|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
11 hours ago
I don't think you have enough wizards for Wizard's Lightning. Some other cards to consider instead are Lava Spike, Needle Drop, and maybe Rift Bolt. The latter is nice because you cast it on the turn after you pay for it, so you can get a bigger Storm chain going. Take my advice with a grain of salt, though, I've never played with Storm myself, haha.
I don't think buddy lands are good for this, but I personally really like check lands, and fast lands work great with fast decks like this, too. You also have significantly less blue spells than you do red, so once you add nonbasics, consider running less islands than mountains, or, depending on how many nonbasics you have, skipping islands altogether (or perhaps just one or two in case you get hit with a Ghost Quarter).
1 week ago
Nathanaiel, I was play testing some stuff at higher cmc as the modern scene in my area is almost non-existent. I haven't updated this list since I made some changes. I have a few swiftsper. Might sub them in for the Chandra's Spitfire as I usually go Kiln Fiend over it every time.
2 weeks ago
Trollordz, well this might be part of the problem, you are wanting to do too much in a single deck. A focused deck tends to be more efficient, for a couple of reasons. First every card in your deck is working towards the same central goal. Second you tend to be running fewer colours, so your mana base is more reliable.
Control decks which are also aggro focused would tend towards being red blue. Red has lots of hasty creatures and blue has lots of counterspells, they also both have cards which care (examples include Goblin Electromancer and Kiln Fiend) about sorcery and instant card types. However neither blue nor red care about lifegain. White and black care about lifegain (lifelink examples include Tithe Drinker and Gifted Aetherborn) and it is possible to build a black white control deck or a black white aggro deck, but it would be a challenge to do both.
Ingest is in effect a mill (named for Millstone, but also cards like Altar of the Brood) trigger that happens to exile and is reliant on creature damage. It's fine for what it is but it only appears on 9 cards and milling an opponent isn't really the most efficient way to win.
I guess my core advice to you is to refine what it is you really want as the focus of your deck and then once you have that answer it should be easier to bring the deck down to the normal 60 cards and either mono coloured or two colours.
3 weeks ago
What about Eternal Witness, Imperial Recruiter, Dinrova Horror, Fierce Empath, Goblin Electromancer, Gurmag Angler, Herald of the Host, Jagged-Scar Archers, Karametra's Acolyte, Kiln Fiend, Lorescale Coatl, Qasali Ambusher, Shipwreck Singer, Siren of the Silent Song, Slippery Bogle, Swift Warkite, Tithe Drinker?
1 month ago
1 month ago
Still suffering from split personality, although of a better quality now that previously. You need to decide whether you go for burn, or for a go-wide strategy. Some of the cards from each of them doesn't support the other strategy very well.
Since you only play 20 lands - and that is what is to be expected of a burn deck, perhaps it's even a bit on the high end - you should stay away from anything with casting cost over 3. No Cleaver Riot and no Bonfire of the Damned (the latter could be fired for very low damage, but is it then worth a card?). You want to go with burn, Lava Spike and Searing Blaze are obligatory cards, I think. Also in burn, Monastery Swiftspear is a 4-of, since it is part of hitting for 10 on turn 2 (TURN 1: mountain, swiftspear, attack for 1, TURN 2: mountain, Lightning Bolt, Lava Spike for two prowess activations, then attack for 3, a total of 10 damage in 2 turns). And the 2 Dragonmaster Outcasts have to go, since they require so much land to function - you won't get them online until turn 10 or 11, best case (dragonmaster has its real home in a ramp deck).
If you go with Kiln Fiend, have 4 of them, have 4 of each their combo pieces, and some number of Fling as a finisher. Otherwise, don't bother. You'll have the occasional lucky game, where you make a really big kiln fiend, but without free spells (and a blue splash for cantrips like Opt and Serum Visions), it'll be a rare event that it can end the game, or even deal any significant damage.
Faithless Looting is not something I would play in a burn deck, since it's card disadvantage. Ask yourself what you'd rather do - lose a card to maybe improve your, or shoot for 3 life (lava spike)? Besides, as long as your plan is something as simple as "deal as much damage with each card", you don't need to sculpt your hand and search for pieces. The redundancy is high enough that digging is irrelevant. Card draw/filtering is good with kiln fiend, too. But then you don't get the whole burn package, just a few bits of it. Magmatic Insight is actually an interesting card, but I doubt that you'll have much extra land lying about to discard to it.