|Commander / EDH||Legal|
Printings View all
|Hour of Devastation (HOU)||Common|
Combos Browse all
Open Fire deals 3 damage to target creature or player.
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Open Fire Discussion
3 weeks ago
I'm not an expert, but here is some general advice that I would have ignored if i'd gotten it when i first started:
- You can't win the game just because you have a lot of life (caveat: unless your deck is designed to do that, e.g. Test of Endurance). This means cards like Angel of Mercy and Angel's Mercy are just "delay" cards - they'll keep you from dying for a turn, but nothing else. You need to be able to win otherwise. That's not to say lifegain is bad (Ajani's Pridemate would eat me if i tried), but lifegain for the sake of lifegain is insufficient.
- Walls are good only if your deck is designed to be strong in lategame. Otherwise they are bad. It took me a long time to learn that. They can't attack, generally don't have any abilities that can win the game, and generally don't even prevent you being attacked (walls like Souls of the Faultless are an exception). Blocking a creature without killing it means it will just swing at you again next turn, and next turn it might have a friend, and now you can only block one of them. So unless the deck is designed to be strong late-game, you can generally replace walls with anything else and be equivalent or better-off.
- Card synergies are important. For example, you have Wingsteed Rider, but there are only two cards in the entire deck that will actually trigger his Heroic ability: Mighty Leap and Marked by Honor. Now, the base creature isn't bad (2/2 flying for 3 is decent/average), so i'm not saying take him out. Just, keep it in mind.
- Whenever you see a card, try to look for or think of interesting interactions. Since you're new, there are a ton of cards you're unaware of, and it's hard to keep everything in mind. For example, Enchanted Evening + War Priest of Thune (if everything is an enchantment, he can kill anything) or Angel's Mercy + Sanguine Bond (you gain 7 life and they lose 7 life).
- Some cards are the same as other cards, but one is just straight-up worse than the other. I can't really think of any examples using your cards, so i'll use these instead: Open Fire is strictly worse than Lightning Strike (3 CMC vs 2), which is itself strictly worse than Lightning Bolt (2 CMC vs 1). And it's not "old cards are worse than new cards", because Open Fire was just created/released, whereas Lightning Strike has been released several times. Just something to keep in mind. Closest example I can think of using your cards aren't straight comparisons, e.g. Angel of Mercy vs Serra Angel.
- This is a good resource: http://gatherer.wizards.com/Pages/Advanced.aspx It has every single card in MTG, and their rulings. It's one of the few sites I know of where the official site is better than most fan sites
1 month ago
Just to be that guy for a second, so long as WotC insists on continuing to print garbage like Open Fire I will continue to call said cards out as the garbage that they are in any constructed environment, casual or not. It's not an insult to the player or their budget, it's knowledge. Some players are new and inexperienced enough to not know that Lightning Strike, Searing Spear, or Shock exist, all of which should be affordable on any budget. Yes, Lightning Bolt is better and a bit spendier, but if a player doesn't know these cards exist, they can't go in search of them, and won't improve their deck or experience.
I suppose some of this should be taken with a grain of salt, but some of the things mentioned in this thread I know I do sometimes, and it's not out of any ill intent.
2 months ago
2 months ago
2 months ago
This gives you more Creatures to build a fast aggro version. With Excavator you can build your Manabase with returning evolving wilds every turn, to search the right lands. The Charioteer gives your creatures trample. Ramunap Ruins with Excavator can be a solid 2 damage per round in the mid or late game without a landloss.
2 months ago
Cards you will likely want to cut from your deck include: Fling, Open Fire, Fireforger's Puzzleknot, Renegade Tactics, Spreading Rot , Dhund Operative, Embraal Gear-Smasher, Spireside Infiltrator, Welder Automaton.
If you want to make use of any of the cut cards let me know and I will try to see about suggesting some card options to help it stay in deck. The reason I suggest the removal of these cards are that most are not synergizing that well with what you say you want your deck to do (ex:Dhund Operative not enough artifacts to run) or are cards that are weaker then other card options (ex: Open Fire < Lightning Strike).
2 months ago
Aggro decks these days tend to run 24 Lands, using some utility lands in the end game to finish Opponents off.