Roast

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Dragons of Tarkir (DTK) Uncommon
Promo Set (000) Rare

Combos Browse all

Roast

Sorcery

Roast deals 5 damage to target creature without flying.

Price & Acquistion Set Price Alerts

DTK

Ebay

Roast Discussion

Reddagger56 on I Bolt The Bird (Skredless Skred)

3 weeks ago

Chandra's Phoenix just seems bad. its a hasty 2/2 for three with a super low ceiling. Pia and Kiran Nalaar is less than a $1 a copy and protects koth a lot better. Also with the lack of blood moons in the list it seems like it would be better to plash a color instead of playing mono red. plashing black could open you up to better removal like Terminate and Fatal Push. It would make koth less good but it would open you up to playing some cool black planeswalkers and creatures while still keeping the budget super low. May I also suggest playing Glorybringer as both a great threat and a Roast every time it attacks all for $1.35 a copy.

Liquidbeaver on Argent Moon: Liquimetal Control

1 month ago

Pheardemons: I like a lot of your suggestions, but I am going to try switching stuff little by little, because I think a mix of cards I am running and cards you are suggesting will be the right middleground.

Because of Liquimetal and Scepter the deck plays at a weird pace. If I go too far towards one end end of the spectrum where I have no creatures I need harder control to make up for not having blockers/attackers, and the deck relies even more on the few wincons to stick.

If I go more aggro, then the control becomes weaker and the Coating/Scepter become huge liabilities instead of little ones. So far, a good mix of threats that must be answered has worked out best, even if it messes with the raw tempo of the deck to do it.

Having 0 power is a valid criticism of Spellskite, but I think it needs to stay in the 75 for a few reasons. It can protect my few artifacts, it can redirect burn aimed at me or a planeswalker (one of my hardest matchups), it can soak up auras and pump spells that opponents cast, it doesn't get bounced by TiTi flipping, and it chump blocks a huge majority of the creatures in the format without dying. I would be okay with it being in the SB for the exact reasons you said though, if I play a deck that has no interaction or combos off, it is a dead card.

Thing in the Ice  Flip I think is something vital to the deck. Being able to chump until it flips, and then getting rid of all other creatures on the battlefield, killing all the tokens, and getting around indestructible and hexproof is huge. Quite a few times I've won games against Humans and Stompy purely on TiTi, Bolts, and a counterspell or two. The fact that it flips so steadily while I am just do my thing and interact is a huge benefit. I think I could easily operate on a creaturebase of just TiTi and Spellskite (or Young Pyromancer) in the MB, and if they bring in more creature removal just for that, they are playing to the impact of just 5 of my cards, which aren't my only wincons if I add Keranos/Ral/Jace, they are just secondary ones.

Shrapnel Blast was an addition to act as more of a mainboard Roast, but with the potential for a lot more reach. It also helps quite a bit to limit the drawbacks of running Coating/Scepter, as they can both have a huge impact if I draw supplemental spells at a good time, or they can be terrible if I don't. Since I don't run Faithless Looting or anything besides Mission Briefing/Izzet Charmto pitch those away, I wanted to get more use out of them. Even just adding 1 to the mainboard did a lot for limiting the liability of running Coating and Scepter. Since I'm not willing to remove those two cards, I wanted to make sure I always had something to do with them. MB Spellskite also helps to reduce the negative aspect of those pet cards, as blocking with a Spellskite in an instance where it would die, then saccing to Blast at either a */5 creature, or sending 5 at a player/planeswalker can be huge.

Mission Briefing going down to 3x is probably something worth doing regardless. As cool as it is to Scry a bit, and then recast something from my GY, there are a number of times I drew into multiples where I rather have just had interaction in my hand. 2x would probably be too few since I don't run Snapcaster Mage, but I think 3 may be just right.

Thanks for suggesting Sweltering Suns, I didn't know about that card. I am going to pay attention to how often the exile clause on Anger of the Gods would actually matter (Finks, Dredge?). Right away I think 2x Anger/1x Sweltering would have no negative impact on me, and I can spend some time seeing if I want to switch to the full 3x Sweltering.

I ran different combinations of Blood Moon for a while, and 3 total always felt great, where 4 total felt like I was always drawing multiples, or I would have 2x in the side and never want to bring in more than 1. I think an extra 1 in the SB, in conjunction with some Damping Sphere like you suggested, would be a great way of covering all my bases without overcommitting.

