Pulse of the Forge
Pulse of the Forge deals 4 damage to target player. Then if that player has more life than you, return Pulse of the Forge to its owner's hand.
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|Commander / EDH||Legal|
Pulse of the Forge Discussion
2 weeks ago
Spellshock - Antagonism - Sulfuric Vortex - Power Surge - Bulwark - Pyroblast - Red Elemental Blast - Flame Rift - Insult / Injury - Pulse of the Forge - Battle Strain - Collapsing Borders - Acidic Soil - Heat of Battle - Incendiary Command - AEther Flash - Devastate - Gratuitous Violence - Incite Rebellion - Citadel of Pain - Dictate of the Twin Gods - Manabarbs - Impatience - Burning Earth - Cave-In - Kyren Negotiations - Flame Fusillade - Pyrostatic Pillar - Ancient Runes - Rivalry
1 year ago
Hey hkhssweiss I finally updated my deck to get it to work and I was able to win against a Kynaios and Tiro of Meletis , Goreclaw, Terror of Qal Sisma deck with the changes. I added Thousand-Year Storm Jaya Ballard Pulse of the Forge They have really helped my deck and quite frankly I'm surprised I won.
1 year ago
Searing Blaze or Skullcrack are better options than Incinerate, it's regeneration clause isn't that relevant. Bedlam Reveler is great in a high spell count deck as are Monastery Swiftspear and Kiln Fiend... You also want a madness enabler, Lightning Axe or Bloodrage Brawler would work.
Now, a quick note on Guttersnipe, it's a trap, partly because he's a horrible topdeck and partly due to cards like Pyromancer Ascension and Shrine of Burning Rage, which perform a similar role but are harder to remove and cost less to cast. Eidolon of the Great Revel appears in modern burn because your opponent is forced to burn themselves to just play magic and most spells used in modern are under 3 CMC, since it's a turn 4 format. Simple test, if Guttersnipe and Flames of the Blood Hand or Pulse of the Forge (neither are great burn spells), which would you rather cast on turn 3? In almost all cases you would rather play the spell because Guttersnipe does nothing that turn.
Hope this helps, good luck and have fun brewing your deck.
1 year ago
Mono red has a lot of functional budget cards kicking around, thanks to tier2 cards being printed basically every set. I had a quick glance through the list of devil cards- Impetuous Devils looks fun, Wolf of Devil's Breach and Flayer of the Hatebound/Scourge Devil are interesting cards pointing to a possible self-mill strat.
If you're playing a casual format, its important to measure your decks' power and how 'unfair' it feels to play against- noone wants to feel like their games are a coinflip. So while the 'red deck wins' go wide strategy with Bedlam Reveler, Shared Animosity and Rakdos Cackler is available, I'm gonna talk about something more fun in less competitive metas- Big red.
Big red likes setting down mana rocks to get to 4-5 mana early, using spells like Roast to clear the board. A creature base in the 3/4/5/6 slots isnt' unreasonable, so long as you can cast early spells to clear out creatures.
I'd look at a set of Roast, Slagstorm/Pyroclasm, and Pulse of the Forge. If you can just blam creatures off the board and threaten their life total on your end step, getting to the big devils isn't too tricky.
Flames of the Blood Hand is an amazing RDW sideboard card because it helps stop decks that go 'I gain 10 life, you literally can't win against me now'. Your value plan should only be worried about life in the 'Is this making them completely immune to damage' sense. If charmbreakers stick, you don't have to worry about a foe being at 30 life.
If your meta is lifegain-combo heavy, then consider sticking an Everlasting Torment- its on theme and should stick around longer.
Last, mana. Specifically, mana rocks. The beating heart of casting big spells in red. Mind Stone, Star Compass, Talisman of Impulse, Boros Signet/Rakdos Signet, etc. They are really good- either people are wasting cards on artifact removal, which doesn't massively affect your gameplan (at least, not unless its a competitive meta with Ensnaring Bridge everywhere), or you get to cast 3/4 drops early. The best even draw you a card when you no longer need them. It also can easily take the place of some of the lands you play- The rule of thumb is generally that 2 rocks is worth 1 land. This should let you more reliably cast bigger creatures. I wouldn't normally mention it because I don't like the card, but Rakdos Keyrune is on theme.
2 years ago
Mogg Fanatic / Bloodstone Goblin / Goblin Spelunkers / Skirk Prospector / Spikeshot Goblin / Taurean Mauler / Pulse of the Forge / Radiating Lightning / Burning Wish / Seismic Shift / Grand Melee / Impact Tremors / Trove of Temptation
Cut these creatures and spells as soon as possible, none of them improve the Voltron wincon. You've got a lot of filler in here, I stopped adding cuts because it really depends how far you want to take this deck as well as what you'd budget for it. Mono red likes ramp, I'd recommend adding the mana doublers Gauntlet of Might / Gauntlet of Power and Caged Sun as well as some rocks Sol Ring and others. From your maybe board I'd include Goblin King / Blood Moon / Daretti, Scrap Savant and a few others. Mono red voltron is going to rely on you ramping up harder and controlling your opponents by destroying artifacts and land so Shattering Spree / Volcanic Offering / Incendiary Command / Mizzium Mortars / Fissure Vent/ Structural Distortion are all cards i'd recommend. Hope this helps, like I said it all depends on how far you want to take it but there are plenty of mono red staples that you don't have in here that would work well with a voltron build.
2 years ago
3 years ago
Pulse of the Forge and Flames of the Blood Hand aren't great, however Everlasting Torment can be a lot of fun, is useful and should be maindecked. In such a low cost deck Shard Volley is worth considering.
My only other concern is how you deal with enchantments, particularly the Leyline ones you only have 1 bounce spell Echoing Truth that can do this. You probably need that ability more than Vapor Snag.