Pillar of Flame

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Pillar of Flame

Sorcery

Pillar of Flame deals 2 damage to target creature, player or planeswalker. If a creature dealt damage this way would die this turn, exile it instead.

wallisface on Spell that s**t!

2 years ago

I think your deck lacks some clarity/direction:

  • you have super-aggro in Goblin Guide, but then a lot of slower creatures outside of that

  • you have a lot of prowess creatures, but then mostly countermagic spells (which the creatures won’t benefit from)

  • I don’t see how you benefit from running Upheaval.

  • Your sideboard just appears to be more cards you’d want to include in the deck, as opposed to being cards that will help your bad matchups.

I think you need to figure out what you want this deck to do, and then focus more on building this list with that goal in mind.

Some other, more generic thoughts:

  • Shock and Pillar of Flame just don’t do enough. Typically modern requires its bolt-cards do at least 3 damage to be viable.

  • There’s a reason Jace, Architect of Thought is a $0.79 card.

  • imo it’s better to run basics than lands that come in tapped. You’re only running 2 colours so the deck should be able to get-by fine with all-basics, whereas taplands are going to slow your plays down considerably

whono-scribble on Goblin Bulk Deck (First Ever Deck)

2 years ago

Thank you for your feedback Balaam_! I’ve added 3x Faithless Looting per your recommendation.

Unfortunately no Lightning Bolt in the box, but I‘ll keep looking for some removal.

I’m not too sure if Brimstone Volley would be good, or if I should be looking for something with a lower mana cost like Pillar of Flame (only have one of those though!)

vorpalaxe on The Perfect Kill it with Fire

5 years ago

oh yea and i think Guttersnipe is one turn too slow, like Browbeat. Pillar of Flame can replace Shock.

Gattison on Garbage Fire ($20 Pauper Burn)

6 years ago

Magma Spray & Pillar of Flame can both exile creatures when they die in the same turn. Also, Pillar of Flame can go upstairs to the face, just like Shock.

Uragbonebreaker on How do get rid of …

6 years ago

pskinn01 if you reduce toughness to zero then use a card like Pillar of Flame or Magma Spray cards with "...if this creature would die exile it instead"

sylvannos on Wouldn't mind some advice on …

6 years 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:

-4x Temple of Epiphany

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.

-2x Cryptic Command
-2x Disallow
-3x Enigma Drake

These just cost too much mana in comparison to some more efficient cards you could be using.

-2x Goblin Electromancer
-2x Guttersnipe

These don't help you fast enough and get nuked by every removal spell in the format, not to mention their mana cost.

-1x Mana Leak
-1x Magma Spray

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?

+2x Thing in the Ice  Flip
+1x Delver of Secrets
+2x Opt

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.

+4x Monastery Swiftspear

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.

+1x Dispel

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.

-1x Mountain
+1x Desolate Lighthouse

Desolate Lighthouse is really good if the game starts to drag on and you need a specific win condition. It dumps extra lands, Mana Leaks, etc. to help find threats/answers to close out the game.

As for your sideboard, I'd switch it around to look more like:

2x Ceremonious Rejection
1x Deprive
2x Dispel
2x Grafdigger's Cage
1x Izzet Staticaster
3x Molten Rain/Blood Moon
1x Negate
1x Squelch
2x Vandalblast

If you have the budget, you may find Snapcaster Mage + Thought Scour is better than Thing in the Ice  Flip + Opt. Adding another color also goes a long way.

Hope this helps!

Stone_Man on Red Burn-Only Deck

6 years 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.

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