I think I've been thinking of my MB bounce and SB bounce in the wrong way. I want to be able to have the most impact, and hit the highest number of things with my MB spells, and use the SB to refine it if needed. 2x Echoing Truth in the MB, and having 1-2 Expel from Orazca/Boomerangin the SB would be a much better way of making sure my Game 1 potential is highest. Expel/Boomerang in the MB isn't as effective in games where I don't know if I will even land 10 permanents, or if I need to be worried about multiples of permanents coming out.

How do you think Grafdigger's Cage compares to Relic of Progenitus/Tormod's Crypt? Those two were my first thoughts when I was thinking of adding more Dredge and GY hate (besides wanting a second Surgical Extraction in the side), but I completely forgot about the Cage.

I've avoided cards like Pithing Needle for a long time because of my limited knowledge of what cards in other decks I should be worried about, and the sheer card pool that Modern has. I think Sorcerous Spyglass is a great alternative to that for me. I think that would also compliment having Clique as well, as I can choose which one to cast based on boardstate.

Negate is a great suggestion for the SB. I've had a number of games where I wanted to board out Remand against low CMC decks, or board out Mana Leak against big mana decks, but had nothing in the SB to switch it with. Getting it imprinted is also really cool, as it can protect me and itself on every turn.

Thanks again for your perspective on the deck and the general meta! It is very helpful early on in the deck creation like this.

Liquidbeaver on Argent Moon: Liquimetal Control

1 month ago

Pheardemons: I like a lot of your suggestions, but I am going to try switching stuff little by little, because I think a mix of cards I am running and cards you are suggesting will be the right middleground.

Because of Liquimetal and Scepter the deck plays at a weird pace. If I go too far towards one end end of the spectrum where I have no creatures I need harder control to make up for not having blockers/attackers, and the deck relies even more on the few wincons to stick.

If I go more aggro, then the control becomes weaker and the Coating/Scepter become huge liabilities instead of little ones. So far, a good mix of threats that must be answered has worked out best, even if it messes with the raw tempo of the deck to do it.

Having 0 power is a valid criticism of Spellskite, but I think it needs to stay in the 75 for a few reasons. It can protect my few artifacts, it can redirect burn aimed at me or a planeswalker (one of my hardest matchups), it can soak up auras and pump spells that opponents cast, it doesn't get bounced by TiTi flipping, and it chump blocks a huge majority of the creatures in the format without dying. I would be okay with it being in the SB for the exact reasons you said though, if I play a deck that has no interaction or combos off, it is a dead card.

Thing in the Ice  Flip I think is something vital to the deck. Being able to chump until it flips, and then getting rid of all other creatures on the battlefield, killing all the tokens, and getting around indestructible and hexproof is huge. Quite a few times I've won games against Humans and Stompy purely on TiTi, Bolts, and a counterspell or two. The fact that it flips so steadily while I am just my thing and interacting is a huge benefit I think. I think I could easily operate on a creaturebase of just TiTi and Spellskite (or Young Pyromancer in the MB, and if they bring in more creature removal just for that, they are playing to the impact of just 5 of my cards.

Shrapnel Blast was an addition to act as more of a mainboard Roast, but with the potential for a lot more reach. It also helps quite a bit to limit the drawbacks of running Coating/Scepter, as they can both have a huge impact if I draw supplemental spells at a good time, or they can be terrible if I don't. Since I don't run Faithless Looting or anything besides Mission Briefing/Izzet Charm to pitch those away, I wanted to get more use out of them. Even just adding 1 to the mainboard did a lot for limiting the liability of running Coating and Scepter, two things that I'm not willing to remove, so I want to make sure I always had something to do with them. MB Spellskite also helps that negative aspect of those pet cards, as blocking with a Spellskite in an instance where it would die, then saccing to Blast to either the */5 creature, or sending 5 at a player/planeswalker can be huge.

Mission Briefing going down to 3x is probably something worth doing regardless. As cool as it is to Scry a bit, and then recast something from my GY, there are a number of times I drew into multiples where I rather have just had interaction in my hand. 2x would probably be too few since I don't run Snapcaster Mage, but I think 3 may be just right.

