Soulbright Flamekin

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Modern Masters 2015 Edition (MM2) Common
Duel Decks: Jace vs. Chandra (DD2) Common
Lorwyn (LRW) Common

Combos Browse all

Soulbright Flamekin

Creature — Elemental Shaman

: Target creature gains trample until end of turn. If this is the third time this ability has resolved this turn, you may add to your mana pool.

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Soulbright Flamekin Discussion

dizzierabit on This is What Glory Looks Like: a Savage Beating

3 weeks ago

Tbh i totally missed the haste on Lovisa Coldeyes. That's so much better than I thought! I should find a spot for her. She'd go very well with my snow covered mountains.

I run more of the damage doublers, and some hate Blood Moon. But that's pretty meta dependent. Its got to the point where I only have maybe 2 turns to win or the boardstate/control gets too much for me to overcome. So Soulbright Flamekin helps here. it makes Hostility much better, effectively giving 7 creatures trample for 6<>. maybe sub for bloodfire?

dizzierabit on This is What Glory Looks Like: a Savage Beating

3 weeks ago

so i built a similar deck, big thanks for lighting the way.

Soulbright Flamekin does serious work for me. paying 4 precombat (when i usually have a ton of unused mana means 1) trample, and it means second main I can pay 2 for 8 red.

Need for Speed is another card that probably has overperformed for me. but its a great turn 1 play, and its always optional. you may not be stuck for hastey effects but I've found neheb gets hated off the board before i can attack unless he has haste. Bloodlust Inciter was in this spot, but need is harder to get rid of and I haven't felt the downside has been that detrimental.

big thanks for posting this. Gave me some great ideas and a much better direction for my deck.

wisegreenbean on Angry Omnath Feels the Burn

2 months ago

Could stand a little more targeted removal; it's a dangerous game to rely wholly on burn for that. Beast Within at least, maybe Chaos Warp. Shamanic Revelation is V A L U E, particularly given how weak your card draw is. On that note, Evolutionary Leap, Greater Good, and Skullclamp are all gud. Maybe just wheel if you find yourself really burning through your hand, tho I doubt that.

Soulbright Flamekin seems subpar. Forgotten Ancient is meh for you. Abundance is cool but you can't really count on the sylvan library combo to come out without white, so I'm skeptical. I see the dream for Undergrowth Champion but I feel like it will be underwhelming for you quite often. Oddly enough, I don't know about Xenagos, God of Revels, cuz even though he's crazy, you're usually only ever getting +5/5. And your haste suite is already really good(though I'm surprised to not see Lightning Greaves).

TheVectornaut on

7 months ago

I'm not sure I'd classify this as burn, and moreover, I'm not sure that I'd want to mix ramp and burn in the first place. Because burn tends to want to close out the game as quickly as possible with an onslaught of spells and ramp tends to want to accelerate to bombs as quickly as possible, the potential for interference between the strategies is high. Every turn you spend burning your opponent is a turn you didn't spend ramping, and vice versa. Given the list you have, I'd focus on the ramp. Goblin Shortcutter, Skitter of Lizards, and Akoum Firebird are aggressive plays that could probably be stronger as additional ramp consistency. Lightning Bolt is the only aggressive card that might have merit as a splash due to its flexibility.

Furthermore, it may be worth dropping red altogether. Soulbright Flamekin and Vessel of Volatility pack a punch, but the preponderance of red mana makes it difficult to cast a bomb like Pelakka Wurm. Unless you intend to include only red and colorless beaters, I see the red-centric strategy posing a serious risk to the game-plan. There are some advantages to red, I will admit. If you run a large suite of mana dorks like Cobra hinted at, Xenagos, the Reveler becomes a very strong follow-up play. Some of my favorite dorks in Gruul are Arbor Elf, Voyaging Satyr, Garruk Wildspeaker, Magus of the Candelabra, and Burning-Tree Emissary. These cards work well with multi-mana sources: Nykthos, Shrine to Nyx, Gruul Turf, Utopia Sprawl, and so on. I also appreciate that red gives access to solid haste options, although I'm not certain Goblin War Paint is the strongest of said options. I've personally been using Cyclops of Eternal Fury since he, like most bombs, can be fetched by a Fierce Empath. Xenagos, God of Revels is also really strong off of Tooth and Nail. Finally, there's always R/G's classic strategy of building up serious mana just to Banefire your opponent to death.

Back on the green side of things, I would recommend having a few more big plays at your disposal. It's pretty common for ramp to have bombs countered, so unless you are rocking a set of Vexing Shusher, having a little redundancy could be a big help. When I'm not making use of the original eldrazi titans, I like using Primeval Titan, Regal Force, Engulfing Slagwurm, Worldspine Wurm, Pathbreaker Ibex, and Archetype of Endurance. Primal Surge and Genesis Wave are also a joy to play. Anyway, those are just some of my musings on ramp after years of my own homebrewing. Staying in the casual format offers enormous opportunity for the archetype, so don't take anything I say as gospel and always be on the lookout for new options.

Eron_the_Relentless on Goblin Machinist Turn 4 Win! 36.8 Damage

7 months ago

@RobinsonGattis The mana you gain from Soulbright Flamekin helps you summon Goblin Machinist. You can activate its ability three times for three mana with the help of Training Grounds.

