Rite of Flame

Rite of Flame

Sorcery

Gain and then gain for each card named Rite of Flame in each graveyard.

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Set Rarity
Coldsnap (CSP) Common

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Legality

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

Rite of Flame occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Rite of Flame Discussion

psionictemplar on Phoenixes of Invention (Mono-R Phoenix Tribal)

1 day ago

Regarding the speed aspect of the deck, I gotta say I'm not surprised it seems slow given how many expensive cards you are running. It's the main reason I suggested more lands, especially since you can't always have a fires on the field. If you are wanting to run a lot of your deck through the fires, then it might be a good idea to add at least one more for consistency purposes. You could also add a couple rituals like Rite of Flame or Seething Song to speed your game up as well.

A side thought I had was that since you'll be playing at sorcery speed for the fires you might want to look into sorceries instead of instants. A lot of time they are more powerful at the sacrifice of speed/flexibility.

multimedia on 6 mana turn one, green ...

2 weeks ago

With Pattern of Rebirth you're going to want a low CMC self-sacing creature so you can enchant that creature with Rebirth and then sac the enchanted creature to trigger Rebirth. In my first comment I suggested Tinder Wall and it's a self-sac creature who costs no mana to sac. Wall + Rebirth is only five mana which is conveniently the amount of mana that Seething Song makes.

Your hand: Forest or Mountain, Simian Spirit Guide , Rite of Flame , Seething Song , Manamorphose , Tinder Wall , Pattern of Rebirth

Play Forest, exile Spirit Guide add , tap Forest add , cast Rite add , cast Song add , cast Manamorphose add giving you , cast Wall, cast Rebirth enchant Wall, sac Wall.

Funkydiscogod on 6 mana turn one, green ...

2 weeks ago

The most flippant answer I can give is: Mountain Rite of Flame Pyretic Ritual Seething Song Manamorphose Channel the Suns .

That gives you have 6 mana on turn one: and one more of any color. That should be good to cast anything you want.

What's the card you're trying to cast? Some mana engines are better than others depending on the card.

Caerwyn on 6 mana turn one, green ...

2 weeks ago

What is your ultimate goal (what do you want the mana for)?

You're going to have a real hard time hitting that mana in legacy--it's not impossible--there's a lot of fast mana printed, usually in Red ( Simian Spirit Guide , Rite of Flame ), there are fast mana artifacts ( Lotus Petal , Chrome Mox , Mox Opal ), and there's Manamorphose to fix your colors--but it is generally going to take a whole lot of moving parts.

You're in colors with mediocre card draw options, meaning you're effectively banking on a perfect opening hand--that's not an effective strategy.

Finally, with all your moving parts, you still have a relatively fragile opening turn, where a single Force of Will (the third most played card in the format) can make all your work generating mana be for nothing.

Which brings me back to my opening question--what is it you are trying to do with your mana? There might be a better way to accomplish that task, such as a way to cheat that card into play or a good way to stall out until you're capable of playing the card.

TheMazter13 on Artifact Storm

1 month ago

Mainly Improvements I think you can make / Problems that I've found / Why this is a bad storm deck | Skip to the bottom for the Conclusion

3 BIG PROBLEMS > Mana, Consistency, and Modern itself

I will preface this with a statement, Modern HATES Storm. Almost all of the storm cards that Modern used to play are banned. Seething Song , Rite of Flame , Treasure Cruise , Dig Through Time , Ponder , Preordain , Faithless Looting , and Gitaxian Probe are all banned because of Storm and their use in or / storm decks. A lot of what I'll say will have relevance to Modern, but Storm is best in Vintage with access to the older Storm Cards. Some of the CARDS I mention will only be legal in Vintage, but the ideas/problems with this deck all have relevance to Modern

Differences I've found

Storm needs mana to do all the things it does. Do you know why Seething Song and Rite of Flame are banned? Because Storm took them and won on turn 1-2 and then kept winning on turn 1-2. However, because those things are banned, we need a compromise: Cards that make mana. Cards like Manamorphose , Desperate Ritual , and Pyretic Ritual can all get you the Generic portion of spells.

A difference between this deck and most Storm decks is that a) it doesn't win with Tendrils of Agony , which, although a black card, is way more efficient than Grapeshot but I'll talk about Winning later b) the cards that up the storm count don't do anything. Your Memnites, Ornithopters, and Darksteel Relics don't do anything on their own, they just cost 0. In other Storm decks, cards like Serum Visions , Manamorphose , Opt , and Deep Analysis all draw more cards while being cheap and upping the storm count.

Storm can win through other things too. Things like I dunno, creatures that DO things. Delver of Secrets  Flip, Thing in the Ice  Flip, and Baral, Chief of Compliance all a) do things and b) can ATTACK (Well, not Baral). If your Storm count fizzles, you still have a 3/2 flyer or a 7/8. Also, fizzling. In this deck, it's not so bad because your win condition is Aetherflux Reservoir , but fizzling is either because of a) not cards in hand or b) no mana. I've playtested this deck a few times, and what happens is I'm either top-decking, or I have no lands, both of which are TERRIBLE for a storm deck. This deck barely wins before turn 7-9, which in Modern is abysmally bad.

