|Commander / EDH||Legal|
Printings View all
|Premium Deck Series: Fire and Lightning (PFL)||Uncommon|
|Tenth Edition (10E)||Uncommon|
|Fifth Dawn (5DN)||Common|
Combos Browse all
Creature — Elemental
Trample, haste (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player. This creature can attack and Tap as soon as it comes under your control.)
At end of turn, sacrifice Spark Elemental.
Spark Elemental Discussion
2 weeks ago
Still, it will be best to give you some advise.
7 VIEWS | IN 1 FOLDER
Honestly, the deck is just a bunch of small dudes that are very close to being weak vanilla with no synergy. 2/2 for 3 mana that sacrifices itself to make 2 mana is not very impressive, especially when you have no expensive cards to spend that mana on. You get 0 utility out of Faithless Looting , as none of your cards want to be in the graveyard.
My advice - focus on Smokebraider . It is an incredibly powerful tool that can allow you to win the games. IT and Soulbright Flamekin combo very well to give you 8 mana for 6 mana invested and trample. Then you can take that mana and invest it in the Inner-Flame Igniter which for 9 gives you +3/+0 and first strike on all your dudes.
1 month ago
1 month ago
Looked around and couldn't find what I was looking for hoping someone knows answer or can link ruling.
I know if it were counters instead of a until end of turn perment change it would keep counters ontop of the 6/4 adjustment to base power and toughness. Curious if if until end of turn pump does the same or if it inherently becomes part of that creature then Scale Up would essentially wipe away that and completely reset its power/toughness to the 6/4.
1 month ago
Imo elementals can be build either aggressive or more rampish. The aggrive one should focus on Tunderkin Awakener with cards like Spark Elemental . Ramp with Omnath and the boiz could also be nice.
1 month ago
Overall, I really like the deck. It's a solid concept that has some great synergies. There are, however, a few changes I would make. First, you probably want to add some Thoughtseize . Sieze can take more than Inquisition, especially things like Cryptic Command or Jace, the Mind Sculptor , and this change makes your disruption stronger. Not sure how many is correct though. Ball Lightning and Spark Elemental are both cute, but I'm not sure how much work they really do here. Some number of Ball Lightning could be good to pressure your opponent, but I don't think the Spark Elemental s are worth it. I would replace them with Fulminator Mage s. Fulminator seems so good to run in the main here. It works great with both Unearth and Thunderkin Awakener , giving this deck a land disruption dimension that also improves game one against tron. Then, I would add Kolaghan's Command . KCommand gives us another way to rebuy our elementals and also serves a variety of other roles at the same time. It's perfect here. I would also remove the Dragonskull Summit s and throw in one or two more fetchlands that can get swamps (this also pairs well with Fatal Push ), as well as more basic swamps (cut a mountain if you need to). This is where the sideboard comes in. With the Fulminators removed, You have a bit more space. Add a fourth Leyline of the Void to maximize your chances of starting with one. Some of the Claim / Fame s, if not all, should go too, as they can't get a Ball, Skelemental, or Fulminator back- basically all your best reanimation targets. Then, add in 3-4 Blood Moon , depending on the meta. Your two-color manabase, with the basic swamps, gives you yet another way of disrupting your opponent's mana. I also think that this means you can take the Damping Sphere s out, as your tron match-up is looking excellent with the blood moons and Fulminators. Add in a pair of Surgical Extraction if you can for even more graveyard hate. The Anger of the Gods is not a great interaction with your recursion, so I would swap them with Sweltering Suns , which doesn't exile and also can be cycled, and perhaps a Terminate or two to deal with larger threats. The other thing I worry about with this deck is that there aren't enough good ways to discard elementals to be brought back. Faithless Looting is excellent, of course, but swapping two of the Lightning Bolt s for Lightning Axe gives you another route to discard as well as a way to deal with larger threats mainboard. Put this all together and I think you have a very strong deck, with the ability to dish out large amounts of damage quickly, as well as use your hand-attack, KCommand, Skelemental, Fulminator (recurring every turn to blow up lands), and Moon to lock your opponent out of the game completely. Flamekin Harbinger serves as the glue to this disruptive machine. One interesting card I found as I was looking for other options was Bloodpyre Elemental . You can't hardcast it, so you'll have to get it back with Awakener, but it can be tutored for with Harbinger. One copy in the sideboard seems interesting.
Anyway, those are just my thoughts. The deck seems sweet and potentially very powerful, and I'm excited to see what it can do.
1 month ago
In today's spoilers, thunderkin awakener, tale's end, and brought back all caught my attention; the awakener will be insane with Ball Lightning , Spark Elemental , and Lightning Skelemental , and tale's end is a nice compromise between Stifle and Disallow .
3 months ago
drop 1 or 2 lands and what about any of these in general?:
Skewer the Critics
Eidolon of the Great Revel
Light Up the Stage
What of these is too expensive?
I understand going mono red because fetches and other lands are too expensive at least.
No data for this card yet.