|Commander / EDH||Legal|
Printings View all
|Duel Decks: Venser vs. Koth (DDI)||Common|
|Promo Set (000)||Common|
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Searing Blaze deals 1 damage to target player and 1 damage to target creature that player controls.
Landfall — If you had a land enter the battlefield under your control this turn, Searing Blaze deals 3 damage to that player and 3 damage to that creature instead.
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Searing Blaze Discussion
4 days ago
Your land base I think you might be running too few basics, you have 10 fetch effects for 5 targets. Also I'm not sure you even want the 8 fetch lands as statistically the thinning doesn't do you much. Unless it's mainly for the Searing Blaze? Even then your targets are too few IMO for not enough value.
You could probably cut a land even and add another one drop like Monastery Swiftspear
1 week ago
I think that you should cut some Skullcracks for burnspells that are better against creatures, like Lightning Bolts, Searing Blazes, and/or Roasts. I feel like this deck can do very well in tournaments.
2 weeks ago
The reason i'm not running Thermo-Alchemist (and Firebrand Archer to a lesser degree) is that i'm trading the pinging for speed. Tapping out for 2 mana to run a creature that might not do damage at all is a risk, Keldon Marauders Guarantees at least 2 damage, making it more fitting for the deck.
3 weeks ago
4xShard Volley is pretty aggressive. I've found that the life gain from Lightning Helix and the utility of Searing Blaze are often vital in a burn deck. I would suggest dropping the Shard Volleys for a 2-2 split of helix and searing blaze.
On another note, is Damping Matrix supposed to be Damping Sphere or just a budget replacement for Stony Silence? Also, though I understand the feeling that it you would want to keep it purely RW, I think Destructive Revelry is just too good (and so much better than Wear / Tear. A one-of Stomping Ground in the main board is what I have seen people use to play the side board revelry. Ghitu Lavarunner is cute and enables the wizard stuff, but I might even say that Grim Lavamancer is better? not sure about this one though. with 18 creatures in the deck, it is hard to say for sure if it will be a 2/2 on turn 2 every time. Even if it is, not sure it isnt still worse than Goblin Guide despite the synergies with Wizard's Lightning (4x Soul-Scar Mage and 4x Grim Lavamancer might be enough).
Just a thought, if you're into the attacking with wizards thing, izzet might be the better color paring with Stormchaser Mage and the new and shiny Adeliz, the Cinder Wind. That way you get access to all the cantrips (Opt, Serum Visions, Slight of Hand) to prowess up your dudes and dig through your deck for a Temur Battlerage or something along those lines.
1 month ago
Smash to Smithereens is awesome against affinity.
Shattering Spree is also agood against card artifacts as well and can also destroy chalice on 1
1 month ago
I think Molten Rain is nice vs Tron and Valakut decks. It takes them off their mana and gives you an extra turn while also damaging them. With the abundance of small creature decks I would think some amount of Searing Blood and Searing Blaze. Smash to smithereens is a must too.
1 month ago
Still suffering from split personality, although of a better quality now that previously. You need to decide whether you go for burn, or for a go-wide strategy. Some of the cards from each of them doesn't support the other strategy very well.
Since you only play 20 lands - and that is what is to be expected of a burn deck, perhaps it's even a bit on the high end - you should stay away from anything with casting cost over 3. No Cleaver Riot and no Bonfire of the Damned (the latter could be fired for very low damage, but is it then worth a card?). You want to go with burn, Lava Spike and Searing Blaze are obligatory cards, I think. Also in burn, Monastery Swiftspear is a 4-of, since it is part of hitting for 10 on turn 2 (TURN 1: mountain, swiftspear, attack for 1, TURN 2: mountain, Lightning Bolt, Lava Spike for two prowess activations, then attack for 3, a total of 10 damage in 2 turns). And the 2 Dragonmaster Outcasts have to go, since they require so much land to function - you won't get them online until turn 10 or 11, best case (dragonmaster has its real home in a ramp deck).
If you go with Kiln Fiend, have 4 of them, have 4 of each their combo pieces, and some number of Fling as a finisher. Otherwise, don't bother. You'll have the occasional lucky game, where you make a really big kiln fiend, but without free spells (and a blue splash for cantrips like Opt and Serum Visions), it'll be a rare event that it can end the game, or even deal any significant damage.
Faithless Looting is not something I would play in a burn deck, since it's card disadvantage. Ask yourself what you'd rather do - lose a card to maybe improve your, or shoot for 3 life (lava spike)? Besides, as long as your plan is something as simple as "deal as much damage with each card", you don't need to sculpt your hand and search for pieces. The redundancy is high enough that digging is irrelevant. Card draw/filtering is good with kiln fiend, too. But then you don't get the whole burn package, just a few bits of it. Magmatic Insight is actually an interesting card, but I doubt that you'll have much extra land lying about to discard to it.