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The Flame of Keld
Enchantment — Saga
(As this Saga enters the battlefield and after your draw step, add a lore counter. Sacrifice after III.)
— Discard your hand.
— Draw two cards.
— If a red source you control would deal damage to a permanent or player this turn, it deals that much damage plus 2 to that permanent or player instead.
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The Flame of Keld Discussion
1 day ago
then drop Dual Shot, add in Risk Factor because you have no card draw in this deck. Tormenting Voice would be more card draw, or The Flame of Keld could be used with 1-2 cards in hand and then as a finisher.
5 days ago
If a Flame get destroyed, you discarded the rest of your hand and your naked. But if the Frenzy is gone, you can still have cards to play from your hand. That was my point.
I don't understand the "It can only destroy Experimental because I have to sacrifice Flame at the end of my turn anyway.". The Flame is on the battlefield for 5 whole turns ( you:saga I / op / you:saga II / op / you:saga III then sac ). If the op destroy it right the turn right after you cast it, it's gone and you don't have any value. Same goes for the frenzy, you don't have value but you still have your hand.
The Flame of Keld is still a really nice card in the deck, with all the cheap spell and source of dmg. I'm 100% for both options.
Runaway Steam-Kin is a must have imo tho. Is there any reason why you don't want to play the 4th copy ?
6 days ago
Knight of Autumn isn't at instant speed though. It can only destroy Experimental because I have to sacrifice Flame at the end of my turn anyway.
I like the Flame better.
1 week ago
Yo, i have the same deck and i would recommend whole heartedly Grim Lavamancer. It is a 1/1, but he is a wizard, so he turns on Wizard's Lightning, he is amazing in the longer grindier matchups. Since you do have a lot of discard with Faithless Looting and The Flame of Keld so you almost always have ammo for Grim.
And actually Flame Jab, i know it looks super janky but honestly it is crazy. Again works with discard and gets more dmg (even if it is one). The nice thing about this is you can keep casting it since it does not exile it. It has closed games with me but i only run 1 copy. Might take it out but i really like it.
1 week ago
The flame can destroy the op on turn 5 ( I usually drop it on 3 ), it's a nice way to redraw gas. But if it get destroyed ( hello Assassin's Trophy and Knight of Autumn ( my local meta like selesnya ) ), you kinda loose.
The frenzy was always good. Each time I played it, if it stay on the battlefield for my turn, it was a win.
On average, it's really better than Flame. I will prolly have at least 3 in the main ( not sure about the 4th one, but there is ~80% chance that I maindeck the last one ) and some Flames in the sideboard.
1 week ago
i think your mainboard is optimized for speed now, but your sideboard is still a bit of a mess. you need a plan in the case the matchup will go longer, to change it into a sort of a mid-rangy deck. stuff like Rekindling Phoenix, Experimental Frenzy and perhaps even a copy of Banefire. Guttersnipe and The Flame of Keld also fit into the idea of a better gameplan if the matchup is going to go longer. Legion Warboss can also play against token decks that go wider than you.
1 week ago
This deck is looks like its in the "Is it a goblin deck or is it a burn deck?" zone. I would be more inclined to lean into the burn aspect, and build something like the following: