|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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|Have (17)||, ironax , aeonstoremyliver , Yawkcorb , sonnet666 , MoJoMiXuP , Hakira , Didgeridooda , rockleemyhero , SirFowler , gildan_bladeborn , rikertchu , Bovine073 , jrschnoebelen , TehDelta , frederiklw , thetechzombie|
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Searing Blaze Discussion
2 days ago
The extra fetches are there in case I want to test Searing Blaze over Firecraft
3 days ago
consider Keldon Marauders since they are a guaranteed 2 damage on a body that can attack and stick around longer than Spark Elemental. I agree with running Hellspark Elemental since it has unearth and can come back and steal games. Consider some Ramunap Ruins in the mana base. Also the count on Searing Blaze and Searing Blood is a little too high since they can only damage the opponent if they have a creature on board. Consider putting some of them in a sideboard as well as something like Reality Hemorrhage that is colorless and can stop the opposing Kor Firewalker as well as sometimes an Etched Champion. I run a much more expensive Burn list now and Kor Firewalker can still carry a game home for an opponent on its own against me. I carry games versus the opposing Burn deck on the back of the 2 Kor Firewalker in my side all the time. Consider Smash to Smithereens in the sideboard also. Sadly red has no enchantment removal so if you do go competive at all with this consider splashing white for enchanmtment removal against Leyline of Sanctity and other white sideboard options and main deck Boros Charm and Lightning Helix. the tier 1 burn list is only white and red in the main deck so you could easily upgrade without stretching the mana base.
4 days ago
Wauw. What conclusion: thinning one card from your deck in the early turns aren't worth it, therefore fetchlands are bad.
Along the way, they fix your mana. A lot of decks, at least in modern, have 2 main colors and then splash a third, and it's the splash color that's hard to do, if you don't have fetches. Apart from this, there's regular manafixing - hard to play triplecolor cost cards, if you don't have fetches to get exactly the right lands for that (as long as you play 2+ colors, no problem for monocolored decks, obviously). You want that Siege Rhino on turn 4? It's not impossible out of dual colored lands and basics, but it's fetches that makes it reliable.
Incidental advantages: Shuffling after playing Brainstorm or activating Jace, the Mind Sculptor. As far as I know (and I'm no legacy player at all), this is one of the strongest things to do in that format. Brainstorming without reshuffling is nowhere near the strength of brainstorming and reshuffling.
Triggering landfall (already mentioned). Not something you see that often, but in modern both burn (because Searing Blaze - try and get a basic land to enable landfall in your opponents turn) and decks with Tireless Tracker use this a lot.
Another reshuffle: Anything dealing with the topcard on your library, like Courser of Kruphix or as a play against lantern-control. Useful enough on its own - enough fetches can actually be the only way to play against lanterncontrol before sideboard.
Fetches go the graveyard, which is also an advantage to many decks - anything with Tarmogoyf, or cards that use delirium like Traverse the Ulvenwald and Grim Flayer, or cards that replay from the graveyard like Sun Titan, Ramunap Excavator or Renegade Rallier. Or anything so classic it uses threshold (speaking of classics; fetches can fetch the original ABUR dual lands - they've been able to do that since the first fetches from onslaught). Just count the advantage on this - a card in the graveyard, the land you really wanted for whatever hand you have, and a little bit of late-game thinning.
And only THEN, after you've gotten a good way into the game, the thinning becomes relevant. Is there seriously anybody thinking that removing one card in 52 (opening hand + 1 drawn in your first turn) is anything but microscopically relevant for your turn 2 draw on its own, or is that perhaps a strawman who has learned playing mtg? How often have a deck that didn't really need fetches played them? Are there any examples that could be linked? Monoblue merfolk with fetches whether legacy or modern? Monogreen stompy (without any revolt or landfall)?
1 week ago
yeah you shouldnt try to use BBE multiple times, that wont work as good as you might thinkAtarka's Command is pretty good in the same deck as bbe.
Combining burn with landfall seems odd and not very usefull so id drop this idea.
What about something like
4 BBE 4 Monastery Swiftspear 4 Ball Lightning
4 Lava Spike 4 Lightning Bolt 4 Rift Bolt 4 Atarka's Command 4 Searing Blood/ Searing Blaze (Searing Blood might be better because you cant guarantee the landfall trigger when you are cascading) 2 Exquisite Firecraft
1 week ago
This is basically a Landfall and burn with Bloodbraid elf. At least that is the idea so far.
I can't afford playsets of the expensive 20 dollar 50 dollar lands btw.
Anyway, I at least need another creature, but I don't know what. Maybe a planeswalker? No idea. I have not played in a while.
I am thinking of these at the moment.
Undergrowth Champion What do you guys think?
1 week ago
Definately Eidolon of the Great Revel, but if you can't affort him I get that.
Another Searing Blood just because.
Grim Lavamancer is somewhat underwhelming without Fetches, but as a 1 (maybe 2) of, it's still playable, and good against Lantern control.
Shard Volley is another "playable" burn spell. It's not that great, but in the end it does what you want it to.
Shrine of Burning Rage Ain't bad, but it's a meta card. If you play a lot of slow matchups, it's your best card, if not, it's mediocre.
Searing Blaze I'm reluctant about. It's basicly an RNG Sorcery removal when you lack fetches... (Probably the reason you don't run it yourself anyways)
You pretty much already run all the best cards, (except for Eidolon.) So all you need is to choose your filler, really.
1 week ago
Never really been a fan of Guttersnipe, as it's a 3 mana creature, that doesn't do anything on its own. That wouldn't be so bad, but the decks that really want the effect of guttersnipe usually do something to their opponent during turn 3... and playing guttersnipe is letting your opponent of terribly easy. But if you really wanted to go to town on it, perhaps you should play some "free" spells? Like Gut Shot and Mutagenic Growth?
Why play a full set of Reverberate over for example Searing Blaze or Lava Spike? Both are good burn cards, that play ok if you topdeck them into an empty hand - Reverberate is only as good as whatever else you have on hand...
2 weeks ago
Essentially, Faithless Looting is doing nothing for you and the scry 1 from Titan's Strength for Miracle's.Maybe consider Akroan Crusader and Expedite, Built to Smash is also very good. Asssault Strobe as well...Combat Celebrant is also really good Searing Blaze instead of Faithless Looting, maybe Magmatic Insight or Tormenting Voice, Reforge the Soul maybe, Bedlam Reveler and Renegade Tactics Are all considerable cards.
Sorry I didnt say individual comments for each cards, but I just want you to have a better deck.