Aria of Flame

Legality

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

Printings View all

Set Rarity
Modern Horizons (MH1) Rare

Combos Browse all

Aria of Flame

Enchantment

When Aria of Flame enters the battlefield, each opponent gains 10 life.

Whenever you cast an instant or sorcery spell, put a verse counter on Aria of Flame, then it deals damage equal to the number of verse counters on it to target player or planeswalker.

Browse Alters

Aria of Flame Discussion

Rorolith on izzet

3 weeks ago

Thing in the Ice  Flip is good in these decks, although it is a bit expensive. also Aria of Flame .

OLucas on Healer's Revenge (Esper Life...pain?)

1 month ago

Not the direction you are currently headed but consider Fiery Justice and Aria of Flame .

dbpunk on Dwarves and Taxes

1 month ago

I feel like you'd be better off with less pingers (tap for damage creatures) and more punishing triggered effects/etb effects on creatures.

Akoum Hellkite , Aria of Flame , Ash Zealot , Bomb Squad , Flameblade Angel (each time your dealt damage by any source with your commander on the ground, it deals 3 damage to that sources commander), Goblin Sharpshooter , Hellrider (same deal as Flameblade but attacking), Invader Parasite , Karplusan Minotaur , Leyline of Lightning , Mindsparker , Purphoros, God of the Forge , Repercussion (works even better since you control the source of damage), Satyr Firedancer (try it with damage based field wipes and you might just clear the table), Stalking Vengeance , Tephraderm , Mondronen Shaman  Flip, Tunnel Ignus , Warstorm Surge

speug on Mutually Assured Destruction

1 month ago

Hi,

I also have been brewing a list based on the very same article here Ashling the Boardwiping Spellslinger, that you might be interested in. I have mostly cut some of the more expensive pieces for card draw and instant speed interaction because I felt that the deck runs out of gas and cannot interact in the early game. I also removed the storm cards due to rarely being able to cast them for significant effect and to my infinite sadness, Aria of Flame also hit the chopping block. I just couldn't justify keeping it :(

How has it been for you? How do you feel about your changes?

trey12321 on Tainted Bond

1 month ago

Thanks for the suggestions, Lucky! The issue I've run into with Alms Beast is that it's strength is largely dictated by what my opponent is playing, making it seem more relevant in a sideboard. Even then many of the large creatures that I can't outsustain with the occasional self-heal tend to either have life-gain effects anyways (IE. Griselbrand or Wurmcoil Engine ) or are better targeted by a Condemn than hoping that they only have the one creature so that Devour Flesh would be relevant, though I would likely keep some Devour Flesh in the SB. Even Oust seems to be generally better specifically because I can choose a target, and even if the damage is only effectively a bolt it works better on smaller creatures or the ones that don't attack and therefore can't be Condemn ed anyways.

The other creatures are primarily placeholders at the moment. I'd auto-include Dark Confidant if I had the money for him at the moment, and I already have Wall of Shards listed in the main deck. Currently running the cheap deathtouch creatures+ Warriors' Lesson is a solid enough replacement until I can afford it, but it's not looking to be the end-all-be-all of the build.

Manamorphose is actually probably a really easy way to justify Aria of Flame now that you mention it, so I'll probably look to get some for it when I've got the money to spare.

Thanks again for the suggestions...!

Lucky69 on Tainted Bond

1 month ago

My friend made a weird version of this deck using Alms Beast . My suggestion (Which is what my friend did) is to use 4 Wall of Shards , 4 Devour Flesh in the main board. The other enchantments in the deck cost too much mana for modern and don't have enough pay off. In addition, you have enough life gain in the deck that you probably only need the 4 Wall of Shards and 4 Alms Beast . Your other creatures are too easy to kill with Fatal Push , Electrolyze , Lightning Bolt etc. Also, you probably want to change your land base to more fetches and only one or two copy of each shock land that works and a single copy of each basic. Finally, Beacon of Immortality makes a player instantly lose and should be included in the deck for a last resort. And you defiantly need draw. You'll run out of cards really fast and also need to dig for Tainted Remedy , so I suggest Harmonize

Overall, here is what I would recommend

Creatures!!! (AWWWW MANNNN) 4x Alms Beast 4x Wall of Shards 4x Dark Confidant

Instants 4x Rest for the Weary 3x Condemn 3x Path to Exile 3x Devour Flesh 3x Manamorphose

