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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
5 days ago
Hey fuster. I REALLY like burn too. It is great to have a <$300 deck that can stand up to $3000 decks in the format. Everyone hates us though, I guess that's the tradeoff.
I second what Rusty_Shackleford says to having 4x Fireblast. You will rarely get more than two a game and having an 8 damage finisher AFTER dropping 4 mana on spells turn 4 is a pretty much guaranteed end. Fireblast is just insane.
Most burn lists do have 4x Goblin Guide in them. I don't like the card acceleration it gives opponents.
The main card advantage of burn is the lack of permanents. Lacking artifacts/creatures/enchantments makes a lot of removals useless. Consider going creatureless as possible. I have creatures in my deck just because some like Monastery Swiftspear are so synergistic though.
Vexing Devil is NASTY. Worth a look into. Most people see it and choose to eat the 4 damage, which is great. I've also seen some people toying with Bomat Courier for a quick hand reload. Might be worth a look as well.
Magma Jet is slower, but the scry really helps me sometimes. I take it in and out of my mainboard since I have mixed feelings about it. Worth considering I think.
Ball Lightning, Hellspark Elemental, Spark Elemental, and Faithless Looting are all worth considering I think. I don't include any in my current deck, but have in the past. I used to run Hellspark Elemental with Needle Drop, Lava Dart, Faithless Looting, Keldon Marauders, and Quest for Pure Flame. It was fun, but not as fast as my current list (or yours).
I think Glacial Chasm as a 1-2x in burn has a lot of potential and isn't used often. If you drop this turn 2-4 with a deck that has no life gain or tendrils, you just bought yourself enough turns to win.
5 days ago
Also, I LOVE Quest for Pure Flame I haven't seen this card! Gotta get me a couple!
1 week ago
Thanks freakingShane, I definitely appreciate the input. Those are all very good suggestions to consider.
Hostility intrigued me with the idea of doubling the damage of Mob Justice through Purphoros, God of the Forge while creating X 3/1 tokens with haste. But it would likely be the first creature I'd consider subbing out.
Kindred Charge I could also go either way with. it's ability to create copies of the ETB effect creatures that I've got could set up for some great combos. A second Krenko would quadruple the damage output (with a second purphoros). But I do agree, reducing the average CMC would be an improvement for this deck. I'm operating under the assumption that my mana ramp will be sufficient to bear it.
Moggcatcher and Goblin Bombardment both add an anti-control element that I've been concerned that I'm missing with this deck. Board wipes are all too common and a damage sac outlet would work well in response. And Quest for Pure Flame would be a solid fit as well. I'll probably end up playing around with some different combinations of cards to see what ends up feeling the best. Thanks again for checking this deck out.
1 week ago
I would recommend scrapping two cards, specifically:
- Hostility because there are only three direct damage spells in your deck (not including copy spells). It's also pretty hefty on the CMC.
- Since you are also running a looser tribal shell (with the inclusions of elementals, dragons, hellions, etc), I think that Kindred Charge isn't quite strong enough for its CMC. I would probably recommend scrapping that because it optimistically will only deal around 20 damage (I know, that's still not bad, but it isn't lethal and it's still fairly optimistic). I would either scrap that, or scrap Descent of the Dragons and Hellion Eruption, but those two I think are more powerful cards.
I would definitely recommend adding these:
- Moggcatcher for more tutor power and protecting your creatures by not "casting" them. Even if you aren't in a super controlling meta, it's always good to make your creatures harder to deal with.
- Quest for Pure Flame because it is essentially a Gratuitous Violence for 1 mana. It's super easy to set up, and you can pop it out of nowhere. Right before a big Descent of the Dragons or a Krenko, Mob Boss activation seems nice to me.
- Goblin Bombardment is also really nice. It can sometimes give you the last bit of damage you need to seal out a victory, or it can be crucial in response to an opponent's board wipe/wrath. I don't know if that is a common thing in your play group or not, but it could be worth considering!
Really, there isn't anything bad with this deck at all! Those are just some things you might want to consider, but if not then the deck will still be fine! The last thing that I would suggest is just trimming down the fat (the avg. CMC). The lower your curve, the more you get to play. If you want a hyper aggro build, I would try to trim the CMC down to around >3.0.
As always, feel free to ask me any questions you have! I love helping out fellow red mages! :)
4 weeks ago
I feel like your supplemental draw tech is a bit suspect. If your deck is trying to be a hammer (like this one is), then just let it be a hammer. Trying to make it a more complex beast will probably hold you back.
If you are worried about the late game, I would add some actual late game red spells (X spells, Shrine of Burning Rage, etc)
I am also a huge fan of Quest for Pure Flame in decks like this. It adds the potential for monstrous damage very quickly.
Also, Fling to really maximize your unblocked attackers and Postmortem Lunge for non-Unearth-ers.
4 weeks ago
Honestly, I'd go a more chandra tribal route. You may not win a lot but I think people will definitely respect it. Plus, there are plenty of cards that can benefit planeswalkers that you can play. The Chain Veil, Contagion Clasp, Contagion Engine, and Animation Module. Personally, A mono-red chandra deck just sounds fun.
1 month ago
Quest for Pure Flame and Gamble are working out great from your recent changes. I've been on and off testing kindred charge , but I'm not really liking it. At best it performs as well as Siege-Gang Commander.
My list is currently a 100% match to yours and is running amazing, I've been so tempted to add in Pyroblast due to the amount of blue players I face though.
2 months ago
Hmm...ok, so here's an idea: Quest for Pure Flame. Somehow I got this idea that it'd be fun to sacrifice a quest, and use Mana Seism to Bitter Ordeal their entire life total in one shot. I just don't think it'll work like that in practice.
Proclamation of Rebirth for Boggart Forager along with your Psychic Surgery would make it the world's worst Lantern of Insight control. You can even Memory's Journey for 0 cards, just to make them shuffle twice, if you don't like their top card.
Use Muddle the Mixture to find and protect your probes.
Anyway...I'm just brainstorming.