Tarfire

Tarfire

Tribal Instant — Goblin

Tarfire deals 2 damage to target creature, player or planeswalker.

Browse Alters View at Gatherer

Printings View all

Set Rarity
Duel Decks: Merfolk vs. Goblins (DDT) Common
Duel Decks: Elves vs. Goblins (EVG) Common
Lorwyn (LRW) Common

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Tarfire Discussion

Zavthedav23w on 4 Color Death Shadow

1 month ago

You're deck seems pretty solid aside from that it needs just a little bit of tweaking. I've been playing Shadow for quite some time and I can say that it is quite a blast to pilot! That being said, there are a couple ways you could go form here, I recommend doing the following: I recommend dropping your 3 cost cards ( Liliana of the Veil , Kolaghan's Command ). Those cards normally are better post-sideboard since they're more of "grind" cards. Definitely add 3 more Mishra's Bauble . The upside is insane, especially in a Tarmogoyf deck. 1. Artifact in the yard, 2. essentially a 0-mana cantrip, 3. also is technically letting you play with 4 less cards, this is because it is always going to turn into a different card for 0. Which actually increases efficiency quite a bit, 4. it lets you know what you're going to draw, or what the opponent might draw. Death's Shadow is played mainly like this: clear the way for your Death's Shadow to stick and then hold up Stubborn Denial just in case they draw something. Mishra's Bauble gives you a heads up on what answers your opponent may or may not draw. PLAY 4! This also leads to Thoughtseize and Inquisition of Kozilek . Always play 4 seizes and 2 inquisitions(maybe more) because they are how you clear the way. A turn 1 bauble (look on top and decide to: fetch, shock, or cycle Street Wraith then fetch) into Thoughtseize is probably the best scenario. That's also a turn 2 Shadow. Tarfire is fine, unfortunately it doesn't do really that much, 2 damage doesn't always kill what you want it to kill. I'd play 1 because the tribal type in the yard is beneficial for your goyfs. You may have trouble finding slots for Lightning Bolt and your removal package is already really solid. Since you're playing green, Traverse the Ulvenwald is a MUST! It ALWAYS gets what you need, especially with an array of fetches, cycle creatures, and baubles. (You should be playing at least 9 fetch lands, and 17 lands is more ideal, that way you get more action and almost every turn you get the full 3 life lost(also revolt on Fatal Push )). If you really wanted, to increase stuff in the yard, you could potentially play Thought Scour mainboard(I wouldn't play it in the side however). But definetly keep 2 and then add 2 more. Once Upon a Time has really been shining lately in tournaments so I would add 2 maybe? The leverage it gives is amazing. I'd cut your Serum Visions for Thought Scour if that was the route you wanted to go. Cut a Temur Battle Rage , 2 is enough since the third more often than not ends up being a dead draw and just sits in your hand, also you might need that slot for something better. If you wanted a planeswalker in your main board, you could keep Liliana, or go for Wrenn and Six . I'd playtest first but Wrenn has really dominated lately, if you ever get to ult it offers so much advantage. That's what I've got for that part but I'll answer your questions as best I can.

Biggest Weaknesses: Surprisingly, Death's Shadow has really good matchups all around, the only bad matchup is Humans, maybe tron. You do have to watch your life total against burn but you should win most of those games. You don't really need to build around however since those "bad" matchups are still favorable considering other modern decks and their bad matchups. You thrive on being fast and aggressive, the longer the game goes the more chance your opponent has for stopping your plans. So be fast and aggressive, but smart and also conservative with your Shadows and Goyfs.

A super awesome archetype to try: Grixis Death's Shadow. This is my personal favorite variant of the Death's Shadow builds, I'd recommend checking it out. I touched on most of the cards you should be playing(traverse, Bauble, etc.), but really it's up to you!

If you want to ditch green, go for grixis Shadow, I tried Esper for awhile and it's fun but feels more like a midrange deck. If that's what you want however, look up some lists and compare cards, you should find a bit.

Against creature heavy decks, the key is to pick their hand. Most won't be able to kill your creatures once they get big enough, so use your hand disruption to take the creatures that will be most annoying. Think about what cards you have that can deal with their creatures and spells, then pick what to take from the bunch.

(pro tip, if you see a Snapcaster Mage , take it because it can hypothetically just buy back whatever you discard instead).

I'm interested to see how your deck turns out! I hope I was helpful.

