Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

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

Combos Browse all



Roast deals 5 damage to target creature without flying.

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Roast Discussion

MarcusEclipse on Magma Love

5 days ago

CaptainBlue7 Thank you for your feedback! I will probably keep a couple of Abbot of Keral Keep in my sideboard. I will definitely switch out Roast for Flame Slash, such an amazing card! What do you think, should I switch out two Shock for two Incendiary Flow?

CaptainBlue7 on Magma Love

6 days ago

It looks pretty solid so far. Prowess is a great mechanic in burn and Abbot of Keral Keep was popular in its day. Soul-Scar Mage looks promising against anything you cant one-shot. Also, you might want to consider Flame Slash over Roast for its cheaper cost and greater versatility.

Chasmolinker on RUG Delve(r)

4 weeks ago

You could get Roast and a 4/4 body with menace.... It's really just a budget Snapcaster Mage. It has a better pay-off in grixis though because it can get Kolaghan's Command. It doesn't seem worth the 5 cmc in RUG.

Sombrereo on Green-Red Control

1 month ago

What do you think about Chameleon Colossus for the sideboard?

Roast is very similar to Dismember although it's better against aggro.

Mina and Denn, Wildborn work well with Loam and can give something like a Tarmogoyf trample. Also makes 2 Ghost Quarters per turn possible.

severininfurs on Slow roast

3 months ago

Very cool deck, I like seeing interesting deck ideas. Only potential add I can think off of the top of my head is Roast. It could be used for 5 to the face if used on Boros Reckoner, or otherwise be used to help take care of larger creatures, such as Tarmogoyf or Gurmag Angler.

Reverie42 on Search and Destory

3 months ago

I think your overall card choices here are pretty good, but I see a few major issues that you're likely to encounter with the overall strategy, even against other casual decks.

  • This deck likely cannot beat a bunch of small creatures. An aggro deck could easily have 2-4 creatures down before you have a chance to cast your first land destruction spell, and if you're going 1 for 1 on lands, they're going to have no problem running you over with the 2 lands they get to keep. Things like Pyroclasm, Anger of the Gods or Earthquake could make a big difference.
  • You're also going to have a big problem against ramp. Mana dorks, Cultivate/Rampant Growth and the like completely nullify your land destruction effects. Meanwhile, a green deck can easily play Leatherback Baloth on turn 2 which beats everything in your deck. A couple removals like Roast might help, but even that's unlikely to give you time to win.
  • This may not be a concern in your playgroup, but any sort of combo deck with a couple counterspells to blank your land destruction is going to win every time. If your turn 3 Stone Rain gets hit by Mana Leak, you have no other way to stop them.
  • You're running -way- too light on lands. You need to hit double red by turn 3 or you're going to lose to the first thing your opponent plays. You should probably be running at least 23 lands. So few lands is also bad for your Hedron crabs. With so few, you'll be getting almost no landfall triggers. Terramorphic Expanse / Evolving Wilds would both give you color fixing and extra crab triggers.

Realistically, mill and land destruction are just not game plans that mesh well. Land destruction can be really powerful if you can use it to color screw your opponent or create resource asymmetry since that means you're just playing way bigger stuff during the mid game. But since you have basically no defense and a wincon that does almost nothing on the board, even if you don't lose on board before you can start destroying lands, the second you take a turn off of blowing up lands to play a mill card, you're dead.

You might consider breaking this up in to two separate decks. In the land destruction side, focus on sweepers, ramp and a strong top-end (maybe going RG instead of UR). In the mill deck, focus on disruption and control. That could be in the form of counters, discard spells, turbofog, there are lots of choices. Also consider something like Sphinx's Tutelage, which synergizes well with the card drawing that you'd likely be doing in a control shell.

Xica on Madcap Cryptic Clique

4 months ago

Hello, i am working on a deck that also is based around Madcap Experiment, Platinum Angel & Blood Moon

Blood Angel's Pact

Modern Xica


So if not a problem (maybe even if it is) i would share my ideas about it.
And have some mild hope to get a similar constructive criticism on my list in return - in the end it doesn't matter, as long the deck can improve n some way, i gladly offer any help, without reciprocation.
Pia and Kiran Nalaarare just win-more cards taking up valueable sideboard space
So in my experience the deck doesn't behave like a tempo build.
Its a lock deck, that must keep Platinum Angel on the battlefield or lose on the spot.
Thus he need for redundant removal like Roast; Harvest Pyre; Spontaneous Mutation; Threads of Disloyalty is minimal. And cards like Remand that can only delay the removal of the angel don't help much, since its unlikely that the dekc can win in that extra turn.

In general draw go control decks, and decks that can recur removal from the grave (like loam pox) are terrible matchups without some sideboard help. Extirpate solves both problems, since thanks to its split second it cannot be responded to while on the stack.
Thus it can rip out all copies of a single removal or counterspell if you can bait them to play it. Or it can effectively prevent the second (or first if its dredge) cast of stuff like Ancient Grudge from the opponent's deck.

I would run more artifact removal since both Grafdigger's Cage and the combo of Aether Vial + Flickerwisp/Tidebinder Mage lose us the game. I recommend replacing some mainboard Lightning Bolt for Abrade to be able to increase the number of artifact removal in the final 75.

Glorious End can counter anything (except stuff with split second), including stuff like Supreme Verdict, and has a secondary use, if you play it on your opponent third turn it can do its imitation of Time Walk - then you must follow up with Madcap Experiment on your fourth turn. This line is very good against fast linear strategies that can win very early, and lack removal for the angel.
The downside is that this card can't gain flashback, and that its dead without Madcap Experiment, still its worth some place in the 75 i think.

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