Thanks for suggesting Sweltering Suns, I didn't know about that card. I am going to pay attention to how often the exile clause on Anger of the Gods would actually matter (Finks, Dredge?). Right away I think 2x Anger/1x Sweltering would have no negative impact on me, and I can spend some time seeing if I want to switch to the full 3x Sweltering.

I ran different combinations of Blood Moon for a while, and 3 total always felt great, where 4 total felt like I was always drawing multiples, or I would have 2x in the side and never want to bring in more than 1. I think an extra 1 in the SB, in conjunction with some Damping Sphere like you suggested, would be a great way of covering all my bases without overcommitting.

I think I've been thinking of my MB bounce and SB bounce in the wrong way. I want to be able to have the most impact, and hit the highest number of things with my MB spells, and use the SB to refine it if needed. 2x Echoing Truth in the MB, and having 1-2 Expel from Orazca/Boomerang in the SB would be a much better way of making sure my Game 1 potential is highest. Expel/Boomerang in the MB isn't as effective in games where I don't know if I will even land 10 permanents, or if I need to be worried about multiples of permanents coming out.

How do you think Grafdigger's Cage compares to Relic of Progenitus/Tormod's Crypt? Those two were my first thoughts when I was thinking of adding more Dredge and GY hate (besides wanting a second Surgical Extraction in the side), but I completely forgot about the Cage.

I've avoided cards like Pithing Needle for a long time because of my limited knowledge of what cards in other decks I should be worried about, and the sheer card pool that Modern has. I think Sorcerous Spyglass is a great alternative to that for me. I think that would also compliment having Clique as well, as I can choose which one to cast based on boardstate.

Negate is a great suggestion for the SB. I've had a number of games where I wanted to board out Remand or against low CMC decks, or board out Mana Leak against big mana decks, but had nothing in the SB to switch it with. Getting it imprinted is also really cool, as it can protect me and itself on every turn.

Thanks again for your perspective on the deck and the general meta! It is very helpful early on in the deck creation like this.

Kizmetto on Nayasaurusrex {updated Oct 4th}

2 months ago

What do you think of Drover of the Mighty or Thunderherd Migration? Pros are that you have a body who can be a 3/3 easily, cons are it can easily be removed. Pros for the sorcery is its an easy ramp which happens on t2 like when you want to play the creature anyway, cons is it is a sorcery which requires a dinosaur to be good (isnt too hard but still sorcery speed feels bad when its kind of meant to be a creature heavy midrange deck?)

Argy Absolutely does feel like Roast and that saw tonnes of play. Maybe worth mainboarding just because of how many targets it demolishes... But i do still like Lava Coil mainboard for spot removal.

Testing out 1 copy of Raging Swordtooth as a sort of small board controller and being a 5/5, where i have tested Territorial Allosaurus as well, but i dont get to use its kicker as much as i had liked, but also liked the 5/5 body. THe swordtooth clears the board of tokens which is what the deck wants to do - clear the board. Maybe the singleton mainboard is good?

I think i'll try mainboarding the Thrashing Brontodon and move Runic Armasaur to sideboard for now. The brontodon still survives Deafening Clarion so thats good.

Argy on Nayasaurusrex {updated Oct 4th}

2 months ago

I wouldn't be able to tell you off the cuff if that is the best change. All you can do is test it.

All I can say is that I'm REALLY starting to like Fight with Fire. It reminds me of Roast, which was a card I played a lot.

5 damage for is just insane. The Kicker cost gives you another excellent way to Control the game, or finish it.

I wouldn't have even considered the card if I hadn't seen a Pro playing with it.

lagotripha on Devil's Waltz

2 months ago

Mono red has a lot of functional budget cards kicking around, thanks to tier2 cards being printed basically every set. I had a quick glance through the list of devil cards- Impetuous Devils looks fun, Wolf of Devil's Breach and Flayer of the Hatebound/Scourge Devil are interesting cards pointing to a possible self-mill strat.

If you're playing a casual format, its important to measure your decks' power and how 'unfair' it feels to play against- noone wants to feel like their games are a coinflip. So while the 'red deck wins' go wide strategy with Bedlam Reveler, Shared Animosity and Rakdos Cackler is available, I'm gonna talk about something more fun in less competitive metas- Big red.

