Tarfire

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander 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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LRW

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Tarfire Discussion

Snap157 on Swiftspear Stampede

2 weeks ago

Why Tarfire instead of another burn option? I know you're maxed out on lighting bolts, but if just burning the player isn't good enough (Bump in the Night, Lava Spike) and Rift Bolt is too slow, what about Forked Bolt? It allows you to do the same thing as Tarfire, but also offers the option of taking out a creature with one toughness and also hitting a player for one, or killing two 1/1 creatures at the cost of being a sorcery. Maybe take it out and add in another Seal of Fire because of the revolt trigger? Thoughts? +1

VraskaTheCursed on Swiftspear Stampede

2 weeks ago

sweet list that I might try in modern myself (if my wallet cooperates). just a question: are you running Seal of Fire and Tarfire to grow your goyfs? if I recall correctly, you previously had Grim Flayer to take advantage of delirium.

thanks

Kjartan on Tarmo Breach

3 weeks ago

Honestly think you should drop a bolt for a Tarfire

ej133 on Ahh I got a RUG burn!

4 weeks ago

With a few more colors I'd consider running Tribal Flames instead of Tarfire (I know it's goyf-roids, but Tribal Flames is bonkers too.)

shrapnel_ on Legacy Goblins

1 month ago

Looks like a fun deck! I play legacy goblins as well. It is pretty rare to see the black splash since many of the black cards for goblins aren't as good as the monoreds. I highly suggest since you are running vial to check out food chain goblins and dirty kitty as well for ideas. Food chain is insane in a goblin deck (much more explosive and reliable than vial imo) and dirty kitty is basically an all in red version of goblins and is a blast to play. A few cards to look into:

Food Chain

Mentioned above. Food chain decks run this + Lightning Crafter + Kiki-Jiki, Mirror Breaker for an infinite damage combo that you can get out pretty consistently turn 5, which puts your opponent on a clock.

Ancient Tomb

Crazy good land for goblins, most people run 2-3

Frogtosser Banneret

You don't see these a lot, but dropping a few in with your warchiefs gives some intense cost reductions

Goblin Tunneler

You rarely see these in legacy gobs as well but I think this is an underrated card. Will usually come out for R and let lackeys/piledrivers go through chump blockers. You can drop it on a piledriver before they get their passive buff and he is still unblockable.

In general I would say you should also consider dropping a single Tarfire for a Fodder Launch. Wort, Boggart Auntie is also kind of slow for the format. Looks like fun though. Remember for goblins any non-goblin card hurts your synergy. Looks like a fun deck. I used to play vial, but I think it is too slow for legacy and switched to dirty kitty/food chain.

miracleHat on Legacy Goblins

1 month ago

You will want to remove 1 Wort, Boggart Auntie, 1 Skirk Prospector, 1 Kiki-Jiki, Mirror Breaker (unless you remove siege gang from the side), 1 Goblin King, 4 lands (Polluted Delta, Marsh Flats, Bojuka Bog, and Pendelhaven are all suspect), 1 warden weirding, and 3 Tarfire for other/better cards.

wort is slow, goblins are not trying to be slow. Skirk Prospector is only worthwhile if running more token producers to quickly cast siege gang to then cast more siege gangs. kiki-jiki is too slow and bringing it out with lackey just get's it removed before you can activate it for a good cause. Goblin King is too narrow. warden weirding, while tutorable by matron, is too narrow. Tarfire, though tutorable by matron / pullable by ringleader, is too narrow. 4 lands are 4 too many. Chances are that you would also be fine with 18 lands. Your toolbox of lands, while cute, are limited and many times too narrow. turn 2 Pendelhaven doesn't stop the "dies to bolt" if used on a lackey. In the late game its 1:2 buff is not good enough (maybe if it was 2:1). Bojuka Bog is just a tapped land in some match ups, and not tutorable in the worthwhile matchups. This leaves us with 11 cards.

The eleven cards are fairly simple: 1 Goblin Warchief, 3 Goblin Piledriver, 4 Lightning Bolt, 2 Goblin Rabblemaster, 1 Gempalm Incinerator. Lines of play such as--turn 1 lackey, turn 2 hit with lackey -> warchief -> rabblemaster, turn 3 piledriver -> piledriver -> attack for ~30 damage (and this is BEFORE your opponent can play Toxic Deluge, AND only requires 2 lands)-- are much more accessible now. This is important, as your current setup is geared towards the endgame, which you cannot win. 4 warchief's is a must, it is painful to play less than 4. the same holds true for the piledriver, as they are cheap (1 mana) and grow to Tarmogoyf size quite easily. protection from blue just means that you smash through merfolk, true-name, delver, snapcaster, and leovold). 4 Lightning Bolt: the 1 damage is worth it, there is no other way to put it. While Tarfire is used, there are too many situations where you would rather have the additional point of damage (at the player or at the creature / planeswalker i.e. jace). Goblin Rabblemaster is a threat that must be answered the turn he is cheated into play. The Gempalm Incinerator's cycling ability makes him worth a 2-of.

Lastly, decide whether you want to go the token route by either running 4 Mogg War Marshal and 4 Goblin Rabblemaster, and adding 2 siege gangs mainboard, as that is another viable route.

edit: don't run skirk fire marshall. goblin pyromancer would be marginally better, but still bad.

Moby_Copperfield on Rakdos Party!

2 months 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

3 months 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.

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