Balefire Dragon

Balefire Dragon

Creature — Dragon


Whenever Balefire Dragon deals combat damage to a player, it deals that much damage to each creature that player controls.

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Have (3) Azdranax , gildan_bladeborn , lorddarkstar
Want (5) dannycorker , winterwind10 , Hirsti , blakemiller , cmellerbrook

Printings View all

Set Rarity
Ultimate Masters (UMA) Mythic Rare
Ultimate Masters Promo (UMAP) Mythic Rare
Innistrad (ISD) Mythic Rare

Combos Browse all


Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Balefire Dragon occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

Red: 0.15%

Balefire Dragon Discussion

oscarofastora on Xenagos and his big bad Boys'n'Girls

2 days ago

Ill cut a mountain and a forest and put in Hunter's Prowess and God-Eternal Rhonas

I will get that Balefire Dragon hes sic. :D

KIRK77 on Xenagos and his big bad Boys'n'Girls

2 days ago

Nice xenagos deck! I would maybe start with cutting your lands down to 38 or maybe even 36. I think your ramp is going to be pretty important since your creatures are so expensive. A card that my buddy has in his deck is Balefire Dragon and it's always devastating when it hits the board. Hunter's Insight or Hunter's Prowess can draw a giant fist full of cards too

Is there anywhere in particular beyond lands and ramp that you want to change?

enpc on The Crown Scourge

2 weeks ago

Balefire Dragon would be a good one to run in the voltron build (at least), because who doesn't getting those mass death triggers.

iammute on Big Ur's Discount Warehouse (The Ur-Dragon EDH)

2 weeks ago

Fuzzlewuzzle losing a creature with Whip of Erebos isn't great but sometimes you just need one last swing or trigger to change the game. An Utvara Hellkite or Terror of Mount Velus can do a lot with one turn and a Drakuseth, Maw of Flames or Balefire Dragon with lifelink can turn a game around.

It's another card to add to the list but Conjurer's Closet gets round Whip's downside and lets you keep the creature forever. Considering your commander has a powerful etb it's not the worst card on its own either. Can rack up some extra damage with Terror of the Peaks and Scourge of Valkas too.

Vash13 on Mono-Red Stax (WECIC)

3 weeks ago

This is awsome, I always enjoy a good zirilan build, feel free to check mine out here, Reign of Fire, one combo that might be fun to add in yours that I dont run (cause I dont own the sword lol) is Hellkite Charger + Sword of Feast and Famine, killer combo also Balefire Dragon is for sure a top dragon for single use, and then of course since your running scrying sheets and the snow lands, might as well throw in an Extraplanar Lens for good measure

CaptCreek on Xenagos, the G.O.A.T.

1 month ago


Big fan of this list! It looks very similar to my own list, and I like a lot of the cards here. I just added cards like Quartzwood Crasher, Hellkite Tyrant, Balefire Dragon and Kogla, the Titan Ape and I can't wait to try them out!

I know you've been debating this already, but I would strongly recommend adding Return of the Wildspeaker It's a clutch draw spell, and instant speed has saved me in plenty of occasions. Also, though I haven't used the alternate option too often, pumping your team could easily be just as useful if you need to pump through some surprise damage. Personally, I would run both it and Rishkar's Expertise, since they both have their merits, and they don't rely on one specific creature like Life's Legacy. Since it checks the greatest power and not a specific creature's power, you can't get blown out as easily if you have another creature on the board.

Either way, I really like your list, and I'd love to hear your thoughts on mine, if you feel like it!

Xenagos's Party Animals

TypicalTimmy on Brainstorm: best sets of Custom ...

1 month ago

I try to find cards that fulfill multiple functions. Some are very easy to spot, for example Arterial Flow by itself is a powerful discard effect. In EDH, it is one of the most powerful.

It costs you 1 card to get 6 cards, (2 from each opponent) into the graveyards.

Then it can also hit for 2 life on each opponent if you have a Vampire. So, it functions as a "burn" spell, too. But it also gives you +2 life, meaning it gives you a 4-point spread between each opponent. That is to say, the gap between you and your opponent is widened by 4 life, and that's to all three of them.

In my Lathliss deck, I run a gambit of Dragons who deal non-combat damage in some capacity, such as Glorybringer and Balefire Dragon.

These are not just big creatures with evasion, they are also the equivalent of burn spells.

Another example is Dragon Mage, who effectively is a draw engine.

My new deck is run by Oros, the Avenger, who with Deathtouch becomes a wrath on a stick.

So I prefer cards with multiple functions, even if they aren't directly noticable. I try for at least 2 functions per card, if at ever able.

slashdotdash on 5 color no theme deck

1 month ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.


  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show


Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.


Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)


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