|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
Thanks for the heads up wyquem, that's a nice catch on the sorcery interaction there. It definitely makes Rift Bolt worse in this list, but I'm not quite sure it's bad enough to replace with something like Burst Lightning, as it will still trigger Kiln Fiend and the prowess triggers on the turn it goes off, as well as the usual burn/blocker clearing abilities. I'll have to test around with a few cards in that slot and see what seems to stick best.
1 week ago
Rift Bolt is the best burn spell you can play in this deck, even better than Lightning Bolt. Insult requires 3 mana, so you can't play many spells after that. To maximize the damage you want to cast as many cheap spells as you can when it's on... and suspended Rift Bolts are cast for free !
With Guttersnipe in play, Insult deals 4 damage by itself, and suspended Rift Bolts 10 each. So if you are well prepared, you can play Insult+Rift Bolt+Rift Bolt+Lightning Bolt for 4 mana... and 34 damage (16 from Guttersnipe, 18 from bolts).
Kiln Fiend also benefits from free extra spells, in that specific case it would get +12/0, and still deal double damage... all this with 4 mana.
Keep Rift Bolt, run 4 of them !
1 week ago
I also run Insult in my mono red burn deck, it is insanely powerful if you can suspend Rift Bolts the turn before you play it. But I wouldn't run 4 of them, 3 is enough since it will end the game in most cases.
If you want to maximize the double damage effect, I may suggest Quest for Pure Flame, it is real fast to trigger.
You already have solid creatures and 12 is fine, but maybe you should consider Guttersnipe, which I also run in my deck (Guttersnipe's Burning Rage). With Insult on, he will shoot for 4 damage 2 or 3 times a turn...
I agree with previous comment, Thud would be a nice addition if you wanted to throw Kiln Fiend over your opponent's defense... but as you say, the question is : do you want to physically hit your opponent, or burn him down from distance ? Thud would fit nicely in the second case because you wouldn't need many creatures on board, not so much in the first one where you would have to add more of them.
1 week ago
Love the Kiln Fiend combo and happy to find it on a budget
1 week ago
The problem with LD (Land Destruction) decks is that a they are slow. painfully slow.
I run one in Modern. Rakdos () LD.
You limit yourself to , which is a powerful color combination, but the issue here is you can win so much faster using those colors.
The majority of LD spells in red cost 4. This means you aren't doing anything until T4.
Rakdos has a serious lack of ramp. Sure, there ARE cards that are "technically ramp", but traditionally you are wanting to increase your available mana consistently every turn, not bring out Rakdos Keyrune on T3 and have MAYBE 5 mana on T4, assuming you hit all land drops each turn.
Keep in mind that even if you ARE hitting lands 4 turns in a row, in Rakdos that's not optimal. You want swift, cheap spells. Lightning Bolt and Fatal Push and Terminate. Not land after land after land.
Having said that, there are great ramp cards available. Infernal Plunge, Generator Servant, Koth of the Hammer, Crypt Ghast, Liliana of the Dark Realms, Iron Myr, Leaden Myr, Plague Myr, Palladium Myr... But again, you detract from your LD spells. The further you push back your goal, the further ahead your opponent gets.
Uuuugh... On a phone. Fml
NOW we get to the problems. In Modern, games are fast. Really fast. Pushing out a game 5 - 7 turns is not ideal when you can design to win on T1. Casually you're golden. FNM is a toss up. Competitively? Good luck.
This is why Blood Moon, and in some decks Alpine Moon are so important. They CONTROL the lands, not remove them. If you want to optimize LD, look for cards that destroy lands as a secondary effect, such as Ghost Quarters, Field of Ruin, and Encroaching Wastes. -- The problem here now is you fill your deck with colorless lands, and you destroy your land base while giving your opponent basic lands of their choice (mostly).
Ugh, this was a poor decision to type it all out on my phone...
Okay. So let's ask a question: Why Rakdos?
There's a surprisingly good amount of land destruction spells in Modern and in Red (34 in Sorcery) and the cheapest are Cryoclasm, Molten Rain, Stone Rain, and Peak Eruption. Note that with Cryo and Peak, you don't need to target basics. You can target lands such as Hallowed Fountain and Irrigated Farmland, or combine Peak Eruption with Blood Moon.
In black, there's really just Rain of Tears, if you're trying to keep it all under CMC < 4.
You'll also want to recycle spells. Good way to do this is Charmbreaker Devils, but at 5 CMC there are better spells. I like to run him because he let's me get back LD spells every turn. If they don't have 1-Drop removals like Path to Exile, they are F-'ed. I run minimal removal and lots of LD, so even if I don't topdeck into one I can always get one back for free.
The more colors you add, the more fixing you need, and the less specialized your deck is.
That's why we don't run green. Stick to res as your main color with black support.
Overwhelm with cheap 1/1s like Goblins, and pick cards with huge bang for your buck. Kiln Fiend and Monastery Mentor are perfect. Goblin Guide hurts you here as he is doing what you don't want - Getting them more lands.
Overwhelm and go wide. It's cheaper and saves you Mana for LD.
I'm not going to build a deck for you, but I hope I helped a lot.
It's a legit strategy, but needs to be precisely honed and even than may be too slow.
Control / removal is better than LD, but LD does work. Modern prides itself on non-basic lands.
That's where you attack.
As for EDH? Against 3 other opponents, you'll be so vastly overwhelmed it's not even worth it.
2 weeks ago
I would remove two lands, but maybe you keep them for Mindswipe.
2 weeks ago
No I haven't, was focused on straight damage to be honest. I had Tormenting Voice in main at first, is it still necessary with Bomat Courier ? He already gives me some options. I agree I could benefit for drawing extra cards but it also means to slow things down a bit, because I'll have to remove some potential damage to find room for these cards...
About land discard... why not. Haven't thought about it at all. But there is many cases where you just need them to cast the combo. I rarely have a land in hand by turn 4. The mana curve is really low so I could try that, but having 6 lands allows Insult+Shrine of Burning Rage's sacrifice. And it could be problematic with Searing Blaze, right ?
2 weeks ago
ok SO it's looking better, but definitely still needs some changes. Correct me if I'm wrong but it looks like you're new to competitive modern and deckbuilding (no offense intended. I built a lot of bad decks before I built any coherent decks) so I'll go back to a little bit of the basics l. The sideboard should NOT be cards that just aren't good enough to be in the mainboard. All sideboard cards should be for making certain matchups better. For example, Kiln Fiend and Nivmagus Elemental being met with an opposing Fatal Push, Lightning Bolt, or Path to Exile can be game-losing. To prevent this from happening, sideboard cards like stubborn denial, spell pierce, and apostle's blessing work great! Many of the cards in your sideboard don't perform that duty (desperate ritual, Mutagenic growth). Stubborn Denial is a great card but apostle's Blessing is better in your deck; I would have 0-2 in the mainboard and 1-2 in the side (Apostle's Blessing is pretty amazing as a 1 or two of mainboard due to the fact that it deflects removal and makes the creature unblockable to the chosen color). Also, the omission of Mutagenic Growth is definitely a mistake. It's a free spell which is exactly what your deck wants. Easy 4 of. Manamorphose is a must-have for the same reason. Crash Through and Warlord’s Fury are ok since they draw a card, but Distortion Strike is way better and basically draws you a card since it's 2 in 1. You have too many creatures too. Guttersnipe is too much mana, Soul Scar Mage and Swiftspear are too many creatures. Kiln fiend is your best card, so not having 4 is weird. Thing in the ice, Nivmagus, and Kiln fiend should be your 12 creatures.