Searing Meditation

Searing Meditation

Enchantment

Whenever you gain life, you may pay (2). If you do, Searing Meditation deals 2 damage to target creature or player.

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Printings View all

Set Rarity
Duel Decks: Ajani vs. Nicol Bolas (DDH) Rare
Ravnica: City of Guilds (RAV) Rare

Combos Browse all

Legality

Format Legality
Modern Legal
Block Constructed Legal
Oathbreaker Legal
2019-10-04 Legal
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Limited Legal
Duel Commander Legal
Highlander Legal
Commander / EDH Legal
Tiny Leaders Legal
Unformat Legal

Latest Decks as Commander

Searing Meditation Discussion

DemonDragonJ on Seeker of Lost Dreams

2 months ago

Well of Lost Dreams is a nice card, but it does not provide any way for a player to gain life and trigger its ability, so I have decided to create a creature that synergizes with itself, following the example of when I previously made a creature version of Searing Meditation, and here is the result of my work:

Seeker of Lost Dreams Show

I felt that making this creature a colorless artifact creature would have made it too powerful, so I made it a colored creature: white for it to have lifelink and blue for it to provide card drawing. I contemplated increasing the mana cost to 5 mana, but I felt that having it require two colors of mana was sufficient for it to have the same mana cost.

What does everyone else say about this card? Do you like it?

KingArthur on I have no idea what I'm doing Zirda Commander

2 months ago

Hello.

What about cards like Past in Flames to recast Zenith Flare and cycled spells?

Also you can use Searing Meditation, its like Savai Thundermane, but enchantment. If you have lots of life triggers, it might help.

I have not much experience, but for me it seems like you need to focus a little. What your deck wants to do?

Do you really need all that walls and tap spells?

And that Frenzied Raptor?

Halflingz on Queen Marchesa

6 months ago

Board wipes that seem "on theme" and white "ramp" to consider. Kaya's Wrath Fumigate Retaliate Austere Command Decree of Pain Martial Coup Merciless Eviction Descent of Dragons Angel of the Dire Hour Magister of Worth Sunblast Angel Boreas Charger Oreskos Explorer Surveyor's Scope Solemn Simulacrum Sword of the Animist Verge Rangers Smothering Tithe Sword of Feast and Famine Dowsing Dagger  Flip

Queen Marchesa doesn't have a clear single way to build so you have lots of options. However, I feel like said you want to play her like the Kween she is and create a royal court full of politicin' and group interaction to make all the boys whine. I don't think you want to discourgage people from taking the monarch from you, more encourage them to swing others IE: NO Ghostly Prisons, YES Teysa effects. Punish the ones who swing you only after the fact and reward the ones who swing others. There is a lot listed!

Politic theme links to Scryfall searches Monarch, Will of the Council, Council's Dilemma, Join Forces, Curses, Tempting offer, Goad

You will also want to get retake the throne each turn and lets face it, the Assasin's won't always get through Dauthi Embrace Dauthi Trapper Nether Shadow Nether Traitor Soltari Visionary Changeling Outcast Tormented Soul Break Through the Line Ferropede Gingerbrute Key to the City Whispersilk Cloak Trailblazer's Boots Zhang He, Wei General Yellow Scarves Cavalry Wei Night Raiders Wei Scout Xiahou Dun, the One-Eyed Lu Bu, Master-at-Arms Guan Yu, Sainted Warrior Shadow Alley Denizen

