Punishing Fire

Punishing Fire

Instant

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.

Punishing Fire Discussion

SliverJedi on B&R March 9 2020

3 weeks ago

heres what i honestly think "should" happen, even though it likely won't.

modern: unban Mox Opal. ban something else from the decks that were problematic, but don't hurt the decks that weren't problematic that also depended on opal. wotc has even said before that they take this "splash damage" into account so their bans harm as few other decks as possible, yet affinity and hardened modular decks took a big hit here.

unban Umezawa's Jitte. modern has powered up quite a bit since kamigawa. we also have way more creature removal now to hit the equipped creature, and artifact removal to hit the jitte. or even cards like Assassin's Trophy that could hit both. the only current top deck i can think of that would even want to run it is bant snowblade. so we'd surely get more creature decks that aimed to use the jitte, resulting in a greater variety of decks.

unban Punishing Fire: to my knowledge, this card ONLY saw play when it was used in Jund in a loop with Liliana of the Veil and Grove of the Burnwillows. highly doubtful that loop would still get used in todays meta when theres so many better removal options Jund can utilize. theres just no need for this to be on the list anymore.

unban Hogaak, Arisen Necropolis AND ban Altar of Dementia. obviously we don't want hogaak decks at full power, but Hogaak himself is a fun card thats still relatively new and wasn't even the biggest problem in his deck. the bigger problem was altar as a sac outlet and secondary win condition.

unban Oko, Thief of Crowns: this is probably the one i'll get the most flak over, but thats ok. i really just don't see Oko himself as a problem. attack it or use a removal spell. honestly, i think the only reason it seemed so strong is because of the sultai shell it was in, which i personally have always thought could be a powerful midrange deck even before Oko. just like any other BGx midrange deck, they'll use discard spells and removal to eliminate your answers for Oko before playing him. at that point though, almost any planeswalker will feel like a huge threat when you've been stripped of answers. personally, i've never really had a problem playing against Oko.

pauper: unban Arcum's Astrolabe. wotc has no excuse for banning this card. they should have known WAAAAAAAAAAY ahead of time that a colorless card that draws cards and fixes mana would be used by everyone and their mother. banning cards based on power level i understand. banning a card because "everyone uses it" is absurd. especially when its a card that can literally slot into and benefit pretty much any deck.

also, i pulled exactly one full playset of Arcum's Astrolabe from my Modern Horizons box and was excited to use them, but then they got banned before i could build a deck to put them in.

pioneer: unban Oath of Nissa. the tutor effect by itself isn't great. its true power imo, comes from turning your lands into rainbow lands, IF you're heavy on planeswalkers. sure mono G used it and mono G was powerful, but i don't think mono G was powerful because of Oath of Nissa. it was because of the explosive mana ramp from mana dorks and the leyline. Oath might've "helped", but im certain the deck would still have strong showings if Oath had been the only banned card from the deck. but since the leyline also got banned, the Oath is overkill. bring Oath back and maybe someone will make a 4c or 5c superfriends deck.

unban Smuggler's Copter: literally the exact same argument here as was previously mentioned for Arcum's Astrolabe. i also own 3 Copter that i have not had a chance to use, because Modern seemed a little too fast for it.

unban Veil of Summer: imo, this is the best way to counter dimir inverter decks. why ban "more" cards to counteract inverter when you can unban them? but even without dimir inverter decks being prevalent, this is a card that should never have been banned in the first place. its a SIDEBOARD card. i literally cannot find any other sideboard card in any banned and restricted list for any format. some people (like a good personal friend of mine) will say " the card is F'd and needs to not exist" (his exact words. pretty sure he said the same of Oko too lol) but i disagree entirely to the point i'm not sure how people can say that. sideboard cards have been silver bullets for a long time, and black/blue are easily the colors green is weakest against anyway. do we ban Shatterstorm in modern where it can easily wreck affinity's whole board and win the game by itself? do we ban Rest in Peace for hosing over graveyards? these are just examples of silver bullets that potentially win the game all by themself by their very nature of shutting down an opponent completely, yet Veil can't do that. its powerful protection for only a single turn. it doesn't remove permanents from the field and it doesn't stick around afterwards like other silver bullets can. and yet somehow veil gets the hammer?

not interested in other formats so i won't speculate. basic theme here is to comb all the ban lists to see what can be taken off. wotc waits far too long to unban things.

