Wildfire

Legality

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

Printings View all

Set Rarity
Modern Masters 2015 Edition (MM2) Rare
Ninth Edition (9ED) Rare
Ninth Edition Foreign Black Border (9EDFBB) Rare
Seventh Edition (7ED) Rare
Urza's Saga (USG) Rare
Portal Second Age (P02) Rare

Combos Browse all

Wildfire

Sorcery

Each player sacrifices four lands. Wildfire deals 4 damage to each creature.

Set Price Alerts

Wildfire Discussion

vdiddy1 on I hope this will be good.

19 hours ago

"Other" Section Observations:

Burgeoning good card, but you have alot of multiple lands per turn cards

Constant Mists solid

Crop Rotation Unnecessary imo

Life / Death Can only use one spell, can prob find something that is more impactful to the deck

Sensei's Divining Top Yes

Sylvan Advocate Good because it's a 2/3 for 2 mana, but only adds significant value with commitment to land creatures

Sylvan Library V good card, excels if you maintain lifegain sub-strategy

Titania, Protector of Argoth Only good if you commit to the graveyard recall sub-strategy

Traverse the Outlands fantastic, can this be turned into a win condition?

Volcanic Offering fun af, but probably better options for the card slot

Vorinclex, Voice of Hunger Print out Business Cards saying "GG" for when you play this

Wildfire Abso-freakin-lutely

Zuran Orb A must have if you commit to graveyard recall + lifegain sub strategies


Additional Observations:

World Breaker kinda sucks for 7 mana

Bane of Progress a conditional 6 drop is risky; amazing sideboard card in our meta

Nissa, Vastwood Seer  Flip her -2 will trigger the legendary rule

Exsanguinate Love it.


Final Comment:

Your non-creature game is strong, but your damage output is weak and is currently the biggest flaw facing your deck. Your best bet imo is to either rip out creatures and synergize removal + damage or add in a few more big trample creatures. I think your comparative advantage lies in creatures: you'll consistently have an ungodly mana pool to take advantage of them, and you're already relying on creatures for this concept to work.

Some good creatures for this deck:

Liege of the Tangle

Oran-Rief Hydra

Charnelhoard Wurm

Blightsteel Colossus

Ghalta, Primal Hunger

Molimo, Maro-Sorcerer

Phantom Nishoba

Stonehoof Chieftain

Worldspine Wurm

Zaane2 on Neheb's Eternal Havoc

5 days ago

Honestly, people simply aren't prepared when you can reliably play Neheb on Turn 2 or 3. I fairly consistently win on Turn 4 when it only takes me 1-2 mana dump turns to burn everyone out. There's also the backup plans with Extraplanar Lens / Koth of the Hammer etc where I can still generate a bunch of mana to fuel my gameplan. Making sure you have ways to generate large amounts of Red without Neheb helps you run less protection. In addition, there's the mana denial plan with Wildfire and junk to prevent people from casting their counters in the first place. Force of Will might be the only thing that can stop me, and some people don't even have access to that. I think Price of Glory is fantastic and you should pick up a copy if counters are keeping you down. There's also Boseiju, Who Shelters All if you want even more anti-blue.

It's kinda tricky to find the correct balance of ramp and land count. You want enough lands to get there early, but then you want as few lands as possible after Neheb is cast so you only draw into gas. Loot effects help a lot with this. There's definitely a different feel when your ramp is Hedron Archive compared to Mana Vault . I imagine I'd run more Neheb protection if I didn't have so much fast mana.

bushido_man96 on Win con for UR mana ...

1 month ago

Cards like Overburden , Storm Cauldron , and Mana Breach all fall into the category of what you want to do, I think. If you are looking to cast Wildfire every game, consistently, then you need some tutors, like Mystical Tutor and Gamble , and if there are others, you need them, too. If you lean too heavily on Wildfire , though, people will figure it out an hold up counters or other answers. Sunder is good, too, if you can run ways to get your lands back on the board.

Other than that, card draw and ramp are your two best friends. Jam in all the good draw you can, and probably ramp with artifacts, like Grim Monolith and Basalt Monolith , Mox Diamond , Lotus Petal , Mana Vault , along with your package Sol Ring and Izzet Signet , and those other staple mana rocks. If you end up going artifact heavy, Metalworker might be worth fitting in.

Good luck with your build. Do you have a list yet you could share? I'd like to see it.

SMASHER101 on Win con for UR mana ...

1 month ago

I'm making a Keranos deck that's designed to tutor for Wildfire and cast it ahead of curve every game, and have the backup of BTB and Blood Moon . The best way to win with this kind of strategy is to be ahead on board, but I'm not sure what to put in the deck to do that other than Keranos.

triproberts12 on Rakdos Wildfire

1 month ago

I kind of expected this to be a Wildfire / Destructive Force deck. Throw in Crucible of Worlds and some tutors, remove the <5 toughness fatties, and add in more mana rocks like Khalni Gem , Veinfire Borderpost , Kyren Toy , Thran Dynamo , Basalt Monolith , Dreamstone Hedron , and Worn Powerstone , and you're off to the races.

Natalbee on Pet Semetary | Lord Windgrace EDH

1 month ago

gb: My playgroup isn't too keen on MLD decks :/ Epicenter is pushing it, and probably the closest I could get otherwise would be something like Wildfire, Keldon Firebombers or Tectonic Break.

And you're right, I should add in the Splendid or Mending... a single World Shaper isn't cutting it haha

I think I'll do The Mending of Dominaria, because it low-key works with The Gitrog Monster and Turntimber Sower.

chilbi on Shrazik

2 months ago

Personally I've been around in M:tg for almost 20 years, starting somewhere between Tempest and Stronghold. Back then, Kai Budde won the PT with the mono-Red LD deck that could power out a Wildfire around turn two after having deployed a 5/6 Dragon on t1. Nothing short of sheer beauty if you ask me.

I've never really understood why land destruction has been shunted as a "non-fun" strategy since I feel like it's just one option among many denial strategies. Take a counter-heavy deck for instance, or Modern's Lantern of Insight-builds. Both are just trying to win the game by denying their opponent a cruial part of ressources (here: spells that resolve and attack steps and/or drawing relevant cards after all).

So no, you're not wrong by any means. LD is a perfectly viable and balanced strategy if need to be. I'll admit that I've cut Armageddon and the like from my Kaalia Commander Deck to make it less competitive but if people start throwing infinite combos in my meta I'd know what I would pack.. cheers!

SaberTech on Pattern Recognition #91 - Mana ...

2 months ago

I think that the last land-destruction decks that I remember being viable in Standard were the U/R Wildfire decks of Kamigawa standard. Cards like Boomerang, Eye of Nowhere, Stone Rain, Annex, and of course Wildfire made it an extremely punishing deck to play against. I also think that deck is why Wizards seems to have restricted bounce spells from being able to target lands. Playing first and being able to bounce an opponent's first land on your second turn with Boomerang is a ridiculous tempo advantage.

The original Mirrodin standard did have the mono-red Arc-Slogger decks too, which used artifact mana ramp to cast turn 2 Stone Rain and Molten Rain to stall for time until they could drop Arc-Slogger.

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Wildfire occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Red: 0.13%

Rakdos: 0.05%