Radiant Flames

Legality

Format Legality
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Tiny Leaders Legal
Standard Legal
Modern Legal
Frontier Legal
Vintage Legal
Tiny Leaders Legal

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Set Rarity
Battle for Zendikar Rare
Promo Set Rare

Combos Browse all

Radiant Flames

Sorcery

Converge — Radiant Flames deals X damage to each creature, where X is the number of colors of mana spent to cast Radiant Flames.

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Radiant Flames Discussion

landofMordor on [PAUPER] BR Salivating Salvager (sacrifice combo)

1 day ago

Servo Schematic over/with the Cogworker's Puzzleknot and Pia's Revolution over Dhund Operative would be my first two adds, then I'd consider Ornithopter over Implement of Malice. I'd also take out Embraal Gear-Smasher since you can only use him once per turn, and instead I'd put in something like Fatal Push or Vengeful Rebel. Or maybe Fling if you're feeling reckless. Ravenous Intruder also comes to mind.

Your sideboard should be 15 cards that help you in various weaker matchups. Except for Uncaged Fury, I think those other cards are too situational. Try Radiant Flames, Onward, or more removal (Unlicensed Disintegration is the best of its kind) instead of the Implement and some of those others.

Love the original deck idea! +1

Jakivne on Green/Red

2 days ago

Hi, I'm also a new player so take this advice with a grain of salt.

Cryptolith Rite and Harvest Season feels counterproductive to your stated game plan. When I see those cards, I think "Wow I want to play a lot minions so that I can get more mana tappers and more lands from my deck", but your deck and game plan doesn't really want to do that. You sorta just want to play the biggest creature in your hand for the highest mana cost and smash your opponents in the face really hard. That game plan doesn't really allow for a lot of creatures on your side of the board. So I would suggest cutting Cryptolith Rite and Harvest Season for more traditional ramp. I can't suggest any good ones off the top of my head, but more cards like Naga Vitalist that give more unconditional ramp.

Another card I find odd is Traverse the Ulvenwald. Not that its a bad card, but more that the big pay off of the card, the delirium effect, is hard to do. It is easy enough to get a creature, instant, and sorcery in the graveyard for you, but getting the 4th type is hard. In your current deck, you could put either Cryptolith Rite or Arlinn Kord to achieve delirium, both of which are hard to put in the graveyard without hurting your game plan. I would suggest to either tune your deck to make delirium easier for your self (Note: You only need 4 of the following to achieve delirium: land, creature, artifact, enchantment, planeswalker, sorcery, and instant) or switch out Traverse the Ulvenwald for Attune with Aether which has the same effect with the added benefit of providing energy for your Aether Hub.

Finally Kozilek's Return doesn't work the way you intended to, at least the second effect. The way that CMC (Converted Mana Cost) works is that it takes variable mana cost (X) as a 0, meaning that Endless One has a CMC of 0 and therefore does not proc the second effect of Kozilek's Return. I would recommend cards like Radiant Flames or Sweltering Suns for board clears, if you cannot reliably proc the second effect of Kozilek's Return.

EDIT:(I have just read the cards again and realized that I have given you sorcery speed options for your instant speed card. Kozilek's Return is fine then if you value using it on your opponent's turn.)

I hope that my advice has been helpful, and that your deck will work out well for you. Happy Magic-ing!!!

EightBitBarnes on You Will Be Bored

2 days ago

landofMordor

Thank you for the suggestions but I think I'll be opting to try Jeskai for Radiant Flames & Magma Spray against Zombies which my deck can't beat unless they have all the bad luck.

multimedia on Energy Elves

3 days ago

Doran_The_ButtFighter, I agree It's best to stay away from Marvel, this is not a Marvel deck. The main reason I mentioned Coup is because it gives us an effect that the deck currently doesn't have. Virtuoso and Hydra are other options for sure. I would learn more towards Virtuoso because it can generate more value with Thopters which have flying. Hydra could also be a sideboard card.