Big red likes setting down mana rocks to get to 4-5 mana early, using spells like Roast to clear the board. A creature base in the 3/4/5/6 slots isnt' unreasonable, so long as you can cast early spells to clear out creatures.

I'd look at a set of Roast, Slagstorm/Pyroclasm, and Pulse of the Forge. If you can just blam creatures off the board and threaten their life total on your end step, getting to the big devils isn't too tricky.

Flames of the Blood Hand is an amazing RDW sideboard card because it helps stop decks that go 'I gain 10 life, you literally can't win against me now'. Your value plan should only be worried about life in the 'Is this making them completely immune to damage' sense. If charmbreakers stick, you don't have to worry about a foe being at 30 life.

If your meta is lifegain-combo heavy, then consider sticking an Everlasting Torment- its on theme and should stick around longer.

Last, mana. Specifically, mana rocks. The beating heart of casting big spells in red. Mind Stone, Star Compass, Talisman of Impulse, Boros Signet/Rakdos Signet, etc. They are really good- either people are wasting cards on artifact removal, which doesn't massively affect your gameplan (at least, not unless its a competitive meta with Ensnaring Bridge everywhere), or you get to cast 3/4 drops early. The best even draw you a card when you no longer need them. It also can easily take the place of some of the lands you play- The rule of thumb is generally that 2 rocks is worth 1 land. This should let you more reliably cast bigger creatures. I wouldn't normally mention it because I don't like the card, but Rakdos Keyrune is on theme.

lagotripha on (Needs help!) Eternal Punch-up

2 months ago

As with most budget lists, focussing way in on what you are trying to do and doing just that thing is the best way to make it work. Strip out everything nonessential and see how much space you have for anything else.

Giving Wildfire Eternal haste to kick out a big sorcery as your core gameplan sounds good. You can run Living Lore, Spellweaver Helix and draw/discard as well- gameplans that try to use one creature as the lynchpin are easily disrupted, but when you have multiple options, things start looking better. Discard/draw also helps deal with the 'all my cards are stuck in my hand and I can't use them' problem.

Next step- ramping and giving them haste. Pentad Prism is a simple, manafixing, ramping artifact that leaves your mana open to cast a counterspell. It'll serve as extra generator servant copies, barring the haste enabler.

To give haste is more tricky, as you start needing to look at how much disruption you have compared to enablers compared to payoff. Expedite and Crimson Wisps are powerful options, as they don't cost cards. Hanweir Battlements is another interesting one.

Striking a balance between payoff cards (cheating a Cruel Ultimatum or Wildfire usually wins), disruption (Roast, vapor snag, Repeal, Mana Leak etc) and draw/discard (Cathartic Reunion, Faithless Looting, Tormenting Voice, Collective Defiance etc is tricky.

Which is why its your job. Look at lists that try to do similar things (cast 2-3 cards for a big payoff), and copy their proportions of cards until you have a mix that feels good. Playtest, playtest playtest. You'll have an FNM crushing list in no time.

BraxTune on Baralmancer Izzet Modern

3 months ago

This deck has faced a lot of changes and challenges since I first posted it. I figured I should take a moment and explain some of them.

Lightning Greaves Will be missed but I could no longer sacrifice the slot. This deck thrives on a continuous flow of instants and sorceries. The benefits it produced were rather short lived. I may tinker around with it some more in a future deck.

Anger of the Gods I think this will prove to be a welcome addition. Against creature heavy decks like humans, zombies, elves and merfolk, the 2 damage Pyroclasm effect was not strong enough and the end result never was final enough.

Cryptic Command Getting my hands on this one thru a trade recently really brightened up my day! The utility of this card can never be overstated enough. It seems flexible enough to even help me clear slots in my sideboard.

Faithless Looting For now, Opt is out and Faithless is in. The way I see it, having flexible color choice for your card filtering can't be overlooked as viable. I recently made a similar choice in my Delver Combat Trix deck. Having spells that can be flashed back back from the grave at the optimal time seems like a good choice for a deck like this.

Torrential Gearhulk One of those choices I am much less sure about. I wanted a solid body to throw at foes and one with this ETB effect seemed like the best choice. Here's hoping she has found a home here.

Dismember Just a savage answer to most anything. Occasionally can be played for free too! Roast and Flameslash are out. Don't think I will miss them much. Instant speed has made life so much nicer... on my end.

Load more