abbatromebone on Mutant Meat Whack

2 months ago
  • Not sure what your budget is but here are cards I would recommend:
  • For starts Id get black in your board it helps a lot beacuse: Sling-Gang Lieutenant and Munitions Expert are amazing
  • I would put in 1 (max 2) Krenko, Mob Boss when it lands it accelerates hard
  • Goblin Ringleader a play set is 1$ and helps the deck a lot.
  • Pashalik Mons can help the deck for when your small goblins die, I would run 1
  • Goblin Warchief seems amazing
  • Goblin Matron lets you find the perfect goblin always
  • Goblin Chieftain typically lords (+1/+1 to a creature type) is an auto 4 of. However if you are more mid-range comboy then dont have as many
  • Mogg War Marshal the echo seems really bad at first but then you have death triggers which is free damage so its good id have 4
  • Goblin Piledriver Gets very big and blue creatures cannot block it, and cannot be targeted by blue bounce spells. (can still be countered though :( )
  • Goblin Cratermaker is a goblin that is cheap removal
  • Skirk Prospector lets you play big goblins sooner. Can also synergize well with cards being there is the death trigger. You could swing for 10 then sac 10 goblins draining them for 10, which kills them with 10 power on the board.
  • Mogg Fanatic is a oldy but goody, Its worth considering 1.
  • Tarfire if you want to be memey this technically counts as a goblin (which means you can search for it as if it was a goblin even though its an instant).
  • Aether Vial is a big money card but sooooo much fun
  • Auntie's Hovel helps your mana base and so does Cavern of Souls id play 4 of each with unlimited money
  • Bloodstained Mire is great it filters and can find Blood Crypt I would then run 4 mountains and one swamp. You want to run about 22 lands here no less then 21. Generally for deck construction going below 19 lands is a bad idea (minus a few combo decks, but they run a lot of blue filter cards).
  • Blood Moon is a funny card to run
  • Goblin Chainwhirler can be fun as well
  • If artifacts are a problem then play Goblin Trashmaster
  • Black also gets you Earwig Squad
  • Another way to build it would be like this: OmniGoblin which is a combo kinda deck

Coletrain69 on Tremoring Goblins

2 months ago

Mugging may be a useful alternative to Tarfire as it wont allow a creature to block that turn, however you can't cast it on a player so they each have their own utility.

enpc on BMHKain

3 months ago

BMHKain: I'm current on limited internet for the next few days, so I'll answer your first question separately. Please be patient on that response. As for Happily Ever After - when a card is in a graveyard, there is not such thing as a permanent. Permanent only applies to cards on the battlefield. So what it is saying is htatyou have to have 6 cards among types between the battlefield and your graveyard, however of the cards on the battlefield, they have to be permanents (which is like 99.99999% of situations). As for hte full list of card types, you have

  • Land

  • Creature

  • Artifact

  • Enchantment

  • Instant

  • Sorcery

  • Planeswalker

  • Tribal (which is still a legitimate card type and the reason you see Tarfire used in some modern decks since it counts toward Tarmogoyf )

Of these 8, you need to have at least 6. Instants and sorceries can be counted, however can only be counted in the graveyard.

Mewso on

5 months ago

bradc1988

I was trying to stay away from the burn as much as possible and just sort of use the goblins and their abilities. I might get some Tarfire 's though as they are Goblin cards too

Sadly, fetches are out of my budget. I have the majority of the cards above already. That is partially what sparked this. However, Unclaimed Territory is a thing! I shall use that instead.

Once I figure out what combos I like I will tweak the deck to a more focused version.

TypicalTimmy on Spell differences: are there any?

5 months ago

What you are looking at are known as Supertype - Type - Subtype.

A "Type" is to the left of the dash and dictates what KIND of card it is, while the "Subtype" to the right of the dash tells you what classification within that type it is. For example, all Equipment are artifacts, but not all artifacts are equipment.

World Enchantments are enchantments that affect the ENTIRE boardstate, not just your half of it. For example, Concordant Crossroads gives ALL creatures haste. It doesn't matter who controls them; They have Haste. Compare this to Hammer of Purphoros : Now only YOUR creatures have Haste.

As for Tribal, what this does is the spell is considered to have a creature subtype without itself being a creature. This helps with tribal synergy as some cards specifically care about certain subtypes.

For example, All Is Dust is considered an Eldrazi card, and because of this Eye of Ugin reduces the casting cost from down to just while Eldrazi Temple will add you mana to cast the spell, rather than just . With these two lands in play, you have of the mana needed to cast it covered.

To use your specific examples:

  • Fireball is just a generic Sorcery
  • Tarfire is an Instant that ALSO happens to be a Goblin spell, so cards such as Goblin Warchief reduces it's casting cost by
  • Arboria basically says no creature may attack unless the defending player cast a spell or put a non-token permanent into play during their last turn. This includes you; If you sit there and literally do nothing, no opponent may attack you.

Tyrant-Thanatos on Spell differences: are there any?

5 months ago

Tribal spells have a creature type tied to them, and count as that type.

In your example, Tarfire can be targeted by Boggart Birth Rite , where Fireball cannot.

World enchantments are a bit unique, and there's not a whole lot of them, but:

  • 704.5k If two or more permanents have the supertype world, all except the one that has had the world supertype for the shortest amount of time are put into their owners’ graveyards. In the event of a tie for the shortest amount of time, all are put into their owners’ graveyards. This is called the “world rule.”

So basically, only one World card can exist on the battlefield at a time, and if a new one is played, the old one is put into its owner's graveyard.

V017r0n on Spell differences: are there any?

5 months ago

Hello! 1st post on the site! I hope I’ve got the right place...

So, my problem is this: I was looking at Gatherer, seeing the Enchantments. Now, everywhere I look, every page, there’s at least one Tribal or World spell. I keep looking up what these are and what they do, but to no avail. Please, please answer my question. What is the difference between your average spell ( Fireball ) and a tribal spell ( Tarfire )? What about World Spells ( Arboria )?

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