Kazierts on Sarkhan's Swarm

2 months ago

There are some other "targets" for discard, but I don't think all of these are the best for you. I'll list each of them instead of loads of paragraphs.

  1. Punishing Fire - Could be a replacement for Spit Flame but honestly that's up to you. Punishing Fire is technically more versatile since it hits any target and depending on the matchup it can be easier to retrieve. However, Spit Flame has an easier time removing creatures. This one more to just let you know exists.

  2. Flamewake Phoenix - Again, a card that I'm mentioning just to let you know exists. Since most of your dragons have 4 or more power, you could easily get this card back from your graveyard but you would also deviate a bit from the draconic theme.

  3. Ore-Scale Guardian - This one isn't a target himself, but he makes it more profitable for you to discard lands, specially if you end up being mana flooded.

  4. Runehorn Hellkite - Can be used to refill your hand late game(?) and as he's no diffenrent from other dragons, there's no downside letting him rest in your grave until you active it's effect.

  5. Fiery Temper - Basically adds 3 damage for one mana to all of your discard spells.

These are the monored option. I also have options that would actually require you to splash for black. These are, of course, not mandatory for you to run, but it's always good to get to know more cards.

  1. Bladewing the Risen -A giant dragon that reanimates another one when it comes into play and also has the ability to pump all your dragons. Obviously he's not a target for discard himself. However, he can make other dragons more interesting to discard.

  2. Boneyard Scourge - Pretty simple. Dump him into the graveyard and when one of your dragons die, you get him back for a really cheap cost.

  3. Bone Dragon - A recurrable dragon that can be left in the grave until the late game when it can come back multiple times, assuming you have enough cards in the grave.

  4. Dread Return - By sacrificing 3 Bladewing's Thrall you could get a free reanimation spell since when you get the dragon back from the graveyard you'll also get the Thralls back.

In case you consider any of these black cards or you just don't feel confortable not bein able to cast the Thralls, there are a few budget lands that can help you with the mana. Also, the Haven of the Spirit Dragon could help you cast the black dragons but not activate their abilities.

About the cuts for the Thralls, you are still above 60 cards. There are some other cuts you can also make.

  1. Dragonspeaker Shaman - They're quite expensive and you already have a pretty decent amount of "ramp" and cost discounts. Even more, they're really easy to kill.

  2. Slumbering Dragon - He seems quite tempting to play as he can grow a lot. However, that's the problem, he CAN grow but nothing guarantees he will. Also, only one in the deck won't help at all.

  3. Sarkhan's Triumph - Since you now have more card draw, you could maybe cut one of these.

  4. For the Thralls I'd cut one Spinerock Knoll , Mudslide and the two Dragon Egg s.

StopShot on Does Wall of Shards' culumative ...

3 months ago

I have three questions regarding this card: Wall of Shards

1.) I have Wall of Shards and an Everlasting Torment on the battlefield. Because my opponents are unable to gain life would I be unable to pay for Wall of Shards 's cumulative upkeep cost and be forced to sacrifice it? (I know this has been asked if it works with Tainted Remedy , but is "Players can't gain life" also a replacement effect or something else?)

2.) I have Wall of Shards on the battlefield and my opponent has Aegis of the Gods on the battlefield. Wall of Shards never specifies targeting an opponent when paying for the cumulative upkeep cost. Can I make the opponent who controls Aegis of the Gods gain life?

3.) I have Wall of Shards on the battlefield and two opponents. Upon upkeep I put a second age counter on Wall of Shards and pay it's cumulative upkeep. Can I pay the cost by making both my opponents gain 1 life each? If so do both opponents gain life at the same time or must I choose priority? And if there is priority can I cast spells between each instance of life gain such as recurring and casting a single Punishing Fire from the graveyard multiple times?

Thank you.