Your Win-Condition. You chose probably the hardest win condition in Storm. In a perfect game, where all the spells to setup are cast WHILE Aetherflux Reservoir is in play, you need to cast 8 spells to get to >50 life (56 to be exact; 20+1+2+3+4+5+6+7+8=56). So before you start going off, you need to get 4 mana and then live long enough to untap. It is very possible to get to 8 spells, but in this deck, it isn't. The way you cast spells, and the way those spells let you cast other spells means that you'll almost never have enough cards in hand to win. The ONLY line that I see is, yes, Retract , but that bounces Aetherflux Reservoir too, and we just spent 4 mana putting that thing in play. Even if we put Aetherflux into play again, we need 4 zero mana artifacts that WEREN'T in play last turn, which isn't impossible per se. So the things that this deck needs to win are a) Aetherflux Reservoir ALREADY IN PLAY b) Retract in hand c) 4 zero mana artifacts in hand d) Mana to both cast Retract AND Aetherflux Reservoir and e) a life total of at least 15. That's 5 things that this deck needs. 5 things in ONE HUNDRED CARDS!? Also, Aetherflux Reservoir isn't even a 4-of??! Not only would making you draw it easier, but 2 Aetherfluxes in play is not that bad if your win condition is >50 life. For storm it's bad, but for this, it's okay (Keep in mind a good thing in a bad deck is bad).

So, Aetherflux Reservoir sucks. What else is there?

Tendrils of Agony -

PROS: 1) Can be cast multiple times throughout the game. The difference with Tendrils and Reservoir is that Reservoir is all or nothing; you NEED >50 life to win. Tendrils can be cast multiple times to win. If you cast tendrils for only say StormCount™ is 4, that's 8 life down for our opponent. Then, you can keep casting it. Maybe later you cast it for StormCount™ 5, that's 10 life down and 10 life gained. It's also a better thing for fizzling. If you even think you're going to fizzle, keep mana for tendrils. Tendrils should always be the last thing you cast each turn to maximize the StormCount™ 2) It's efficient. For the same mana cost as Reservoir, you get an immediate effect that drains your opponent. Also, each life that our opponent loses is great for us because instead of us gaining life, we're draining our opponent. In a format of Fetches and Shocks, 2 life is very easy to lose. Each 2 life our opponent loses is 1 less copy of tendrils we need.

CONS: 1) It's black, and quite a bit at that. We need 2 black mana to cast this thing. But, cards like Manamorphose , the Moxen that you have, Black Dual Lands, Urborg, Tomb of Yawgmoth or even just good old fashion Basic Swamp are all better than what you have right now. 16 Basics + 6 Basic Fetches is a lot for Modern. I know you're playing 100 cards, but that is still a lot. No Scalding Tarn s? No Fiery Islet s? Not even playing other duals? The Fast Lands, the Pain Lands, The Battle Lands, The Check Lands? All of these are not only but have black variants too.

Grapeshot -

PROS: 1) Cheaper, only needing to cast 2) Already in your colors / In the deck, so just needs more copies 3) Hits creatures to make way for creature damage to get through 4) Great support Card, makes Tendrils better by needing fewer copies and can chip away at a life total and help your creatures kill your opponent

CONS: 1) Really inefficient. You need to one-for-one your opponent's life total with StormCount™ if this is the MAIN win-con

Brain Freeze -

PROS: 1) Cheap, needing to cast and already in your colors 2) Mill is a lot easier in Modern than Commander. Not only is every card our opponent draws good for us, but they only have ~60 cards to mill 3) Goes great with High Tide WHICH YOU SHOULD DEFINITELY BE PLAYING TO HELP YOUR AWFUL MANA

CONS: 1) Also pretty inefficient, milling 3 per StormCount™. However, unlike Grapeshot, players are constantly drawing cards and are probably drawing more than 1 per turn. 2) Completely dies to "Shuffle your graveyard into your library..." effects, so probably not a main win-con, but something to keep cards away from your opponents by milling them

Mind's Desire -

PROS: 1) Very powerful at high storm count. Even with low storm count, if you can hit a Tendrils, a Grapeshot, or another Mind's Desire, then you can not only keep adding to the StormCount™ but kill your opponent 2) Adds to the StormCount™ because you cast the card

CONS: 1) A bit expensive mana-wise, but if you can be making mana with rituals or casting High Tide , then it's no problem

Empty the Warrens -

PROS: 1) On Color, Average cost 2) It makes a lot of creatures that can attack OR block. Also, unlike Awoken Horror , it is very hard to block all of them at once

CONS: 1) Summoning Sickness

CONCLUSION Read this if you only care about what I think of the deck and not on improvements