Finally here are some other fun interactions befitting the royal court. Crown of Doom Kor Haven Cathars' Crusade Electropotence + Pandemonium (Nasty with deathtouch) Field of the Dead Mentor of the Meek In the Web of War Mace of the Valiant Ogre Battledriver Orc Sureshot Mathas, Fiend Seeker Master of Cruelties Anya, Merciless Angel Tree of Perdition Alesha, Who Smiles at Death Ashling, the Extinguisher Azra Oddsmaker Aurification Bloodforged Battle-Axe Contested War Zone Thaumatic Compass  Flip Dread Elbrus, the Binding Blade  Flip Iroas, God of Victory Aurelia, the Warleader Gisela, Blade of Goldnight Five-Alarm Fire Hellrider Hixus, Prison Warden Larceny Necropolis Regent No Mercy Phage the Untouchable Quietus Spike Skeleton Key Throat Slitter Varchild, Betrayer of Kjeldor Vraska, Scheming Gorgon Scourge of the Throne Akroan Horse Captive Audience Goblin Spymaster Forbidden Orchard Clackbridge Troll Hunted Dragon Hunted Lammasu Hunted Horror

Theme directions to explore? Lifegain to stay above the swings? Angelic Chorus Answered Prayers Anointer Priest Authority of the Consuls Ayara, First of Locthwain Daxos, Blessed by the Sun Healer of the Pride Impassioned Orator Pious Evangel  Flip Soul's Attendant Soul Warden Archangel of Thune Suture Priest Ajani's Welcome Dawn of Hope Deathgreeter Exquisite Blood Epicure of Blood Falkenrath Noble Karlov of the Ghost Council Noble Purpose Righteous Cause Sanguine Bond Searing Meditation Seraph Sanctuary Serene Steward Shattered Angel Spirit Loop Sun Droplet Vizkopa Guildmage Well of Lost Dreams Alhammarret's Archive Licia, Sanguine Tribune Ayli, Eternal Pilgrim Eternity Vessel Chalice of Life  Flip Resolute Archangel Storm Herd Felidar Sovereign Divinity of Pride Serra Ascendant

Aristocrats of the Court (slow life drain strategy)? Bastion of Remembrance Corpse Knight Impact Tremors Purphoros, God of the Forge Blood Artist Zulaport Cutthroat Outpost Siege Bontu's Monument Brutal Hordechief Campaign of Vengeance Cliffhaven Vampire Cruel Celebrant Kambal, Consul of Allocation Polluted Bonds Retreat to Hagra Vindictive Vampire revenge Sorin, Grim Nemesis Judith, the Scourge Diva Stalking Vengeance Syr Konrad, the Grim

SharpRaptor on Brion Stoutarm (Giants)

1 year ago

Part 2

Enchantments

Ajani's Mantra - Too slow. Way too little impact. We don't have triggers off life gaining a lot so we can replace this.

Rise of the Hobgoblins - We aren't really interested in the effect towards our gameplan. The first strike can be nice. But not the best thing we can be looking at.

Scourge of the Nobilis - We don't have anything that we really benefit from putting this on. Brion already has lifeling, and his sacrifice ability is based on the sacrificed creatures power so we don't want to pump him either. Then putting it on a creature we want to sacrifice is setting ourselves up to loose out on cards by 2 for 1nning ourselves. There are some other enchantments that we may play that recur themselves but we will come back to those later.

Maybe Enchantments

Searing Meditation - I really want to like this card but it seems rather low damage for mana investment keeping 2 up all the time. However if we end up with a lot of ways to gain lots of individual triggers. Then this could be worth it.

Instants

A couple of these are just upgrade them but keep the same idea. These ones are all effects that we want but probably not this exact version. And we might want more of them.

Condemn can be replaced with Swords to Plowshares (or maybe just have both)

Crush Underfoot could be Fall of the Hammer . It means that a non-giant can use it, though you lose out on the minor ability to search up a removal spell with your Giant Harbinger

Shatter could be Abrade as it gives more flexibility. Or one of the ones that include white that can hit enchantments too.

Others should probably just be replaced, maybe with more version of the above effect.

Pact of the Titan - The free 4/4 with flash is pretty good. But unlikely to win you the game with it. It effectively costs you 5 mana for it and because it doesn't have Haste it isn't winning you the game before you have to pay for it.

Soul's Grace - A card that only gains you life in one burst is usually not worth it. If it did something else too then maybe. But not just life gain.

