Kiln Fiend

Kiln Fiend

Creature — Elemental Beast

Whenever you cast an instant or sorcery spell, Kiln Fiend gets +3/+0 until end of turn.

Kiln Fiend Discussion

Kazierts on Red/Green

19 hours ago

Well, if you never had any problems with Kiln Fiend then keep it. There's no reason to change what has been working out fine. Just as a thought provoker, you can have Monastery Swiftspear to think about.

Maybe just bad wasn't the best thing to say about Rakdos Shred-Freak . It's just that it offers basically nothing more than haste. You have cards like Hellspark Elemental , as you mentioned, but also:

  1. Earthshaker Khenra - Makes it easier to get to your opponent while also being reusable from the grave in the late game, and even bigger than before.

  2. Ash Zealot - More of a Siboard card, but still, 2 mana for first strike, haste and punishes your opponent for playing cards from your graveyard.

  3. Vexing Devil - Dont't know if you could fit this guy in your budget, but it's amazing. It's either a one mana 4/3 that your opponent will have to waste a removal spell or a one mana 4 damage spell.

However, the real reason I said Rakdos Shred-Freak is bad is because of...

Thunderkin Awakener - It can reanimate all of your (elemental) suicide bombers while attacking. So for only two mana, you can from 4 damage on board, with Thunderkin Awakener and Spark Elemental , to up to 8 damage with the Firecat. You could also put other cards in for him, like Lightning Skelemental and Spark Trooper , but those would require you to adjust the manabase.

Also, since you're playing these cheap suicide bombers you could use Unearth to reanimate them again and hit for a bunch. However, I'm not sure that splashing to black would appeal to you.

Another suicide bomber could be Impetuous Devils , though I don't have much to say about it. You can basically take out one of your opponent's creature by forcing them to block. Just here as an option for you.

Cards like Thud , Fling and Flesh / Blood (the blood half only) should prove themselves more useful than Soul's Fire . Since most of your creatures are dying anyway, there should be no problem in sacrificing them.

Manabasewise, if really want to keep Reality Smasher you can add lands that have a better utility than Rogue's Passage as most of your creatures have trample anyway, so your opponent will regardless always have trouble preventing damage.

I've been writing a lot today, so right now I won't go on too much detail about these "utility" lands. I'll just list some here and you can say if you liked any or none and I'll glady discuss about it.

Just as a curiosty, I've written so many cards in this comment that TappedOut won't let me mark more suggestions, while most not even appearing for me to suggest.

OmegaV4 on Red/Green

20 hours ago

Kazierts - Really appreciate the insight. Glad that someone has had the same issue I'm currently having lol!

Akroma, Angel of Fury - I'm with you on this one. I recently threw her back in there just for fun. I have no problem taking her out, as generally by the time she gets out, the game is already over, or I've casted her for her morph cost, and she's dead already, so that's an easy one there.

Blitz Hellion / Reality Smasher - I've always personally been a fan of the Blitz Hellion, it's seem to have served me well when I've played the deck before, so I'm kind of on the fence. You do raise a good point regarding the lack of protection. I like the Reality Smasher as well, however, sometimes I do feel that I am starved without the Rogue's Passage, and thus renders them useless, so those may come out as well.

Kiln Fiend - I've never had any issues with this card previously, and it always tends to get big based on the proc from instants and sorcery cards in the deck. One Temur Battle Rage and it's a 4/2 with Double Strike and Trample.

Rakdos Shred-Freak - I'm curious to see what your reasoning behind this card is. Personally I can take it or leave it. I do have some other suicidal bombs I can put in it's place, such as Hell's Thunder / Hellspark Elemental

Kazierts on Red/Green

1 day ago

Well, I kinda also had this problem recently, where I also felt my deck was kinda off. I just asked if you wanted to keep it aggro because I like to respect the idea of the person who build the deck, unless the deck is completely disfunctional, which is not your case.

Since it's an aggro deck, you must always pressure your opponent and leave him/her on the defensive side. So, preferrably, you should use small and fast creatures. However, your concept of using suicidal bombs, like Spark Elemental , is a very good one, a lot of burn decks, if I can recall correctly, use this strategy. But first, I'll go over a bit of the problems to hopefully help you to understand what's wrong.

