because it can make for a very strong threat that either gets removed or causes your opponent a serious headache.