|Commander / EDH||Legal|
Printings View all
|Iconic Masters (IMA)||Common|
|Avacyn Restored (AVR)||Common|
|Promo Set (000)||Common|
Combos Browse all
Pillar of Flame
Pillar of Flame deals 2 damage to target creature or player. If a creature dealt damage this way would die this turn, exile it instead.
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Pillar of Flame Discussion
1 week ago
1 month ago
2 months ago
You're already playing what's basically a Delver deck. You only need to make a few changes to have a pretty solid list. I'd change the following:
We need to cut some lands to improve the speed of the deck and lower the curve. Temple of Epiphany always comes into play tapped, so it's the most obvious candidate.
These just cost too much mana in comparison to some more efficient cards you could be using.
These don't help you fast enough and get nuked by every removal spell in the format, not to mention their mana cost.
These are good cards, but not necessarily stuff you want in excess. Mana Leak falls off after turn 3 or 4. Magma Spray is useful for dealing with Kitchen Finks, but 2 maindeck gets clunky when facing off midrange and control. As a side note, you may want to swap out Magma Spray completely for Pillar of Flame. You lose the ability to play it as an instant, but it means you can shoot planeswalkers or just burn people to death.
So what do we add?
You'll want multiple copies of each of these every game, so we should bump the number of each to 4.
+3x Young Pyromancer
This helps with the game plan of building up incremental value vs. your opponent's spells. Counter something? Get a 1/1. Draw a card? Get a 1/1. Unfortunately, Gitaxian Probe got banned, so this isn't a 4-of anymore like it was. Still, a really solid card.
This is probably stronger than Delver of Secrets as far as turn 1 plays go.
+4x Vapor Snag
Gets rid of big threats so you can counter them back on the way down. Alternatively, can be used to save one of your creatures from getting bamboozeled.
Really powerful to have in the main, whether it's protecting your creatures or stopping your opponent from killing you via Lightning Bolt. We don't want too many, however, because some decks it can be really clunky against.
As for your sideboard, I'd switch it around to look more like:
Hope this helps!
3 months ago
Make a mono red deck, and have only stuff that cost one or two mana and deals damage like Shock, Lightning Bolt, Gut Shot, Burst Lightning, Chain Lightning, Firebolt, Lava Spike, Pillar of Flame, Wild Slash, and then add stuff like Rite of Flame, and Figure of Destiny. This deck is able to beat even the best mtg players with their own personal decks.
4 months ago
Just gonna make some suggestions. I'd Play Baral's over stormchaser, becuase i makes your spells cheaper and when you counter something you get to loot. Maybe fit in 2 Spell Pierce over Counterflux. Remove a Pillar of Flame and both Disperse to fit in 3 Ceremonious Rejection. If you're going to make upgrades later, replace all three planeswalkers with Chandra, Torch of Defiance and remove 3 Bloodwater Entity for 3 Snapcaster Mage. That's all, Folks!
7 months ago
I think a great side board card would be Path to Exile which i see in your maybe board instead of Dismember because it is definite removal also Searing Blaze is great burn that pings two things for 2R and is generally going to be cast so it deals 3 to both Pillar of Flame is a better card then Incinerate if it reacts how i think it does I personally love Kiln Fiend too but that is a personal recommendation in addition i don't see the point of running Rift Bolt or having Shard Volley in your side board i would take out Rift Bolt entirely and either remove Shard Volley or add it to the main board also Eidolon of the Great Revel is going to kill you not the opponent
9 months ago
I don't know if you're looking for cards that your local game store doesn't have, but if you just want general recommendations, I have a few.
This is if you want to make an extremely aggressive deck. All of these recommended cards are somewhere in a budget range, with nothing over 50 cents (on TCG player).
You also should cut 4 cards no matter what, because you currently have 64. You should probably get rid of Seismic Stomp, Madcap Skills, Mugging, and Act of Treason. The first 3 are sub-par, the last one is a more niche card.
If you're going to make that hyper-aggressive deck, I think 19-20 lands is preferable. And the 3 and 4 drops aren't going to cut it.
If you want to keep Exava and add planeswalkers, the deck is going to be a lot slower. If you do go that direction you should add some of the control elements like doom blade and duress. You should also probably take some of the 3-drops from the deck you linked to: Shambling Remains, Hellhole Flailer, Ashenmoor Gouger.
Just my 2 cents.