Searing Light


Format Legality
Pre-release Legal
Noble Legal
Hero Legal
Magic Duels Legal
Heirloom Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Block Constructed Legal
Casual Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Oath of the Gatewatch (OGW) Common

Combos Browse all

Searing Light


Destroy target attacking or blocking creature with power 2 or less.

Price & Acquistion Set Price Alerts



Searing Light Discussion

ZendikariWol on Whitest dudes alive

4 months ago

Okay. Well if you want to go modern, may I suggest a splash of midrange?

1) in response to the mana curve question, other than not having enough 1-drops, the only thing I'm questioning is Angel of Glory's Rise. How much removal is your meta?

2) how about some removal? Gideon's Reproach and Immolating Glare are both nice to have. If you have an opponent playing Alesha, Who Smiles at Death or something, then Searing Light may be good. Make a Stand can be sooo funny on the defensive. Looking your friend who thinks he just won in the eye and saying 'my creatures are indestructible this turn' is a priceless moment.

bluechandra on How You Like Meow? [HOU]

10 months ago

xLovePotionNo9x Nice deck. I have to recommend replacing 3 copies of cast out with 3 Searing Light to even out the curve. Searing Light is no Fatal Push, but it works quite well still.

Argy on Bant Crush

11 months ago

OK this deck needs a lot of tweaks to get it to work.

These are some of the issues:

This deck has possibilities, that's for sure. It just needs to be more consistent.

lagotripha on The Humble Frog

1 year ago

I'm loving the idea, have you considered Marrow Shards/Rain of Blades/Thunderstaff? Its a little faster than secure the wastes for trading, although it can't handle swan song/pongify. Black has access to the terrifying Night of Souls' Betrayal which would make this really kick butt, and give Esper Charm and Flaying Tendrils access, but that makes the mana tricky. Palace Guard has potential, but I'd rather see some Condemn as spot removal. Darksteel Mutation also exists, but grants indestructable. Searing Light exists, but i'm feeling like that would trade poorly compared to Arrow Volley Trap.Blade Splicer, Attended Knight and Precinct Captain would all trade well and provide a stronger creature base should you desire it.

All told, I really like the idea and list.

BioProfDude on Gearhulk Reanimator

1 year ago

Adding the Island helped! However, the next problem that I'm having is getting all of the value out of Unlicensed Disintegration. All of your artifacts cost a lot to get out and you need earlier game removal. Unlicensed Disintegration is great and all, but I keep casting it without an artifact on the field, so I don't get the added benefit of doing 3 damage to a player. Immolating Glare, Murder, maybe Puncturing Light, Ride Down, Searing Light, and Skywhaler's Shot (expecially this last one) are good instants for equal or less mana cost and still within your colors.

Additionally, as I have previously suggested, Grasp of Darkness would be good, or even just Dead Weight.

Your decking isn't ramping well to the larger creatures. I go 3 or 4 turns before I really have something to play. I do get Cathartic Reunion and/or Tormenting Voice, but I'm not wanting to dump so many cards into the graveyard just to play those. Thus. I think that you need to get some "faster" removal into the deck so that you can keep your opponent at arm's length until you get to the 4 or 5 mana point.

Good luck!

Zaueski on Eternal Legacy

1 year ago

Searing Light is better than Puncturing Light imo... Although Immolating Glare and Blessed Alliance are strictly better than both of them.

Scrapheap Scrounger plays amazingly well with the Scourge and Ayli, Eternal Pilgrim is a very well costed threat that can win on her own for you. Finally, if you have the budget, you can never go wrong with Kalitas, Traitor of Ghet.

Samuel-Frederick on

1 year ago

Hey there. Control is really hard to build, especially for new players. I'm sorry if this comment goes on a little bit too long, but hopefully it will help steer you in the right direction. Also, if you ever want more help or anything, there are various ways you can get in contact (either personally or through the store), if you check out my profile. Also, everything I'll suggest will all be Standard Legal. Anyway...