SideBae on No Victory Without Sacrifice

8 months ago

Phyrexian Dreadnought is about $30-odd dollars these days, but it'd be kinda busted here. It's like Force of Savagery , but +12/+12.

If you run self-recurring creatures like Bloodghast or Bloodsoaked Champion with sac-outlets like Carrion Feeder and Viscera Seer , you get self-recurring ways to pump Kresh the Bloodbraided .

City of Brass , Mana Confluence and Reflecting Pool are good ETB-untapped lands you may want to consider including.

Dorks are the main advantage of playing green. Llanowar Elves , Elvish Mystic , Elves of Deep Shadow , Fyndhorn Elves , Orcish Lumberjack , Birds of Paradise and Bloom Tender are all worth at least strongly considering. If your meta is blue-heavy, Carpet of Flowers is a great card.

Innocent Blood is a good symmetrical sac-spell. Grave Pact or Dictate of Erebos are also worth considering.

Running Natural Order with Craterhoof Behemoth is a good win condition if the commander-damage plan doesn't work out -- it's especially good if you spam out the aforementioned dorks. Triumph of the Hordes is a similar green finisher.

Rancor is a good way to give your general trample that also recurs itself if he dies.

A reanimator package with Animate Dead , Necromancy , Dance of the Dead , Reanimate , Buried Alive , Entomb , and targets like Sire Of Insanity or Grave Titan can end the game real fast without your general needing to come down at all.

The Grove of the Burnwillows + Punishing Fire combo is a lot of fun in EDH, at least as far as I've had experience with it.

Card draw/selection is at a premium in EDH. Faithless Looting , Painful Truths , Night's Whisper and Read the Bones are all worth considering. Phyrexian Arena and Twilight Prophet are both really powerful cards. Commune with Lava is another great source of card advantage.

If you craft your mana-base carefully, you could likely run Blood Moon or Magus of the Moon shenanigans. Omen of Fire is GREAT if your meta is control-heavy, and is (for some god-forsaken reason) an instant. Boil and Choke are also good.

Casualties of War and Windgrace's Judgment are great multi-for-ones in EDH.

Fireshrieker ...? Kinda self-explanatory.

For cuts:

  • I don't think Butcher of Malakir is very good. Seven mana is a lot to pay for a creature that does not protect itself, and Grave Pact is likely a LOT better.

  • Chromatic Lantern is a card I've always thought is overrated in EDH. Just running a one-drop dork like Birds of Paradise is likely a lot better, mainly because coming down turn one is way better than coming down turn three.

  • Death's Presence is a card I suspect is not as good as it seems; it strikes me as a 'Win More' type card. It costs a lot to get down, and you're probably better off investing the mana and card in getting your general fatter in the usual fashion. Of course, play testing is fully capable of proving me wrong.

  • Essence Harvest strikes me as having too little effect. Running just one Fling -type effect is likely good enough.

  • Grave Betrayal is likely not as good as reanimation cards like Animate Dead or Reanimate , mainly because Grave Betrayal is way more mana-intensive.

  • If you put in the dorks I suggested, you likely don't need thirty-four lands. Cutting one or two is probably OK.

  • I think running either Swiftfoot Boots or Lightning Greaves is good enough; both may be overkill. Lightning Greaves is likely better, as it is free to equip.

  • Garna, the Bloodflame doesn't seem powerful enough. Another point to watch during playtesting.

SideBae on Uril, the Murderer

8 months ago

I’m really surprised you aren’t running mana dorks; this is what makes green a color worth playing in EDH. Llanowar Elves , Elvish Mystic , Fyndhorn Elves , Avacyn's Pilgrim , Arbor Elf , Orcish Lumberjack and Bloom Tender all ramp harder than artifacts ever can — these should be strongly considered, and likely played. Note that Arbor Elf gets a lot better with Utopia Sprawl or Wild Growth on a forest. I advise removing Coalition Relic and/or Talisman of Conviction to make room.

If you choose to add dorks, thirty-six lands will be too many. I’d cut at least three or as many as five, depending on your preference.

Second Sunrise and Faith's Reward offer some protection from boardwipes. I’d only run one or the other though.