Sorceries

Giant's Ire - Just isn't worth it really. It doesn't do enough for the mana.

Maybe Sorceries

Feudkiller's Verdict - While this effectively could be a 6 mana 5/5 that gains you 10 life on enter. Which isn't bad, it could still sometimes be stuck in hand unable to make the 5/5. So while this can be decent, It can be bad.

Lands

We can afford to cut 2 or 3. I usually recommend 36-7 with around 10 nonland mana sources. Because this runs a lot of big guys, we want to consistantly hit our mana so we want 37.

Artifacts

Armillary Sphere - This doesn't actually ramp us it helps us hit out land drops though which is a good thing. However there are a couple of other cards which do similar while being repeatable or having other effects that go with it

Paradise Plume - We want mana ramp, this is possibly just too slow though. Rocks that tap for 1 colour are usually 2 mana. Our 4 mana rocks tap for multiple mana usually.

landofMordor on Random Favorite Cards

1 year ago

Honestly, no one has yet convinced me that Searing Meditation isn’t the most powerful text ever printed on cardboard. It wrecked in the Naya deck I learned to play Magic with, it inspired me to be a Johnny, and I’ve forced it into SO many decks since. It’s my opinion that they just haven’t printed 56 other cards good enough for it yet(;

Other fav is Deranged Assistant , cuz that flavor and flavor text!

TheArkenstone on Modern - Tamanoa Combo (?)

2 years ago

Hi GCNDAN3702! I'm glad to see you want to help. :)

Talking about cards that work against each other, Mark of Asylum seems to block Boros Reckoner's and Spitemare's abilities. Therefor, maybe it would be better to cut the Marks for Rite of Passage. Or maybe neither of them are needed? :)

Searing Meditation has turned out to be a bit overkill, at least in my opinion and in the current build. There are often other cards that does more for the cost that it takes to activate its ability. Manabarbs on the other hand is, when paired with Tamanoa, a bomb. Is what you mean that Tamanoa should still be in the build? :) All the damage, painlands and Manabarbs especially, seem to hurt too much without it. But then, there is one issue still. There is only 4 of Tamanoa. But maybe a playset of Sun Droplets can work as an alternative as you say. :)

Anyways, thanks for taking time to help!

GCNDAN3702 on Modern - Tamanoa Combo (?)

2 years ago

Hey, I used to run a very similar build many years ago! Ajani's Pridemate didn't exist at the time, so I ran with the much more expensive Ageless Entity instead. I ultimately ended up cutting green out of my build to focus more on searing meditation, but I've always had a softspot for Tamanoa

Anyway, anecdotes aside, I think with Manabarbs and all of the other board damage spells you have, that could be enough of a wincon, with Searing Meditation and pridemates to to help finish the job. I think you should focus on that strategy and tighten up the deck based on that. I would replace the rite of passage with more mark of asylums (they work against each other anyway). You could also consider running a playset of sun droplet. Their effect stacks with each other the more you have in play, so it can kind of act like a slower tamanoa if you're interested in the life gain effects still. Maybe some Spitemares and more board burn effects

Aetherflux Reservoir could be considered an alternative wincon if you want to focus on gaining life

Good luck with the deck!

Uri on

2 years ago

There are a few cards I would definetly not run in this deck;

Glorious End I think it's just pointless. There's no card at all you want to combo-break (like Chant of Vitu-Ghazi ), so why even run it?

Boros Charm It's really not as strong. The only part that's relevant for Firesong is Damage, and only goes to face, not to a creature.

Orim's Chant People have lots of instant-speed interactions in commander. This card really doesn't do anything, it's a bit too cute IMO.

Red Elemental Blast and Pyroblast. Although they seem nice... they are way too situational. If nobody plays blue, or the only person who plays blue is not a threat to you, these two cards are worthless.

Insult / Injury Not really sure of this. Sure it can be nice, but you exchange two cards for hardly none.

Paradox Engine Why? Nothing in this deck works with storm.

Here are some card idea's that I had laying around:

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