GimmeTheSucc on Omnath is Disgruntled

8 months ago

Hi JumboCommander love your channel and love this deck. What do you think of Dragon Broodmother as an additional sax outlet? She's a very strong card by herself and can potentially be explosive with Omnath on the board. I previously included Thunderfoot Baloth but am curious about Soulbright Flamekin. It works even if Omnath is not in play and has the potential to generate a substantial amount of mana on top of the already high levels of ramp. Lastly, instead of Sylvan Safekeeper I substituted Village Elder which similarly protects your creatures. I'm running a more budgeted list with Steely Resolve and still wanted some regeneration action. Thanks again for this guide and the inspiration to build this commander!

Beio53 on Magitek Machinations (Feldon Reanimator)

8 months ago

Hi Optimator, saw you upvoted my Yasova Dragonclaw deck so I thought I'd take a look at what you have. You were saying you have some problems with ramp, and I run feldon in my Daretti, Scrap Savant deck and my Alesha, Who Smiles at Death deck. Absolutely amazing but daretti in this deck would be absolutely bonkers. Free discard and draw, Goblin Welder ability and eventually immortal artifacts! But for ramp I'd recommend Springleaf Drum, Mycosynth Wellspring, and Soulbright Flamekin. Springleaf is something I pair with 0 drop creatures like Ornithopter on turn 1 for steady COLORED mana, mycosynth works amazingly in sac decks where you can abuse its etb/ltb effects, and soulbright is a little known gem for turning 6 mana into 8 red AND giving trample for some of your larger dragons or eldrazi. All budget includes and far from being overplayed staples. But I like your dragon take on the deck I've always thought dragons and artifacts go hand in hand. Keep it up this one's fun!

dreamistt on Purphoros let the game begin

9 months ago

This deck seems to have gone two ways at the same time and that usually doesn't work all that well, but it might be alright in this case. You see, Purphoros decks usually do not care for attacking all that much (they just create massive amounts of tokens or end the game in a infinite ETB combo), so cards such as Fervor and Goblin War Drums do not seem all that necessary.

I'll say what I always say: ramp wins most games. Having more mana than your opponents allow you to do so much more and much faster. Mind Stone and Hedron Archive can double up as card draw when you don't need them anymore. Treasonous Ogre allows you to trade health for mana, which can be dangerous, but can also win you the game with things such as Tempt with Vengeance. Hangarback Walker would also be amazing in this deck.

Vicious Shadows can outright win you the game if you have enough creatures in play (it highly discourages board wipes) and I would easily trade Dictate of the Twin Gods for it since it can be quite dangerous.

Dash creatures are be useful, but you don't need that many. I'd remove Zurgo Bellstriker and Mardu Scout. (Lightning Berserker can finish off someone when the board is clear and you have enough mana).

God knows I love [Ragavan], but Kari Zev, Skyship Raider won't shine much in here in my opinion. Hanweir Garrison is insanely good, but will you be able to attack with it without someone blocking it? I don't think so. Goblin Matron is a good tutor (and you have a bunch of goblins), but I don't know if you really need it.

Chandra's Spitfire isn't all that good in EDH, but by all means, if you like it, keep it. It still holds the potential to kill someone out of nowhere. Norin the Wary is really fun, but he's also a bit expensive and you don't really need him. Magus of the Wheel is unnecessary and probably will give your opponents the cards they need to deal with Purphoros or some other card you really need. I particularly dislike wheeling effects since they are extremely situational and I'd rather have some passive extra draw such as Staff of Nin or a Loreseeker's Stone any time.

As for the spells, I'd remove Mizzium Mortars and Reforge the Soul (again, wheel effects are hardly useful most of the times). Release the Gremlins is kinda bad in a matchup where you don't have that many artifacts to destroy, Indomitable Creativity works better since you can turn a bunch of tokens into something better.

I love Ruination (since I don't play that many nonbasics in my decks I don't really care for it) but it might be a bad card in the sense that it makes everyone hate you (but hey, you're already playing Purphoros, what is a little more heat, right?). I'm on the fence about this one. Same goes for Reverberate, Dualcaster Mage and Wild Ricochet...

Breath of Fury needs the enchanted creature to deal combat damage to an opponent. Yes, it might be useful, but I don't think it'll ever be relevant enough to be here.

Other suggestions:

  • Goblin Offensive (Mana-dump cards like this can be useful to end the game)
  • Soulbright Flamekin (Turns into 8 red mana every turn)
  • Skittering Invasion (Consider this as a mana 10 damage to each oponent with Purphoros on the table since you can sacrifice the [Eldrazi Spawn] tokens to get your mana back)
  • Monkey Cage can be fun if you know someone is planning to cast a big creature next turn. And in EDH where average CMC is 3, 5 mana for 3 creatures isn't all that bad. You could also blink a big creature in order to RELEASE THE MONKEYS!
  • Flameshadow Conjuring allows you to pay for an extra copy of that spicy creature you want to cast. Probably a good card to have around. Imagine paying 1 extra for that Chancellor of the Forge or Siege-Gang Commander. It also triggers upon reentering the battlefield (Conjurer's Closet a creature and pay )
  • Rite of the Raging Storm is downright amazing since no one can attack you with the creatures you provide and it gives you a creature every turn for you to attack with.
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