Swords to Plowshares is better than Path to Exile in EDH. Ramping an opponent is very dangerous in a format where people routinely go big, and 5 or so life points don’t typically matter — especially if you aim to kill with commander damage.

It says in your description you find this deck too slow for cEDH. While the current build may be, there’re ways to slow down opponents to the point where you’re winning the long-game. Root Maze , Rule of Law , Stony Silence and Blood Moon are all powerful enchantments to slow down your opponents, though the last one does need a crafted mana base. Since you’re not playing off-color fetches or planeswalkers, Suppression Field is on the table. Gaddock Teeg is infamous among my friends for holding off pretty much every boardwipe, with the important exception of Toxic Deluge . Other hatebears (like Aven Mindcensor or Spirit of the Labyrinth ) should also be considered.

Card draw/filtering in Naya is typically pretty difficult. Faithless Looting is a card you should consider, as it makes a lot of marginal opening hands significantly better. Adding Gamble is typically an improvement for card-selection. However, GSZ+ Argothian Enchantress , which you already have, is a real good draw-engine in this deck.

This seems like a good deck to run Cataclysm . With Uril out and an enchantment on him, it’s likely to seal the game in your favor. Same goes for Armageddon / Ravages of War . Fair warning, though: All three of these cards tend to produce salt, and even if they don’t, they’re hard to play with and need practice using.

Punishing Fire with Grove of the Burnwillows is a synergy I’ve always wanted to pull off in EDH, but I don’t typically play Gruul. I recommend trying it, as it seems that it could be very powerful in the right sort of meta, though also very week in the wrong sort.

Good luck, man. I gotta go, but if you need more help I’ll take another look.

ToolmasterOfBrainerd on Lands

9 months ago

MagicalLyricalNanoha's comment on your Jund deck just got me thinking. Old Gifts Ungiven decks used to play a Raven's Crime package. And then some things clicked for me.

This deck seems to suffer from a lack of payoff cards. Legacy lands has Tabernacle for go-wide decks, Maze of Ith for individual attackers, Wasteland to pressure the opponent, the Punishing Fire value engine, and of course Dark Depths to actually win the game. It also has Crop Rotation to find the lands it needs and Exploration to play their hand quickly. This deck doesn't really have any of those solid incentives to play a lands deck.

What if modern lands needs a different style of payoff cards? Could the best modern lands deck be a Gifts Ungiven deck? The respective styles of Lands and Gifts are super similar. And when not grabbing Unburial Rites , Gifts is really good at grabbing value packages - such as Raven's Crime + Life from the Loam + 2 utility lands, or Academy Ruins and Engineered Explosives .

Can 5 color gifts lands be a deck? Or maybe only 4 color without white? I think I might start brewing it.

SideBae on Sidar Tana

10 months ago

Green Sun's Zenith is a card you should consider. It fetches Dryad Arbor on turn one, and gets whatever else you need ( Knight of the Reliquary , Vitaspore Thallid , etc.) later. You should also consider running mana-acceleration dorks. Cards like Avacyn's Pilgrim , Llanowar Elves , Fyndhorn Elves , Arbor Elf , Birds of Paradise and Orcish Lumberjack would all be well-placed in your list. Consider running Sacred Foundry and Temple Garden , as you can grab these with your Farseek . Further in that vein, Nature's Lore is another good piece of ramp that gets non-basics, and it doesn’t specify that they ETB tapped.

Maybe your experience has been different from mine, but I’ve never been particularly impressed by Land Tax in EDH. If you include ways to bypass the one land per turn rule like Exploration or Burgeoning , it may be alright. Faithless Looting and Cathartic Reunion are useful for filtering the Land Tax lands into business spells, as is Magmatic Insight .

Path to Exile is another card I don’t like in EDH, as I’ve found ramping opponents to be pretty dangerous. I suggest Citywide Bust as a potential alternative, though Retribution of the Meek is likely better for this particular list.

Have you considered something like Slate of Ancestry to serve as card draw? I’ve been impressed with it. Mentor of the Meek would also be a great draw engine for you.

