|Commander / EDH||Legal|
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|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
2 days ago
You're correct, burn just wants to get the opponent dead as quickly as they can 99% of the time, and only throwing burn spells at creatures when absolutely necessary.
This is why burn generally runs Path to Exile or Ensnaring Bridge to deal with bigger creatures, as they are much cleaner answers to Tarmogoyf, Tasigur, the Golden Fang, Hollow One etc. and Searing Blaze will deal with any smaller stuff whilst still bolting the opponent
1 week ago
Searing Blood and/or Searing Blaze are stronger removal than Path if you're looking to play the fast game. Skullcrack is also incredibly powerful, I'd play at least 2. I'd say cut 2 Path and all 4 Lightning strike for 4x your choice of Blood or Blaze (blood is my personal preference) and 2 Skullcrack.
I'm sure you're tired of people telling you to play better lands, especially if you're on a budget, but that would probably help the deck a lot. Go for the fetches (Arid Mesa) and shocks (Sacred Foundry) if you have the money for it. If not, you still have other options. Inspiring Vantage is relatively cheap and great in a fast deck like this. Clifftop Retreat is similarly good.
Whatever you decide to do, have fun and good luck!
1 week ago
Flame Javelin is great but I think if you are ok running 4x cards with a CMC of 3 then Collective Defiance provides you with a sorcery speed replacement level effect + the option to ditch a hand of lands or put a combo player off their win-con. Seems like a good trade-off 1 or 2.
I agree with clockwork swordfish above about Ramunap Ruins as a 1 or 2 of. In games where you flood it's an out.
I'd also add some fetch, just for the flexibility of hitting for 3 with Searing Blaze on the opponent's turn.
If you agree with me about running a fetch or two, then you should throw in one or two shocklands that allow you to side into Wear // Tear or Destructive Revelry, which is your only option for dealing with things like Worship.
I have no idea if there's enough go-wide in your meta but just had a thought about running Rampaging Ferocidon.
1 week ago
I suggest a red white burn deck with 4 Lightning Bolt, 4 Lava Spike, 4 Rift Bolt, 4 Shard Volley, 4 Skullcrack, 4 Lightning Helix, 4 Searing Blaze, 4 Monastery Swiftspear, 4 Boros Reckoner, 4 Eidolon of the Great Revel, 13 Mountain, 2 Plains, and 4 Battlefield Forge. This deck is competitive, fun, and relatively budget. Good luck!
2 weeks ago
I agree with sylvannos that Goblin Guide is strictly better than Vexing Devil and I probably won't build the deck without GG despite the cost. I also agree that 4 copies of the The Flame of Keld may be overkill but I am not sure what to replace them with, Searing Blaze seems pretty unimpressive in a deck with 18 basics.
I think a 2-2 or 3-1 split between The Flame of Keld and something else would be good, but I'm not sure what to put in. Flames of the Blood Hand comes to mind, as does Burst Lightning, Rampaging Ferocidon, Incinerate, or Bomat Courier. I don't know, what do you guys think?
2 weeks ago
Devastating Summons is also a good finisher. Sometimes you just get the nuts where you curve out, dump your entire hand into play, then make a couple of 4/4s or bigger.
Searing Blaze is another good option, but you may have problems without having fetchlands. However, the reward of it may outweigh the cons of sometimes only having it deal 1 damage. Cutting 2 copies of The Flame of Keld and adding 2 Searing Blaze may give you a good balance.
Since you are playing on a budget, there's a couple of other options to play Burn. You can go goblin-heavy, with more of an 8-Whack build (Reckless Bushwhacker, Goblin Bushwhacker) and also play Goblin Grenade.
One of my friends did a lot of grinding to earn packs/store credit to upgrade his Burn deck over time. I think he also was using Brute Force, Rubblebelt Maaka, Titan's Strength, and heroic cards for a while too.
3 weeks ago
Borderland Explorer (unless you have a reason to discard)
Domesticated Hydra (just a big body, you can do better)
Both Embodiments (put your lands at risk for removal spells and dont add too much power overall unless you have a full awakening synergy)
Tunneling Geopede (too small of an effect unless you have a way to truly abuse it)
Hammer of Purphoros (what aspect are you trying to abuse with it?)
Ground Assault (Try to find instant speed removal)
Lay of the Land (in two color deck, not really needed)
Font of Fertility (not great ramp, if you want something that could be played for 1 or 3, look for search for tomorrow)
Retreat to Kazandu (again, a very small effect, unless you want to run more fertilid effects [that is a cool synergy if you want to go that way])
Retreat to Valakut (just too small, need more widespread effects, especially at 3 mana)
Searing Blaze (doesnt hit too much and better to try unconditional kills)
1 month ago
That's good, Monastery Swiftspear should definitely be a four-of.
Looking at your list right now I see that you have Eidolon of the Great Revel on the sideboard. It's a card I was never really sure how to feel about myself, but most people would run them in the mainboard, since it's so rare that you'll go up against a deck that doesn't have many spells with a cmc of 3 or less.
I see also that you're considering Searing Blaze and Searing Blood. Both are really good cards and I'd definitely add at least one of them. Personally I prefer Searing Blood, though I'm not sure what I'd take out. How's Reverberate working out for you? I like it a lot generally speaking, but if it's not often helping you win games and is mostly a turning out to be a 2-mana Bolt, you might want to consider taking that out for the new cards.
Another card whose effectiveness you might want to look at while deciding what to cut or not cut is Grim Lavamancer. Ideally, you can start tapping it for its ability on turn 3 and keep doing it every turn from now on, so, say, in a five turn game, it might have dealt 6 damage at most after being played turn 1, 7 if attacked on turn 2. Compared to the amount of damage a Monastery Swiftspear could have dealt in the same amount of time, it can be a bit underwhelming, especially considering that the Swiftspear can start dealing damage on turn one, and hits harder every turn as you start casting more spells. The Lavamancer is also reliant on the graveyard, and can be completely shut down by something simple like a Dryad Militant.