Akroma, Angel of Fury is an excellent card. Huge body, can't be countered and has good protection against removal in white and blue. All in all a great way to pressure your opponent... but it's too expensive. By time you can cast it, you should probably have won the game already, if you managed to survive long enough for that is what I mean.

On a similar note are Blitz Hellion and Reality Smasher . Reality Smasher is a staple card in think all Eldrazi deck since it hits hard and is difficult to deal with. But, here it seems out place, specially considering you only have 4 lands that enable you to cast it, them bein Rogue's Passage . One of the reasons it's a staple in Eldrazi decks is Eldrazi Temple which can potentially enable a Turn 3 Reality Smasher . In Blitz Hellion 's case... it's just bad. It's not fast and has no protection. The Blistering Firecat is better than the Hellion, but I'll explain that later.

Kiln Fiend is a great card for spell heavy decks, not necessarily control decks, just spell heavy, which is not the case of your deck since you have way more creatures. It also does not have trample and having only two in the deck doesn't help much.

Rakdos Shred-Freak is just bad. Spark Elemental is way better.

The only thing I'll probably owe you more help is the instants and sorceries, I really don't much of what to say.

I think I'll let you read this first so I can rest a bit after writing so much, then based on what you think I'll make the suggestions.

Ndonahue62 on Card creation challenge

3 months ago

Garth of the Kiln

Legendary Creature- Human Wizard

Whenever you cast an instant or sorcery spell, Garth of the Kiln gets +3/+0 until end of turn.

Whenever you draw a card, Garth of the Kiln gets +1/+0 until end of turn.

1/3

I don't know, I just thought having some sort of legendary Kiln Fiend would be cool. Make another legendary version of a nonlegendary creature.

Nillstan on

4 months ago

Gattison

Ooh Foul-Tongue Shriek sounds really interesting. I'll definitely be trying that one out in a future variant.

Lotus Petal is actually what was replaced by Arcum's Astrolabe . As much as I liked Lotus Petal for its potential explosiveness, it was highly inconsistent. If this were a t3 Glass Cannon deck like Kiln Fiend it would be Lotus Petal without a doubt. But for one like this ot just hurts the consistency too much.

For the same reason, I'd never run Outnumber over Skred . Even without Arcum's Astrolabe , the fact that it reads lands is just far superior because of consistency.

Thanks for taking the time to comment. I can't wait to test your suggestion in a new variant. Seems fun as all crap.

Funkydiscogod on Izzet's Army

5 months ago

The classic method is to run creatures like Kiln Fiend Blistercoil Weird alongside your Nivix Cyclops as your only creatures. Then, fill the rest of your deck with instants and sorceries like Mutagenic Growth and Assault Strobe , and try to beat the opponent in one attack.

TheLittleMage on 12 Bolt Boros Burn

5 months ago

Its a nice build! i think it can be good to add Searing Blaze , Skewer the Critics , Spark Elemental , Kiln Fiend Skullcrack , Rift Bolt , can play these cards for this deck

Die4Dethklok on Casual Burn

6 months ago

How strict is the budget? And how casual?

You can make a pretty decent burn deck for around $40, if you try to keep it fast and low to the ground, by dropping things like Viashino Pyromancer and Guttersnipe , and adding Soul-Scar Mage and / or Monastery Swiftspear

An upside to playing the prowess 1-drops is it gives you reliable access to a cheap burn spell called Wild Slash which is very good if you can reliably turn it on. Especially alongside Kiln Fiend , that should be easy to do.

I'd also suggest dropping Volcanic Fallout in favour of Exquisite Firecraft , losing the instant speed can be a minor downside, however, with two in the deck, and it costing 3 mana anyway, Firecraft will work more like a finisher, hitting your opponent for 4 instead of 2, and possibly finishing them off. It is uncounterable with spell mastery, which should be pretty easy to turn on.

Also, with 20 lands, it might be worth considering Shard Volley , turn your extra lands into 4 damage.

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