Are you thinking of including one of these cards main deck? If so what are you thinking about cutting for it? Right now I feel the main deck is pretty set with only Verdurous Gearhulk and Magma Spray as the flex spots.

A possible direction to go is to sideboard in Virtuoso when sideboarding out Skyrider Elf. I tend to take out some Skyrider Elf in matchups where I know Fatal Push is my opponent's main removal spell. I do this because wasting energy and a turn to fully converge Skyrider to just have it killed by Push for one mana is pretty bad.

Without having to use energy to converge Skyrider then even more energy is not used. Virtuoso is good vs Push because it's a 3 drop, revolt needs to be triggered before Push can kill it. Our opponent is not going to want to use Push to kill a 1/1 Thopter giving us an advantage. I could see 2-3x Virtuoso in the sideboard to start with and bring them in when Skyrider is taken out. It's possible that Virtuoso is also better than Magma Spray because it does make and use energy and that energy can produce tokens who can be blockers. Spray is here to combat aggro, but Virtuoso can also do this. Delay aggro with Thopters until we can Radiant Flames. Flames does kill Virtuoso and all Thopters though, that's a problem. Your thoughts?


multimedia on Energy Elves

4 days ago

I've done a swap of the number of Glorybringer and Verdurous Gearhulk. 4x Glorybringer gives me better odds to draw it and get it into play turn four or five. I've also increased the number of Mountain to 3x cutting 1x Forest to make room. Glorybringer is double red so having another red source that doesn't come into play tapped really helps.

The difference between the Dragon and Gearhulk is the Dragon's haste. Creature removal is good right now and I get more value faster out of the Dragon than Gearhulk. I've also found the Dragon to be much better than Gearhulk in both Mardu Vehicles and Zombie matchups, especially Mardu as a great way to deal with Gideon, Ally of Zendikar. Gearhulk is also an artifact, the Dragon isn't, which is relevant.

I was sideboarding a third Glorybringer, but I don't need to do that anymore, I cut it for a third Manglehorn. I like Manglehorn in both Marvel and Mardu Vehicles matchups, especially Mardu because it can kill Heart of Kiran and slow down Scrapheap Scrounger.


Small Summary, Sideboard Cards for Matchups (Look for a more in depth guide in the Sideboard Card Choices section soon):


Leatherankh on The Colossal Race (Colorless Aggro)

4 days ago

Zombies are actually harder because this deck cannot go wide. I updated to add Radiant Flames to the SB since the cost is usually easier than Sweltering Suns with this mana base.

Guardians on Need sideboard help for this ...

6 days ago

I think that 3-4 Glorybringer is the best amount. It is very good in most game 1's and is almost always a live draw. It does kind of compete with chandra as a two red mana spell that when resolved demands an answer. I might try 3/2, or 4/1You probably should also have 3-4 Bristling Hydra if control decks are prevalent.

Your plan is to be agressive, but not Lathnu Hellion and Voltaic Brawler agressive. I think 2-4 Channeler Initiate is a good spot to be in,as it is pretty sweet at ramping and getting deep-fiends out.

You probably should run Whirler Virtuoso over Electrostatic Pummeler, you have no Blossoming Defense and no way to make it huge unless you get huge amounts of energy.

Oath of Nissa also probably isn't worth it, you could run Channeler Initiate over it

I'm not sure if you are really attached to Fling, i might cut it if you aren't too attached

My suggestions for the mainboard

+1 Glorybringer (take out a chandra if you want 4)

+1 Bristling Hydra

+2 Whirler Virtuoso

+1 Lumbering Falls

+4 Channeler Initiate

+2 Blossoming Defense/Magma Spray depending on how prevelant control, zombies, mardu, or aetherworks re in your meta

+2 Game Trail

+1 Forest

+1 Manglehorn (it's great at stopping vehicles, Aetherworks Marvel, and other random stuff like clues with its etb)/+1 Whirler Virtuoso

-3 Oath of Nissa

-2 Spirebluff Canal

-1 Cinder Glade

-3 Electrostatic Pummeler

-3 Voltaic Brawler

-3 Fling

Sideboard comments:

Kozilek's Return vs Sweltering Suns/Radiant Flames: Return is only really good against really good against super-aggro decks. Zombies has Transgress the Mind to get rid of cards like Elder Deep-Fiend so return won't be flashed back. It is true, however that Sweltering Suns kills your stuff, so maybe find something else. Chandra, Flamecaller could be good. Or a different card that is good against zombies. Skysovereign is one of those cards, especially good on t4 with a mana dork. I also don't know how prevalent zombies is in your area.

