The Flame of Keld

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Dominaria (DOM) Uncommon

Combos Browse all

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.

The Flame of Keld Discussion

lazarus923 on Begone, Thoughts!

2 weeks ago

@PistonPower

The fetches are a must as they help with deck thinning and I want as many useless cards out of my deck as possible. A bit of self damage is worth that increase odds of something useful. I've thought about adding The Flame of Keld or Pyromancer's Goggles but they're pretty risky. Risky in regards to Keld making me potentially losing my hand for only a chance at x+2 damage. Goggles are a bit of a thicc drop that idk if I want to devote 5 mana to an artifact. All good considerations and i'll see how my current deck plays out at larger tournaments and make the decision. If the deck was more EDH then I'd probably go with them but it focuses on 1v1.

Poaralion on Gruul Goblins

3 weeks ago

A second Banefire could be nice to finish any kind of control deck.

Goblin Trashmaster could be somewhere here, it will also be a nice target for reduction cost du to Goblin Warchief !

Overall, the deck looks cool but I feel you still lack some sort of draw ( only two The Flame of Keld is not enough imo ). It isn't a Experimental Frenzy deck because you have a bit too much lands and many "huge" spells ( 3 ccm is big with frenzy ) and the Flame could be weird sometime if you added more.

Poaralion on Cavalcade of Gobbos

3 weeks ago

I dunno about green goblins KillerxCaveman. Rhythm of the Wild isn't a great card in constructed if you can't manage to get it on turn 2 thanks to a Llanowar Elves . When a huge part of the meta is played with mono red ultra speed and random control / midrange stuff with Wilderness Reclamation , passing your turn 3 ( if done later it will be worse anyway ) feels like a huge loss of time.

goldenageredtornado I've seen some list of goblins with Cavalcade of Calamity and The Flame of Keld , that could be bonkers in your deck. Goblins is the next thing I will playtest in MTG:A after I manage to find a mono red pack that I like.

tjw415 on [RNA] Mono Red Burn/Aggro

1 month ago

With all of the burn you have, I would probably run Electrostatic Field over Fanatical Firebrand so you can enable Spectacle more often, as well as hold off early aggro threats. It will slow you down in the early game, but you're almost guaranteed a win with it once The Flame of Keld goes off.

PistonPower on Begone, Thoughts!

1 month ago

A great include would be Pyromancer's Gauntlet , Pyromancer's Goggles , and Embermaw Hellion . They would boost your damage and double some of the burn spells. If you want a bit more chaos, take a look at Lightning Storm or Pyromancer's Swath . The Flame of Keld could also be interesting if you can have a burn spell or two in the four cards you get from casting it.

Gattison on Krenko Cloner

1 month ago

You could replace the Sol Ring s and The Flame of Keld s with Skirk Prospector for a good turn 1 play. It also has good synergy with Tuktuk.

And yes, please please please put Impact Tremors in this deck!

Also, perhaps consider replacing the Puppet String and Voltaic Servant combo with 4x Renegade Tactics , to simply avoid problem creatures and draw a card. Otherwise maybe Lightning Bolt or Lightning Strike to burn most things away (after combat damage, too, if you have to, when their creatures are weakest).

+1 for playing Goblins! And thanks for all the pauper love on my decks!

PeeBee on Blegh Blegh

1 month ago

I disagree with going with The Flame of Keld, you dont have enough red spells to benefit from the last ability. However Faithless Looting, Cathartic Reunion and Tormenting Voice which enables madness and draws some new cards. Generally your cards and numbers look correct, so i would probably remove x3 Vampire Nighthawk and x1 Terminate to include 4 Tormenting Voice.

Vampire nighthawk is one of your most expensive drops and will lower your CMC Curve by removing some of these, and the 1 terminate doesnt seem like an upgrade from Fatal Push so would drop that and keep the sorcery speed Dreadbore as that hits planeswalkers too.

Finally I would include the tormenting voice as you will be emptying your hand quickly and may not have 2 cards to discard for cathartic reunion. Faithless looting is good but doesnt generate any card advantage unless you manage to madness a vampire so I would stick with tormenting voice instead.

This is purely my opinion, I havent played vampires and think that both faithless looting and cathartic reunion are good choices and both have thier benefits, so i would experiment with this as I dont think there is a wrong choice.

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The Flame of Keld occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%

Red: 0.02%

Modern:

All decks: 0.03%

Red: 0.48%

Standard:

All decks: 0.09%

Red: 1.69%