Tarfire

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
Duel Decks: Elves vs. Goblins (EVG) Common
Lorwyn (LRW) Common

Combos Browse all

Tarfire

Tribal Instant — Goblin

Tarfire deals 2 damage to target creature or player.

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Tarfire Discussion

Moby_Copperfield on Rakdos Party!

1 month ago

Here's a few more suggestions. some pricier than others!

Upgrades for Shock: Galvanic Blast, Wild Slash

Enchantments: Bloodchief Ascension, Quest for Pure Flame,

Others: Death Spark, Fall of the Titans, Gut Shot, Firestorm, Pyrite Spellbomb (can also card draw), Spark Jolt, Spark Spray, Tarfire (probably not worth it), and Unstable Footing

Funkydiscogod on Instant as a Supertype

1 month ago

The first thing we would have to do is give up on the idea of rewording cards to preserve functionality. Mystical Teachings would need to say "Instants and Sorceries", and Mystical Tutor would need to say "Sorceries", but the confusion caused by the old and new wording would be too much.

That means, some cards' functions will change. There would be some additional functionality added to cards like: Dispel, which would now be able to target some creatures, and Young Pyromancer would trigger on a few random things, and Goblin Dark-Dwellers would be able to cast things they shouldn't have any right to.

This change would have an impact on some mechanics, like Delirium, which was made with the idea that Instants are not Sorceries. Turn one Fetchland into Tarfire would activate Delirium. Not to mention what that would do to your Turn two play. It would make it stronger, sure, and it'd be something they'd have to keep an eye on.

The only card I can tell that that change would actually break, is Torrential Gearhulk, who could cast Torrential Gearhulks out of your graveyard, but even then, it wouldn't make it ban-worthy; it'd just make it a pretty good modern card.

Anyway...I think this is a good idea.

IzzetGod on Delving under the RUG

3 months ago

MNes: I only just put the Mountain in the deck over a Botanical Sanctum. The Fast Lands have actually really helped me out in shorter games because I found a lot of the time, I lost because my Basic land were already out thanks to Path to Exile and I need an untapped land right away and draw a Fetch land so I have to end up taking a shock. Only downside I've had so far with Spirebluff Canal is that it's not fetchable for the late game. I've never had an issue drawing it early or even drawing it and entering tapped turn 4 & above. The 18 lands I think is the right amount. I feel 17 is too low tbh.

As for the Bounce spells. I found Vapor Snag to be excellent against creatures like Dark Confidant and Death's Shadow. It also helps a lot in the Affinity matchup by bouncing whatever one of their dudes got Cranial Plating equipped. I rarely ever use the Simic Charm as a bounce spell. In meta, I primarily use it for the Hexproof. And sometimes the Giant Growth for reaching a lethal swing with Hoots.

So far I actually never really got to test against much hand hate. And everytime I have; my hand has been good enough to survive it. But having them hit my Serum Visions on my 2 land opener is really painful.

After adding in the Disrupting Shoal, I was debating on dropping a single Mana Leak possibly. What do you think of the amount of counters? I usually end up pitching Snappy or Leak to the Shoal. And that takes away a bit from my late game. I feel Shoal kind of makes Snapcaster Mage strictly worse.

Do you have any suggestions to try and make the deck more consistent with being able to draw better top decks? I was considering cutting a Simic Charm, Mana Leak and maybe even a Tarfire. But idk what I would replace anything in the deck with. Traverse the Ulvenwald is something I'm also iffy on. How good is it for the deck?

jonmaior on Swiftspear Stampede

3 months ago

take out the Tarfire for an additional Seal of Fire

Sargeras on Goblin Rush - (Red Budget Pauper)

4 months ago

Love the concept so +1, although I do have some suggestions.

  1. Having not played a ton of pauper, I don't know for sure. But if it is not banned, Goblin Grenade is obligatory. 5 damage to the face transcends almost every burn spell you can use in a deck like this.

  2. The bushwhackers and war marshals should be at 4 count, as they are insanely good at ending games if you have a board full of goblins.

  3. Goblin Sledder, Goblin Cohort, should be moved to being a 4-of, because if you aren't casting creatures, something went wrong and cards like Sledder make sure that no matter how your opponent blocks the damage hits.

  4. Pyroblast should be seeing play in your sideboard as a way to get through counterspells and destroy things like Delver of Secrets  Flip. Electrickery should be in there to deal with small creatures.

  5. As for some other interesting cards you could play, Sparksmith, Intimidator Initiate, Fireblast as a one-of.

  6. Interesting to note, Tarfire can actually be tutored with Goblin Matron as a way to deal 2 extra damage.

  7. Another card you should play is Mogg Raider, as it is effectively another Goblin Sledder.

Those are some suggestions, let me know if you need anymore help, especially if it;s for what to cut.

Cheers!

haskellhoff on Goblin Rush - (Red Budget Pauper)

4 months ago

i would run 4 x Lightning Bolt, removing a Flame Slash having access to instant speed removal is always handy. If your trying to keep costs down in a paper deck, you could swap the more expensive Tarfire out for a copy of Shock

thetrueninjasheep on Prowess of Blue outthinks the few

4 months ago

My suggestions to make it top tier: cut the Blue for White, black, and green, put in Death's Shadow, Gut Shot, Mishra's Bauble, Traverse the Ulvenwald, Tarmogoyf, Tarfire, and some Lilianas. Then, fix up the mana base with some fetches and shocks. Done! =D

hpulchinski on Temur Midrange

4 months ago

Zencyclopedia, thanks for the suggestion. I have considered Tarfire, although I haven't had the opportunity to test it yet. I like Seal of Fire because it's a perfectly fine turn 1 investment. I don't think I value the 'surprise' factor of jumping Tarmogoyf into a larger creature as much as aggro variants, and SoF has the up-side of requiring no mana once its already on the board. I think Tarfire will make a decent 1-of in the list somewhere.

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