Punishing Fire


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
MTG: Commander (CMD) Uncommon
Duel Decks: Knights vs. Dragons (DDG) Uncommon
Zendikar (ZEN) Uncommon

Combos Browse all

Punishing Fire


Punishing Fire deals 2 damage to target creature or player.

Whenever an opponent gains life, you may pay {{R}}. If you do, return Punishing Fire from your graveyard to your hand.

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Recent Decks

Punishing Fire Discussion

colton815 on Mdmaster13

6 months ago

if you want someone to know you replied to their comment, you have to tag them by putting brackets around their username the same way you would link a card. and Lightning Bolt is strictly better than Punishing Fire

Mdmaster13 on Temur Cascade

6 months ago

Bolt seems unnecessary since I'm already running the Punishing combo, Punishing Fire burns off any threats I would worry about and Atarka's Command in a worst case scenario is just yeah, 3 to the face and prevents the gaining of life. Best case scenario is it closes out the game out of nowhere with the burn/pump, which in some of the faster matchups is extremely helpful when you're trying to win the race. Alternate scenarios include using it to ramp out a turn 3 Bloodbraid Elf if I'm off DRS, or even the niche tech of being able to cheat in Wasteland at instant speed. Heck even the prevention of lifegain can be of value if you're in a matchup like Reanimator that wants to gain back life with Griselbrand to keep their pressure up. In the games I've played with it it's been a pretty diverse tool and its worst case scenario of dealing 3 has been perfectly fine, chances are bolt would wind up doing the same thing if I ran it instead, but bolt can't buff a True-Name Nemesis

luther on Super Smash Boros | Firesong & Sunspeaker EDH

7 months ago

Punishing Fire for the repeat shocks.

Survival Cache is good in lifegain decks, but better when it turns into a burn spell.

Balefire Liege is a halfassed way to double down on your commander

Increasing Vengeance is pretty cheese with your r/w spells

sylvannos on No Banned List Modern

8 months ago

| Darksteel Citadel is terrible
| Metalcraft is a gozu mechanic to build your deck around in a format with Mental Misstep and Chalice of the Void

Choose one.

Anywho, Elves is a strong choice because of Glimpse of Nature combined with Green Sun's Zenith and Skullclamp. Storm built around Pyromancer's Swath is also powerful.

Delver, Death and Taxes, and Miracles are more metagame calls, but can put up results. Delver lists with Skullclamp and Young Pyromancer can get nuts, though.

Hypergenesis and Infect (with Blazing Shoal) seem like obvious choices, but from what I understand, they get hated out too easily and are more fragile than Storm or Elves. Hypergenesis is probably the most broken deck in the format, but you and everyone else realizes this and then everyone has sideboard tech for it.

Dredge, Dark Depths, and Eldrazi are also strong contenders, but no one seems to have solved those decks, so you're probably on your own trying to build one.

Lastly, don't forget the traditional Modern decks that have dominated in the past. Splinter Twin and Birthing Pod shouldn't be overlooked or ruled out. Splinter Twin is particularly vorpal with Remand ("lol @ your cascading spells, phyrexian mana, and so-called free spells"), Mental Misstep, and Dig Through Time. Jund gets Deathrite Shaman and Bloodbraid Elf with Punishing Fire. These aren't going to be like the other degenerate decks in the format. But: you just have so many answers to everything broken while your opponents can't answer your 5/6 Tarmogoyfs and other value cards.

maartendq88 on Orzhov Life.dec [LEGACY]

8 months ago

Here's my list: life.dec

The original iterations were either Abzan, Bant or GW, if I'm not mistaken. Since it's an archetype that precedes the internet boom for Magic: The Gathering content however, I have a hard time finding any information on it. I'm treating my version as a sort of home brew.

I have lost more games due to bad opening hands than due to an opponent having answers to my combo pieces. This deck just does not mulligan well, and a mulligan to five is hoping that you have at least 2 combo pieces in hand, and that you scry into the third. The combo pieces that we have are incredibly redundant (my version runs no less than four ways of sacrificing in order to gain life, only one of which is an actual spell), and Living Wish and to a lesser extent Recruiter of the Guard allows me to just tutor up whatever I'm missing. In many cases games tend to become a race: against Lands: can you combo off fast enough before The Tabernacle at Pendrell Vale becomes an issue? against Burn and Storm: can you combo off fast enough before you're dealt lethal damage* against Elves: can you combo off before they find a way to get Craterhoof Behemoth into play and run you over?

Between Cavern of Souls and Mother of Runes, I find life.dec quite resistant to spot removal and counter magic. Force of Will, Daze, or Chalice of the Void do little in the face of uncounterable cards. Likewise, Daru Spiritualist doesn't care about Punishing Fire, and Task Force scoffs at Lightning Bolt. What I consider more important is how we win the game against opponents who do not scoop as soon as the combo has been assembled and executed. Jace, the Mind Sculptor's ultimate, Painter's Servant + Grindstone are win conditions that do not care about life totals. Against these decks, Ayli, Eternal Pilgrim is absolutely crucial since it is our only way to permanently deal with these cards. However, since I only get to play legacy once every month and since this is my first legacy deck, I haven't had much opportunity to do any thorough testing.

I've been toying with the idea of replacing the Mox Diamonds with Aether Vials because it would allow me to tutor up creatures and play them in the same turn. One or multiple Meddling Mages might also be useful, although I'm not sure whether it's a good idea to sacrifice combo speed for more control, especially not in a meta that consists mainly of decks that aim to kill as quickly as possible.

aced420 on 5 Color Lands

9 months ago

Great deck love the concept some cards I would consider running are The Gitrog Monster for card advantage, Ramunap Excavator extra crucible effect, and Knight of the Reliquary as a land tutor on a stick. Maybe the Grove of the Burnwillows+Punishing Fire combo.

drohack on Doomsday

9 months ago

With you're description I'm not sure you fully understand how Baron Von Count works. He doesn't care what their converted mana cost is. All he cares about are the numerals printed on the card. For example Nirkana Cutthroat has 1,2,3,4,5 printed somewhere on the card. So no matter where the counter is on the Baron it would go down one. Shriekmaw only has 1,2,3,4 printed on it. Also be careful as the Planeswalker starting count does NOT count as it is not within what Baron looks at. For example Sorin Markov only has 1,2,3 printed on it, and the 4 does not count (yes the numeral 1 counts from the printed "life total becomes 10").

You have a lot of Un-cards that don't really help Baron. If you're just looking to play the cards then they are fine to keep in. You also have a few ok cards in the deck that also only provide a few numbers for the Baron.

I've tried building my own deck Count from 5. I've also compiled a spreadsheet to help me add cards to my deck counting the numbers 1,2,3,4,5 on different cards: https://docs.google.com/spreadsheets/d/1i77tFtrQXR7FkVuaYcrp-ICaJS_BUzCfbnI6TfwYXTo/edit?usp=sharing

kameenook on Magic of the Wilds

11 months ago

Mana Echoes maybe?

Not sure on a potential cut, I'm not a big fan of Punishing Fire, although can't guarantee it's worth cutting.

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