Running hate bears in EDH is also pretty good: cards like Aven Mindcensor are a great way to slow down your opponents. Stax pieces like Price of Glory are good ways to avoid getting countered. Depending on how blue-centric your meta is, you could consider Boil , Choke , or Carpet of Flowers as well. If your meta is as blue as mine, consider Pyroblast as well.

Decimate is a card you should at least consider. It varies between useless and busted, so I think experimentation is probably the only way to see if you like it. Similarly, Punishing Fire goes well with your Grove of the Burnwillows to kill smaller blockers your Meekstone doesn’t keep tapped, but that is also a meta call.

Neheb, the Eternal goes infinite with Aggravated Assault , as does Neheb, Dreadhorde Champion . The prior is obviously preferable in this respect, as it is easier to get the combo going with the Eternal and it doesn’t mill you out in the end. However, Dreadhorde Champion is an excellent card for cycling through your deck on its own, and may also work well with your Land Tax .

Good luck with deck building!

SideBae on Gruul Werewolves May.12 2019

10 months ago

So I've never built a werewolf tribal deck, but I have seen a hell of a lot of red-and-green decks. So I'll put out what I suggest.

First, you do NOT need rocks -- you need dorks. Being a green deck means you have access to Llanowar Elves , Fyndhorn Elves , Elvish Mystic , Orcish Lumberjack , Birds of Paradise , Priest of Titania , Bloom Tender and Boreal Druid , all in your colors. Green Sun's Zenith for zero can fetch Dryad Arbor as a turn 1 ramp spell as well, and later GSZ can fetch whichever creature is best for you (like Reclamation Sage , if you choose to run it). Having all the mana helps cast fat, important spells.

Running a lot of creatures means you should run Growing Rites of Itlimoc  Flip, which is a WAY more affordable Gaea's Cradle .

Another bonus of the dorks is that they make things like Slate of Ancestry (which you should run) and Shamanic Revelation (which you do run) much better. Also, if you run something like Overrun or Craterhoof Behemoth , they become efficient beat sticks. If you choose to run Craterhoof, I also suggest Natural Order to get it out for cheap. Overwhelming Stampede is another good choice for a finisher.

Depending on your meta, you may want to alter your land-base to be able to run Ruination or Blood Moon . Flashfires and Choke are also on the table, depending on the colors your friends like to play. Carpet of Flowers is a good way to take advantage of a blue player. Depending on the meta, Stranglehold from your Maybeboard is also a good idea.

With regard to removal of artifacts or enchantments, Nature's Claim is a good choice, as is Krosan Grip . Ancient Grudge , By Force , and Shattering Spree are good artifact hate; Back to Nature and Tranquil Grove are good enchantment hate.

In EDH, many-for-one spells are awesome. Decimate should come in off the Maybeboard, as it's good for blowouts. I also agree with NV_1980 in that Hull Breach is a good card. Eternal Witness is wonderful recursion.

You may want to run Nature's Lore and Farseek . These are very good for finding lands, and the Lore doesn't make the land enter tapped. Further, neither specifies the 'basic' supertype, so they can get your Stomping Ground . If you put Cinder Glade in, you can fetch that too. The Lore and Farseek are better than Kodama's Reach and Cultivate , at least in my experience.

With 31 creatures, you may want to consider Lurking Predators . Also, if you choose to run Sensei's Divining Top , this card becomes even better, and running Into the Wilds becomes better.

Lands can be expensive, but the best two for you are Cavern of Souls and Ancient Tomb . Typically, you don't want your lands to ETB tapped, as that puts you behind a turn. Grove of the Burnwillows and Taiga are also pretty good. Note that, if you choose to run Grove and your meta runs a lot of x/2s or x/1s, you might want to run Punishing Fire as well.

Rhythm of the Wild is a good way to make all your creatures into more immediate threats. Shared Animosity puts pressure on hard.

Running Mana Vault and slamming it turn 1 means you can cast your general turn 2. So... it's a good idea, I think.

If you're running Gruul Turf , I again agree with NV_1980: you should run Exploration . It's a good way to get your lands down fast and efficiently.

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