Honestly, the deck sucks. Aetherflux Reservoir is slow enough on its own, but the mana base, the support cards, and the number of cards make it even worse. With 100 cards, you can almost never get the pieces to fall into place right. You have very little card-draw and none of your cards replace themselves. You have to wait to at least turn 4 to cast Reservoir, and before that, you can't do anything. You can't cast your Memnite on turn 1 because that's less card to have on turn 4-5 when you have Aetherflux. Waiting until turn 4-5 to dump your hand of do-nothings is not the best. A hand dump of anything is probably not great, but in this deck of cards that don't replace themselves, it's extra bad. You'll almost never have enough cards after a hand dump. 1/3 of your deck is 0 mana artifacts. 1 card does anything on its own and you only have two copies of it. Mox Opal is the only card of the THIRD of your deck that does anything on its own. Mox Amber can only tap for mana if you have one of only FIVE legendary creatures/planeswalkers in play. With 100 cards, that never happens. Memnite and Ornithopter are never winning a game on their own in this deck. Darksteel Relic has no activated abilities. If Everflowing Chalice and Astral Cornucopia are 0 mana artifacts, then they also have no activated abilities. Paradise Mantle needs a creature. Spellbook does basically nothing because you aren't drawing cards. A lot of the other cards don't do anything either. I don't know why you are playing 100 cards if not a lot of them do things.

Now, a lot of these cards are 1-of's which is good. But there are cards that you have 1 of which are amazing. Most of them are legendary creatures, which drawing 2 of kinda sucks, but in 100 cards (which is still dumb) you'll never get them if you only have one copy

  • Urza, Lord High Artificer - Lets your do-nothing artifacts tap for ! Also, he gets you a creature that, with a lot of artifacts, can attack for lethal. ALSO, he has an activated ability which, with excess dumb artifacts, can keep you casting spells

  • Jhoira, Weatherlight Captain - DRAWS YOU SO MANY CARDS!! Is also a 3/3

100 cards is a bad idea in general. Consistency is a big part of any format. Even with 100 cards, you can still up consistency. Splash for tutors, White or Black, to find the cards you need.

Sideboards are a thing and can have up to 15 cards. Put targeting removal like Vandalblast there instead of your main deck. The "hate" cards of MTG go in the sideboard

guimuave on cEDH Grumgully Persist Combo

4 months ago

I like the deck so far, the birthing pod line is very efficient and I will probably play test it in my list. Currently I think the biggest issue in the deck is speed which comes down to two things, ramp and redundancy.

First off is ramp, I would highly recommend running Dryad Arbor as it is absolutely insane in the right setup. First off at its worst its a summoning sick land, at its best its a turn one ramp spell off Green Sun's Zenith . It has insane synergy with Natural Order , Eldritch Evolution , etc. Additionally you could consider some fast single turn ramp with cards like Lotus Petal , Elvish Spirit Guide , Simian Spirit Guide , Rite of Flame , Seething Song With the spirit guides you also have the added benefit of being able to Survival of the Fittest / Fauna Shaman them for your combo pieces.

Now onto redundancy, especially with different typing. First off I think you could use redundant sac outlets, the best of which would be Thermopod who is a creature tutorable Phyrexian Altar (only for red) which doesn't seem all that good but just the creature typing and mana ability makes him worth it, especially with Lesser Masticore who at least in my build is by far the most efficient way to win. Cards like Thunderblust Protein Hulk also help redundancy but aren't fully necessary due to their inefficiency but can be pretty good with Sneak Attack and Elvish Piper . I also would highly recommend Ashnod's Altar as an additional sac outlet.

A few minor issues I had play testing this deck: Frequently getting mana screwed when trying to use Blood Moon effects. They are insanely good stax effects if dropped early, however you would probably need to drop some utility lands to use them efficiently.

Goblin Engineer lacking an artifact to sacrifice. This is an issue I had in my deck as well and hasn't gotten better and 6 artifacts just isn't enough to consistently use it.

Not having a wincon with Greater Good . This one is easily remedied yet again by adding fast mana. the issue is that drawing your deck off greater good does not always yield enough mana to play an actual wincon such as Goblin Bombardment . This issue happens when Mana Crypt is already in play.

The stax elements are very good but some are just too slow like Inferno Titan , Ruric Thar, the Unbowed

Overall a very good shell but it just needs to increase the speed or go deeper into stax to really create value out of the combo. Hope this helped a bit.

jclaust on

4 months ago

I have played the deck five times in pods of 3 against other cEDH decks this Saturday. If you want to see the competition, please see my Zur deck build. There is a segment including the Meta and decks.

From the five games, I stole a game while behind on board and hand count. The other game was decisively mine when another opponent attempted to win but lost the counter war.

The other three games were lost in this order: Flash Hulk hand with FoW protection turn one, was focused on by two players when politics became necessary and hit a pocket of six lands while attempting to go off.

With the last game fresh, I will be adding Rite of Flame for an Island because after a few other games. I think the deck can be fine tuned to 28-29 lands with careful consideration. Also, as a cEDH player and flavor individual, I am not including, though I understand the advantages, all the fetches. I cannot find myself breaking my own color restrictions.

The deck is gratifying to pilot.

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