Quest for Pure Flame


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern 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
Zendikar (ZEN) Uncommon

Combos Browse all

Quest for Pure Flame


Whenever a source you control deals damage to an opponent, you may put a quest counter on Quest for Pure Flame.

Remove four quest counters from Quest for Pure Flame and sacrifice it: If any source you control would deal damage to a creature or player this turn, it deals double that damage to that creature or player instead.

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Quest for Pure Flame Discussion

BigBoyBeau on Unique New Burn Concept, 8-Flame ...

2 weeks ago

Some of the mechanics of this deck different than typical Burn, Pyromancer, Storm, Goblin, or Hollow One decks. In 8-Flame you want to increase the number of damage triggers on a specific turn while you benefit from +2 damage and double damage modifiers.

I'd like to clarify the use of several cards for StopShot and anyone else who's been wondering about card choices.

Regarding Monastery Swiftspear and prowess triggers, there are actually 14 noncreature spells and an additional 20 lands that can be used as "retrace" targets of the noncreature spell Flame Jab. That means more than half the cards in the deck can trigger prowess!

Unfortunately Curse of the Pierced Heart must deal damage during the opponent’s turn when it should not or cannot be modified by either Quest for Pure Flame or The Flame of Keld, respectively. If Curse of the Pierced Heart trigger on it’s owner’s turn after the draw step, it could be a staple in this deck.

The graveyard card sources for Grim Lavamancer include the 8 self-sacrificing creatures Spark Elemental and Keldon Marauders as well as the 8 Flame enchantments, the 4 Flame Jabs (only one Flame Jab needs to remain in the graveyard for “Retrace”) and some of the 20 "Retraced" Mountain cards. The Scorched Rusalkas can sacrifice your other creatures on demand. Most of the deck and go to the graveyard and fuel the two Grim Lavamancers!

Scorched Rusalka has more good uses. It can sacrifice itself and other creatures you control after combat the same turn that Quest for Pure Flame and The Flame of Keld are increasing damage. (You can achieve as much as 6 damage for each creature sacrificed with just one Quest for Pure Flame and one The Flame of Keld modifying the damage!) Scorched Rusalka's ability can also be done at instant speed in response to removal. Scorched Rusalka helps fuel Grim Lavamancer.

Having cleared up reasons for card choices, I do appreciate your advice. Goblin Guide, Fanatical Firebrand, and Goblin Grenade are attractive options. I may try them later in a goblin variant of the 8-Flame deck!

BigBoyBeau on 8-Flame

2 weeks ago

The same concerns came up when testing began on this idea. They are valid concerns lagotripha. It is difficult and counterintuitive to let go of the classic burn staples. Could the retrace effect of Flame Jab make up for the higher damage of Lightning Bolt? The simple answer is yes. These "ping damage" cards improve the deck.

The ping abilities of Goblin Fireslinger, Scorched Rusalka, Grim Lavamancer, Impact Tremors, Viashino Pyromancer, Keldon Marauders and Flame Jab multiply exceptionally well with both The Flame of Keld and Quest for Pure Flame. This is because they get tokens faster for Quest for Pure Flame and they create more instances of damage for The Flame of Keld to add to.

If all this sounds unbelievable, please playtest the deck a few times. Usually lethal damage occurs between turns 4-6. The math allows about 10-100 damage dealt!

Remember that The Flame of Keld adds 2 damage to each source for one turn; and Quest for Pure Flame doubles each source of damage. Multiple copies of Quest for Pure Flame have a compounding effect.

Zarathoustra on Mono-Red Prowess

1 month ago

I've got some news. Sorry for the three comments but you might be interested.

You can't play Insult before you cast suspended Rift Bolt. But you can sacrifice Quest for Pure Flame at any time !

Zarathoustra on Rift Bolt and Insult

1 month ago

Ok, makes sense... As a matter of fact, I'm already using Quest for Pure Flame, you say I can sacrifice it before I cast Rift Bolt from graveyard ? That would be awesome news.

Boza on Rift Bolt and Insult

1 month ago

Insult is a sorcery. You cannot cast sorceries outside of your main phase, when the stack is empty. Casting a rift bolt coming off suspend is done earlier in a turn, during the upkeep. So, no, it is not possible without other effects to cast Rift Bolt after Insult.

From a deckbuilding standpoint, you can use Quest for Pure Flame instead. Sure you have to deal damage four times to an opponent before you can use it, but this is the only way I know to double the damage at instant speed, which is what you need.

SkeletenKeys on Mono-Red Prowess

1 month ago

Thanks for the suggestions! I really like the Guttersnipe and Quest for Pure Flame ideas. Might try to include both as two-ofs in place of two Bedlam Revelers and Rift Bolts respectively, and balance out through testing.

Zarathoustra on Mono-Red Prowess

1 month ago

I also run Insult in my mono red burn deck, it is insanely powerful if you can suspend Rift Bolts the turn before you play it. But I wouldn't run 4 of them, 3 is enough since it will end the game in most cases.

If you want to maximize the double damage effect, I may suggest Quest for Pure Flame, it is real fast to trigger.

You already have solid creatures and 12 is fine, but maybe you should consider Guttersnipe, which I also run in my deck (Guttersnipe's Burning Rage). With Insult on, he will shoot for 4 damage 2 or 3 times a turn...

I agree with previous comment, Thud would be a nice addition if you wanted to throw Kiln Fiend over your opponent's defense... but as you say, the question is : do you want to physically hit your opponent, or burn him down from distance ? Thud would fit nicely in the second case because you wouldn't need many creatures on board, not so much in the first one where you would have to add more of them.

Mutagenic Growth may be removed if you go for the burn option, and replaced by some spell like Lava Spike or Magma Jet.

+1 !

Zarathoustra on Guttersnipe's Burning Rage

1 month ago

Funny you talk about this Thermo-Alchemist dude, I just can't decide between him and Firebrand Archer since I've heard of him. The big difference is the archer can shoot as soon as she gets on board if you have the extra mana, and also attack if the field is clear. Plus, it will be triggered by Shrine of Burning Rage when it's cast. So I tend to think she's the best choice for that particular deck.

Now, this is a deck based on how many cheap instant/sorcery you can cast in a short period of time. I'll definitly add Magma Jet to the main, but I need to get rid of a creature for that...

Would you keep the 20 lands ? It could be the solution.

I also heard about Quest for Pure Flame... This looks insane.

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