|Commander / EDH||Legal|
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|Dragon's Maze (DGM)||Uncommon|
Combos Browse all
Turn / Burn
Turn - Target creature loses all abilities and becomes a 0/1 red Weird until end of turn.
Burn - Burn deals 2 damage to target creature or player.
Fuse (You may cast one or both halves of this card from your hand.)
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Turn / Burn Discussion
1 month ago
1 month ago
Superfriends is bad? Have you ever played against a doubling season one? I took mine apart because it was too GOOD.. and that was before this change that makes it better.
I dont see how doubling season out casting jace: tms, ugin, karn and tamiyo 2.0 and ulting them immediately on cast is bad, kinda hard to win against that, i guess your local atraxa player is either poor or just a bad player cuz atraxa superfriends wasnt bad before and its slightly better now
Honestly the rule is a positive change, now instead of having to sacrifice my Jace, the Mind Sculptor when i cast one of the 10 other jace cards, i get both.
This is a blessing in edh and a planeswalker buff for 60-card constructed and it is necessary, very few walkers outside of big jace in legacy and karn, ugin and liliana of the veil in competitive modern see any play at all outside of casual circles or superfriends. this means that planeswalkers are more viable and may see more competitive play
But the change was 100% necessary. If they printed ONE legendary walker after 100 non-legends and DIDNT change the rules, it would have broken the game.
At least this change is a buff, most changes like bannings or the "split-card" change in amonkhet that nerfed the shit out of things Isochron Scepter being able to imprint Fire/Ice or Turn / Burn, most changes nerf cards, so a buff is more than welcome
2 months ago
My version of this deck is a lot different from yours so you might disagree with some of this, but here is what I would remove. Lay Claim just isn't worth the 7 mana, and it looks like you have a lot of stuff that accomplishes the same goal. Elixir of Immortality is probably in here for a particular match-up, right? Ulamog, the Infinite Gyre and anything else with his last ability would probably accomplish this same goal. Jhoira's Timebug, Rift Elemental, Shivan Sand-Mage, Timebender, and Clockspinning are pretty slow. Generally, it's better to run cards which delay the game instead of time counter removal because they accomplish the same goal and are also usable when you're just behind. I'm not convinced Turn / Burn is really value, but I've also never tried it. In general, I think you have too many suspend targets and not enough ways to protect them or Jhoira herself. None of this is really meant as critisism; it looks like your deck is responding pretty directly to your playgroup, but if I were cutting that's where I'd cut.
5 months ago
6 months ago
Counterspell? Blasphemous Act? Preordain? Mystical Tutor, Melek, Izzet Paragon? Venser, Shaper Savant, the guy that walked around in the desert being stupid (read planar chaos!!)? Dack's Duplicate? Anger of the Gods? Turn / Burn? Sensei's Divining Top (go sensei ryu!! and read time spiral)? Paradox Engine? Fevered Visions? Blood Moon (make sure this doesnt kill you)? Chandra, Torch of Defiance? Jace, Unraveler of Secrets? Tamiyo, the Moon Sage? Windfall? Jace's Archivist?
7 months ago
I find your lack of Epic Experiment disturbing. That's the ultimate Izzet card right there.
Turn / Burn is also good against creatures that just don't want to die (i.e. Indestructible).
9 months ago
A deck named "Turn and Burn" without Turn / Burn? Blasphemy.
Otherwise, love the decklist. This combination is super fun to play.