Searing Blood

Instant

Searing Blood deals 2 damage to target creature. When that creature dies this turn, Searing Blood deals 3 damage to that creature's controller.

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Searing Blood Discussion

MTGsoccer13 on Dragons

4 days ago

I like the idea, but for the Sb, I would either play Shattering Spree or Smash to Smithereens over Shatter, and I would play either Searing Blaze or Searing Blood over lightning strike for abzan company, elves, Grand Architect aggro, affinity and stuff like that. Otherwise, looks awesome. Also, maybe some graveyard hate?

CaptSillva on Goblinpalooza

1 month ago

Zada, Hedron Grinder, Raging Goblin, Monastery Swiftspear, Goblin Spelunkers, Goblin Charbelcher, Sword of the Paruns, Howl of the Horde, Hamletback Goliath, Burst Lightning, Collateral Damage, Shock, Searing Blood, and Spark Jolt.

These are the weakest cards in the deck. Zada lacks any synergy in this deck making him a 3/3 goblin for four mana which is a very poor card. Raging Goblin and Swiftspear don't really do enough for commander. Goblin Spelunkers is just a low quality card. Charbelcher, Paruns, Howl, and Hamletback are all decent cards but are a bit too mana intensive for this deck. The rest are single target burn spells and these are very weak for a few reasons. In commander you will have more than one opponent and each will start with 40 health so you wouldn't be able kill them with burn spells alone. Also creatures tend to be bigger in size, so 2-3 damage isn't always enough to kill anything important.

LordSnow on - Modern Aristocrats -

1 month ago

@WrathofCod Thanks for the great feedback. I just love the deck and want more people to play it. It is so much fun. And shockingly powerful.

I have thought of Fatal Push and I think it would be great because of the revolt triggers, but at the same time I feel like this deck really does need the catch all that is Path. It is important to have something around that can get any creature any time. Searing Blood is interesting though. Could definitely speed up the match and help remove most of their threats. The early double R may be tough though. I am not sure how easily we could get that.

WrathofCod on - Modern Aristocrats -

1 month ago

@ LordSnow Thanks for responding so quickly! Your reasoning and explanation makes perfect sense! While I wouldn't have guessed it before, I see why merfolk and Valakut decks are difficult to beat. Have you considered adding in some Fatal Pushes or Searing Bloods to help deal with merfolk? I don't know how you feel about push (since you already have Path to Exile), but I think it definitely warrants some consideration since revolt is very easy to trigger for this deck. As far as Searing Blood goes, I can't blame you if you don't want to include it due to its RR casting cost, but it has been putting in a lot of work for me against infect, merfolk and zoo in my red decks! Anyways, thanks for the informative input and for sharing this amazing deck with the magic community! Best wishes!

Gilgamesh_McCoolio on No mercy, No surrender

2 months ago

I don't know if you're looking for cards that your local game store doesn't have, but if you just want general recommendations, I have a few.

Some highly recommended burn spells: Incinerate, Searing Blood, Magma Jet, Magma Spray, Pillar of Flame

Some good creatures: Ash Zealot, Stromkirk Noble, Firedrinker Satyr, Zurgo Bellstriker, Vampire Lacerator

Some other strong options:Duress, Doom Blade, Tragic Slip, Disfigure

This is if you want to make an extremely aggressive deck. All of these recommended cards are somewhere in a budget range, with nothing over 50 cents (on TCG player).

You also should cut 4 cards no matter what, because you currently have 64. You should probably get rid of Seismic Stomp, Madcap Skills, Mugging, and Act of Treason. The first 3 are sub-par, the last one is a more niche card.

If you're going to make that hyper-aggressive deck, I think 19-20 lands is preferable. And the 3 and 4 drops aren't going to cut it.

If you want to keep Exava and add planeswalkers, the deck is going to be a lot slower. If you do go that direction you should add some of the control elements like doom blade and duress. You should also probably take some of the 3-drops from the deck you linked to: Shambling Remains, Hellhole Flailer, Ashenmoor Gouger.

Just my 2 cents.

Chopwood on Goblin Gang

2 months ago

I would skip Frogtosser Banneret, all your spells are so cheap that it's not really relevant to make them even cheaper on turn 4. I'm not sure what to think about Krenko's Enforcer, it's not that strong by itself so I would recommend to add two additional Goblin Chieftains or Goblin King, who would make all your goblins stronger and unblockable if you're playing against a red deck. Go up to 4x bolt, at the expense of Doom blade. I think you have too much removal, you don't really need 7 kill spells, replace most of them with burn, so that you can both kill early blockers and burn your opponent.

Some other cards that are worth to look at:

Goblin Guide - expensive but it's pure win.

Goblin Wardriver - A bit slow, but he can really boost your attackers.

Searing Blood - Good early burn, can kill a blocker and damage your opponent at the same time.

Skullcrack - Sideboard

Quest for the Goblin Lord - Not the best 1-drop, but if you have maybe one or two of them it can boost you small goblins quite a bit.

If you want you can check out my goblin deck and compare. The only card I'm not sure about is Ib Halfheart, Goblin Tactician, but he's actually performed all right.

LoneCrusader399 on Red Lightning

2 months ago

Young Pyromancer seems better than either of the vampires in this deck and you should play all 4 copies.

I'd also get rid of the enchantments and play more burn spells like Lava Spike, Searing Blaze and Searing Blood. This will all play better with a full play set of Guttersnipes and Young Pyromancers.

Since you're mono-red, I would recommend one enchantment; Blood Moon. You should also have Valakut, the Molten Pinnacle in the deck.

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