Backfire

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Backfire

Enchantment — Aura

Enchant creature

Whenever enchanted creature deals damage to you, Backfire deals that much damage to that creature's controller.

Neotrup on Seems obvious, but I can't …

4 weeks ago

Backfire also uses a triggered ability to deal the damage, so all combat damage will be dealt, then it will trigger to deal damage, rather than being simultaneous with the combat damage.

legendofa on Seems obvious, but I can't …

4 weeks ago

Commander damage is only dealt through combat damage, and combat damage is only dealt as a result of attacking and blocking. Damage from abilities is never considered combat damage, and by extension never considered commander damage.

In this specific case, if a commander (or any other creature) enchanted with Backfire deals damage, the resulting damage to its controller is dealt by Backfire, not the creature, so it's twice removed from commander damage (noncombat damage dealt by an enchantment).

FatFreddiesCat on Seems obvious, but I can't …

4 weeks ago

I put Backfire on an opponent's Commander. If that Commander does, say, 5 Commander damage to me, does it also do 5 Commander damage to the controller, or just regular combat damage? The rules suggest that all the damage is done at once, so it seems it should all be Commander damage.

Massacar on Are These Cards Color Pie …

3 years ago

Color pie breaks are a good thing, they help bring balance to the force

Hail Valakut Awakening  Flip, giver of red draw!

Praise Feed the Swarm, destroyer of annoyances!

Worship Keeper of the Accord, giver of ramp!

Exult Harmonize, acolyte of draw!

Give thanks to Backfire, blue damage spell.

westerhack on LocustGod edited

6 years ago

Cut the following unless you can provide a good explanation:

Hanweir Garrison -- why??

Learn from the Past -- i'd put that on the sideboard

Catalyst Stone and Runic Repetition -- you don't have enough flashback cards to warrant these.

Infiltration Lens and Coastal Piracy -- like the Catalyst Stone, you dont have enough low CMC creatures to swing with

Backfire -- use something that deals direct damage in red instead of trying to do a round-about way in blue.

Thopter Spy Network -- also, why? do you have enough cards to warrant this?

You need more mass red-damage spells like Pyroclasm along with targeted burn in general (such as Lightning Bolt)

i'd swap Censor out for a harder counter, such as Mana Leak. even tho it doesnt have the cycling, counterspells are always helpful.

also maybe a few more creatures, especially on the defensive. they don't have to be 100% synergistic (if they were that'd be nice, but not required (also maybe use Jace, Vryn's Prodigy  Flip)

westerhack on LocustGod edited

6 years ago

Cut the following unless you can provide a good explanation: Hanweir Garrison -- why?? Learn from the Past -- i'd put that on the sideboard Catalyst Stone and Runic Repetition -- you don't have enough flashback cards to warrant these. Infiltration Lens and Coastal Piracy -- like the Catalyst Stone, you dont have enough low CMC creatures to swing with Backfire -- use something that deals direct damage in red instead of trying to do a round-about way in blue. Thopter Spy Network -- also, why? do you have enough cards to warrant this?* You need more mass red-damage spells like Pyroclasm along with targeted burn in general (such as Lightning Bolt)

i'd swap Censor out for a harder counter, such as Mana Leak. even tho it doesnt have the cycling, counterspells are always helpful.

also maybe a few more creatures, especially on the defensive. they don't have to be 100% synergistic (if they were that'd be nice, but not required (also maybe use Jace, Vryn's Prodigy  Flip)

izzetkid987 on MoBlu Spellspam

7 years ago

Adds I would recommend: More lands 35 is pretty risky and generally you would prefer mana flood to mana screw. I would aim for 38 myself. Utility lands Yeah, this list runs Back to Basics but you will not always draw it and a couple dead lands with it out still is not so bad. You exclude a lot of useful effects like Reliquary Tower, Myriad Landscape, Riptide Laboratory (for protecting talrand), Faerie Conclave/Dread Statuary (for emergency blocks) etc. by not running nonbasics and mono-colour decks with no duals have the most space for those. More mana acceleration Most edh decks need ramp and this deck is no exception. With more mana, you can counter more spells per turn cycle. Sol Ring and other mana rocks are staples. I would aim for ten total. More card draw Same deal as ramp. Most of your counters trade 1 for 1 with your opponent's spells so you will need hand refills or you will run out of cards trying to trade 1 for 1 with 1 with 3 or 4 opponents. Pretty basic multiplayer card advantage. This deck prefers instants so it can keep mana up for counters. Blue Sun's Zenith, Stroke of Genius, and Pull from Tomorrow have a big impact. Perilous Research costs little and you can just sacrifice the drake it makes. Board wipes Some games you will fall behind your opponents so you need more reset buttons. Evacuation, Inundate, Crush of Tentacles, and Engulf the Shore all get you out of sticky situations and simulate a blue Wrath of God. Oblivion Stone permanently destroys. Other Curse of the Swine, Pongify, and Rapid Hybridization are all instant or sorcery spot removal. Rise from the Tides gets you a LOT of tokens. Dismiss replaces itself. Propaganda protects you. Brainstorm, Telling Time, Think Twice, Opt and other cantrips do not really give you net card draw since you use up a spell to cast them, but give you card quality instead.Cuts I would recommend: Kraken's Eye is probably bad because cards that only gain you life typically are. Elixir of Immortality is the same unless you are regularly near decking yourself. Backfire, Creature Bond, Feedback, Power Taint, Psychic Venom and other cards that only damage players are typically too low impact in edh. Disperse and Flash Counter are strictly worse than Into the Roil and Dispel. Cancel is strictly worse than s many other options; here is an entire article detailing them: http://articles.edhrec.com/in-the-margins-cancel/ Disappearing Act seems worse than Cancel unless you particularly want to replay your permanents.