|Commander / EDH||Legal|
Printings View all
|Duel Decks: Venser vs. Koth||Common|
Combos Browse all
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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|Have (9)||, the.beanpole , DevoidMage , gildan_bladeborn , SamCre1993 , rikertchu , sonnet666 , MoJoMiXuP , rockleemyhero|
|Want (3)||Tyqar , Dadaman11 , failurechild88|
Searing Blaze Discussion
6 days ago
When testing the deck, it is half a turn quicker than the list that I am currently testing (here). That being said, it would be faster and win more often without the following cards: Vexing Devil and Shock. You should consider the following as their replacements: 1 Grim Lavamancer, 3 Searing Blaze, and 4 Searing Blood. Searing Blood is a creature shock + Lightning Bolt in one card. Searing Blaze is a good card all around. Grim Lavamancer will win games against slower control/midrange decks that do not remove it.
1 week ago
ArchaelTheDivine don't get me wrong, I like Deflecting Palm, the issue is against Storm, Tokens or Mill it's essentially a dead card as those decks are using lots of small sources to damage you or don't win via damage.
1 week ago
1 week ago
Agree with Gamerpg04 - too slow. You have lightning bolt as your only 1-drop. Also, you play a full set of an aura, in a deck with no hexproof creatures (that's a bit of a no-no). And none of your creatures have haste - they are actually not particularly fast. That is a problem, as you don't really have anything other than creatures that swings for damage. slow creatures means that your opponents either get to get a solid race on you (if they try to out-aggro you), or find answers to your threats (if they are controlling).
No need for Lightning Helix, except for match-ups where you end up racing. Speaking of racing: Hearthfire Hobgoblin isn't really a modern card. You play it on turn 3, attack on turn 4 for 4 damage. Compare to a Goblin Guide. It starts hitting by turn 1, and by the end of turn 4, it has hit for 8... for a third of the cost. It's not until turn 6 that the Hearthfire Hobgoblin overtakes the gobboguide.
I dunno - I'm not really a burn player, but this just seems too slow.
1 week ago
Zaueski- Traditionally cards that rely on other cards in order to be effective aren't played competitively, unless those card combinations win the game on the spot. Take a pet card of mine for example, Satyr Firedancer. It seems like everything a burn-heavy red deck would want, turning every burn spell into Searing Blaze. However, it never saw play because it's not worth a slot in burn decks since it makes the deck less consistent, and controlling decks in other formats normally have additional colors giving them access to Terminate or other unconditional removal spells that kill creatures regardless of their size anyway. The 2nd ability of Soul-Scar Mage is pretty specific and relies on other spells (much like Satyr Firedancer's ability) to be in hand in order to work. Both are only really applicable in a red deck that doesn't have access to unconditional removal in white or black, which limits the type of decks it will see play in. So all that's left to evaluate on the card is the fact that it costs 1 mana and has prowess. Those characteristics lead one to believe that it will more likely be played in an aggressive spell-heavy deck. In that case, swiftspear is the preferred option in non-standard formats for those specific traits.
I'm not saying that this card won't see play in standard, but the best that this card can hope for is some sort of synergistic standard deck that looks to abuse -1/-1 counters in some way.
1 week ago
Okay, this is coming from a burn player with years of incredible experience (about 0.5 of them actually) playing budget burn in modern, so don't expect my suggestions to be amazing or anything. You have been warned.
1) If you can afford them, 4x Goblin Guide and at least 2x Vexing Devil are must-haves. But do not worry if you cannot, some other creatures might help. Keldon Marauders is one great go-to plan for budget, with the capability of dealing 5 damage with at least 2 guaranteed.
2) Spells are the most important part of budget burn, so choose wisely. Players have different favorites when it comes to burn spells other than the bolts (3 damage). Thunderous Wrath is my personal favorite. Although you only get its miracle cost like 15% of the time, it's still really fun to play. Browbeat can be a very powerful threat that most amateurs don't know how to deal with. Experienced players will almost always choose to take 5 rather than have you draw 3 because of the risk of you getting >=2 bolts is too high. Otherwise, it's a 3 mana 5 dmg card which is fine (even better when your opponent is <5 health).
3) Searing Blaze is way better than Searing Blood and worth it. The keywords being 'damage to target player' and 'when this creature dies'. When you have a land in your hand and your opponent is playing late game creatures (toughness <3) or has a life total of 3 life left (very common scenario in fact (okay maybe that's just me)), do you want the blaze or the blood? Searing Blood becomes useless late, while Searing Blaze keeps its value.
Hope this helps!
2 weeks ago
emrakulinsmugglers i have been working on the playset of a card problem for it recently and right now all the one or two of is mostly just counter and return to hand, stuff i wouldn't want to/couldn't play twice, a card I wanted to have instead of a playset of another, cards I don't want too many of due to mana cost (Searing Blaze being one because paying double red more than once can be a pain), or I just don't have the rest to make a playset. If I were to replace them with anything it would be Pyromancer Ascension, but I will probably look for some Bedlam Revelers, they are pretty good.