Sorcery 2x Beacon of Immortality 2x Harmonize Enchantment 4x Tainted Remedy 2x Aria of Flame

Lands 2x Grove of the Burnwillows 4x Marsh Flats 2x Bloodstained Mire 2x Windswept Heath 3x Godless Shrine 1x Blood Crypt 1x Sacred Foundry 1x Overgrown Tomb 1x Temple Garden 3x Plains 2x Swamp

JohnnyCRO on SpellSlinger made

1 month ago

Ok, here we go;

  • Explosive Vegetation & Skyshroud Claim - at 4cmc they occupy very awkward spot for ramp, both regarding the fact that at 4 mana you can do better things and the fact taht they don't really help you speed into faster Riku cast. Hence these should be cut IMHO

  • Rude Awakening - for your purposes, there is almost a strictly better card than this. At 5cmc and at sorcery speed, this is very risky and limited. Turnabout costs 1 mana less (though it's , which is a very different cost), works at instant speed and can be used occasionally to disrupt others' wins.

  • Tempt with Discovery - you don't have any key lands you want to tutor for. This is just a "fun" and vastly overpriced piece of ramp for you. You can and should play better ramp than this.

  • Bag of Holding - I assume this is here because of the flavor. But it's a terrible card in here. You'd be surprised how much of your "need" for proxying would be alleviated if you wouldn't play bad cards.

  • Sphinx-Bone Wand & Aria of Flame - cute, but both require resources and usually more than a bit of time to...well...not do much.

  • Mind's Dilation - cute, but haos rarely works in your favor. And at 7cmc it's hella expensive for such randomness

  • Arcane Melee - there is a card you might like more. THis costs 5 mana and gives the discount to your opponents, which isn't really good. Jace's Sanctum gives you a smaller discount, but costs less to cast and gives all your spells additional value.

  • Rewind - counterspells need to be cheap and efficient. At 4 cmc, this one is pushing it. Swap it for Unwind , which is slightly better.

  • Chaos Warp - this is good in color combinations that lack some kinds of removal. With both green and red at your disposition, you can certainly deal with a wide array of threats, and paying 3 mana to remove something seems like too much.

  • Archmage's Charm modal spells are cool. But in a 3c deck is a red flag. You can't really expect to cast this reliably. In 1 or 2c, it would be ok, but in here it seems like a nonbo.

  • AEtherize - this seems irritating at best, and at 4 mana surely you should be casting better removal than this.

That's 10 slots to work with.

First off, ramp. Your land count seems fine regarding your commander's cmc and ramp requirements. But your ramp package is horrible. If you want to do stuff and do it soon, you need to play better ramp than you currently are. Better ramp should also enable you to keep more 2-land hands and make your mid-game stronger, which seems to be a problem as it is now.

Fellwar Stone , Talisman of Impulse , Mind Stone , Rampant Growth , Simic Signet , Izzet Signet and Gruul Signet should suffice.

Also, this would make Isochron Scepter and Dramatic Reversal stronger options. Scepter would already be very cool in the deck. And with this many artifacts around, Dramatic reversal would become a decent ritual. And those two together with new and improved ramp package are a neat combo you can use to finish games.

This would leave you with one flex slot. My suggestion would be either Swan Song or Nature's Claim , depending on which you fear more; spells or permanents. Also, regarding the meta and specific wincons you're packing, Natural State could be a decent replacement for Claim if you mind the lifegain.

Further optimization would aim to lower your curve, probably by compacting the copy theme and x-wincons, to include more cheap filtering/draw spells for value casting

RecklessFable on Feather's spells

2 months ago

Hey, thanks for the reply. I'm not too worried about cost as I'm taking apart another Boros deck (The flip Avacyn) that never quite got to a good place for me, so the Mana Base, Sunforger , and even Land Tax are already my hands. I also love that I can go through my old collection from the 90s and grab junk that turns to gold here. I mean, I drafted Accelerate back in the day :)

Aria of Flame looks like an interesting risk. I guess it depends on how much removal people bring since you don't make back the life given away until the 8th cast if my math is right.

I'll see if I can find a "Target Each" wrath effect that I can save myself from using something like Ajani's Presence .

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