So first off, as the previous comment mentions, you want to be running only 60 cards. The reason for this is that you want to increase the chances of getting each card in your deck. Playing with 69 cards in your deck would be like playing poker with 58 cards instead of 52, but the deck had 6 extra 4's in it, when really you want to drawing Kings and Aces.

The main aim for a control deck is to stay alive, and to do this you need to control the battlefield. It's really temping for control players to run a great deal of high mana cards, but you need to control the battlefield from the very first turn, otherwise you may find yourself being overrun by aggressive decks. So, you may need to run cards that seem weak on the surface, but actually bring a lot to the table.

A sort of 'soft rule' of control is to decide if you're playing instant or sorcery speed. If you run a lot of creatures and sorceries, it means that counter spells will be less effective. As you want to run artifacts, we'll assume for now that you want to play a more sorcery speed. First of all I'm just going to put some ideas out there for an artifact/energy control deck, as it seems that that's what you'd like.

So, let's get the curve lower. You want to protect yourself straight away! Here are a couple of creatures to have a look at. First, Minister of Inquiries. This guy isn't all that good, but he gives you energy, and he is a blockers (so you can throw him infront of aggro creatures to keep you alive). The other is Thraben Inspector, now she is very good, she lets you draw a card (which control love), and she brings an artifact into play for you. So then if we look at a card such as Era of Innovation, the Minister is giving you energy towards it, but also when it's on the field, when you play an Inspector, as she brings a clue into play you can pay 1 to get the bonus energy. They all work together. You could even run things such as Disappearing Act to counter a spell and bounce one of the creatures back to cast again (including your Filigree Familiar of course), or Paradoxical Outcome to bring them all back, draw cards, then play them again! It's a bold, very very cool deck, that has all it's draw power from Era of Innovation and Paradoxical Outcome.

You do also want to remove threats from the board! Really, you want four Fumigate in the deck, it's invaluable! Kills everything, and gives you life. Wraths are some of the most powerful control cards there are. You need to survive to five mana though. Here are a couple of fun ways!

Aether Meltdown basically removes anything in the early game from play, and really weakens most late things as well, and gives you a couple of energy to boot! Expose Evil is also quite strong. You cast it during your opponents turn just being the 'Declare Attackers' step, so you remove two creatures from combat for a turn, play you get a clue, which is an artifact (so you can get energy from Era of Innovation, and you can draw a card. The same goes for Press for Answers.

If you want some artifacts with a bit more constant control, then Deadlock Trap, or Dynavolt Tower are quite cool. They are a little slow, but they can keep creatures locked down, and especially after a wrath, your opponents may find themselves in a very tight spot indeed. Or if you want something with a bit of pizzazz, then you can run Aetherworks Marvel of course!

If you want a planeswalker, then you want Dovin Baan, this guy is so awesome! He slows your opponent down, he gains you life and draws you cards, and his ultimate wins the game basically. You will love this guy!

Okay a quick look at the sideboard. So, as you know, what you want in a sideboard are awesome cards that are a little too specific to put into the main board. Authority of the Consuls is really strong against aggro decks! Cards that do a specific job such as Ceremonious Rejection, Fragmentize, Searing Light, and Aligned Hedron Network are all awesome, and can really help in certain match ups. Same as something such as Sphinx of the Final Word can really help you out against control.

There are of course many more cards you can play, but this should give you a few things to think about and play around with, and I've tried to keep it within theme for you. And like I said, should you want to get in touch, please do! Many people do, and we'd love to have more on board!

Rogue_Titan on

1 year ago

Searing Light should be replaced with another Immolating Glare

Natural State could probably be side boarded.

a full play set of Sylvan Advocate would be nice even though hes expensive.

same with Thalia's Lieutenant

Call of the Gatewatch could probably go away

Vessel of Nascency is better for delirium

Hope Against Hope is great for a human deck

Allied Reinforcements could probably be replaced with something better.

I think you need to decide if you want to make this an ally deck or a human deck or a support deck. There is a lot of all of them in here and it makes it messy. Make maybe human allys, or an ally support deck. You just need to choose and decide on which one you want. That way itll definitely clean it up and have more synergy! I hope this helps!

Take a gander at my human soldier deck on my page if you want some ideas.

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