On the topic of control hosers: Bristling Hydra is very good against most control decks, Glorybringer is good against planeswalker control decks, Prowling Serpopard is great against UR, UW, and other blue decks, and Tireless Tracker is good in general. i'd stick with 2-3 of the cat snake for right now, and maybe 1 tracker. You already have it in the main right now so...

+1 Bristling Hydra (very hard for tower, UR control, and sometimes mardu to beat)

+2 Manglehorn/Release the Gremlins (Over Appetite for the Unnatural Manglehorn is especially good as a pre-Deep-Fiend play) You could stick with appetite though.

+2 Sweltering Suns/Radiant Flames/Chandra, Flamecaller

+1 Tireless Tracker

+1 Skysovereign, Consul Flagship

+1 Negate?

-3 Whirler Virtuoso (cuz it's going in the main)

-2 Kozilek's Return

-1 Baral's Expertise

-2 Appetite for the Unnatural

Side note: If you want to keep Fling and stuff, it's your choice. I'm only giving advice. If so:

MB changes:

+1 Voltaic Brawler

+2 Blossoming Defense

+1 Bristling Hydra

+1 Lumbering Falls

+2 Game Trail

+1 Forest

+1 Anything

-3 Electrostatic Pummeler

-3 Oath of Nissa

-2 Spirebluff Canal

-1 Cinder Glade

Side Side Note: Lumbering Falls is great against control! (and in general) Throw em in!

Changes I definitely advocate for:

CUT Electrostatic Pummeler

Add some hexproof stuff like Bristling Hydra, Lumbering Falls, and Blossoming Defense

Skysovereign, Consul Flagship in the side

Kozilek's Return out for Flamecaller, Sweltering Suns, or Radiant Flames

Keep calm and brew on

UpperDeckerTaco on Need sideboard help for this ...

6 days ago

So I have this deck, that seems to do very well with the current meta. There are some questions I want to bring up and would like some assistance in addressing them...

Here's the deck:


Elder Deep-Fling

Standard UpperDeckerTaco

SCORE: 72 | 106 COMMENTS | 10487 VIEWS | IN 32 FOLDERS


The deck's goal is to be aggressive while having a late game finisher to close out games that end up out of reach from getting overpowered on the ground or my board getting swept.

The main issue is the sideboard, but there are some things in the main deck that I would also like to address.

Main deck questions:

How does the curve look?

Do I have the correct number of Bristling Hydras and Glorybringers in the main?

Is Chandra, Torch of Defiance worth it?

Lathnu Hellion seems to eat my energy but does exactly what I want it to do Game 1: be aggressive. Is it perfectly acceptable to run them? Or should I just put Whirler Virtuoso main?

Sideboard questions:

With Ulamog, the Ceaseless Hunger being a threat that is very hard to deal with for RUG, should I run some number of Declaration in Stone to try to deal with the Eldrazi titan? Or just try to beat them to the punch and hope they don't hit a Turn 4 Ulamog?

Kozilek's Return doesn't seem very good against Zombies because of all the static pump effects they have in the decks, is it worth running because it's good against most other aggro decks? Or should I run Radiant Flames instead for that extra point of damage, even though I will lose out on the synergy with Elder Deep-Fiend?

Should I run Prowling Serpopard over Tireless Tracker in the sideboard to bring in against control decks? Tracker gives me card advantage, but Cat-Snake allows me to resolve my threats...

*Any other suggestions that are not requested above are welcome.

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