Banefire deals X damage to target creature, player or planeswalker.
If X is 5 or more, Banefire can't be countered by spells or abilities and the damage can't be prevented.
|Have (2)||mwu8689 , metalmagic|
Combos Browse all
|Commander / EDH||Legal|
Banefire occurrence in decks from the last year
Latest Decks as Commander
1 week ago
No worries Daedalus19876; I'm pretty new to arena myself.... honestly I have no attachment to Banefire amd its totally just a filler card because I just had them and didn't know what else to put in here..... I also agree completely about Dark Intimations HOWEVER that is my Cruel Ultimatum in this deck so for them purposes I think I wanna keep that one.... as far as the bolas Walker is concerned I will totally give it a shot amd test it out at least as a one-of... Thanks!
Great call on the land suggestions imaginativerascal. I'm gonna need a lot of coaching in the mana base to help this decks consistency... I will follow up with playtesting and see where I'm at wincon wise... in theory I think it should work but if I find myself unable to close out games I'd love to bring in the Ugin, thanks!
1 week ago
I'm not an Arena player so take this with a grain of salt... Banefire seems like an odd choice here, since you have to spend a LOT of mana to make it worth playing. It seems like you have enough powerful removal as-is! Dark Intimations isn't a BAD card, but I don't feel like it's worth the 5 mana here unless I'm missing something... Have you considered testing Nicol Bolas, God-Pharaoh instead of Dragon God?
3 weeks ago
Omniscience_is_life there are plenty of big red spells, like Banefire and Burn from Within. sure blue has a "couple" of things, but red has significantly more total burn spells than blue has ways of dealing with resolved creatures.
1 month ago
Hello again! I recently sold the green of my Twiddle Storm, but I still have the essentials.
Did you see the new Kaldheim card Orvar, the All-Form? This could have some big potential hear. I'm not exactly sure, but I have already done some testing and if this is resolved, you make just a TON of mana. Like you cast 3 Twiddles and I think total you get 18 mana. Banefire? I think there is some brewing to be done.
on Land Twins
1 month ago
Alright, let's do this.
Good day to you, FacetiousFanboy. Now, I have a mere one lands-matter deck, whereupon 'tis the extent of my knowledge upon the strategy, but 'tis something I have meticulously tinkered for quite the meiny of years. Therefrom, I may offer my enlightenment.
Upon the very intrinsic parts, we have the categories of a commander deck: removal, wraths, card draw, ramp, lands, recursion, and engines. Being a legendary creature in the modern era of Magic, Mina and Denn grant a splendid engine from the command zone. Allow me to touch upon the basics within the decklist.
In order aforesaid, removal:
I mayn't have ever seen Relic Crush, but I do not like it. Five mana to kill two things is far too inefficient, thus I would recommend you take this out of the deck. Force of Vigor is better on most accounts.
Storm the Citadel requires you to have a board state, and requires a sorcery-speed deployment. Removal is best utilized in surprise, and being a sorcery negates such a factor. I do not like this card.
I have noted a supreme lack of wraths. I have also noticed some inefficient X-spells for which you intend to use twelve or so mana. Try removing Banefire, Clan Defiance, Spitfire Lagac, Tunneling Geopede, and Living Twister. The pinging effects matter little until the opponents are sitting at seven life. Living Twister is one I have tried and disliked. Banefire and Clan Defiance hit the opponents' face, but do near to nothing in terms of furthering your board state. These are great when you are ahead, but you currently have no options for when you are behind.
Upon card draw.
If you so desire X-spells to utilize, I would add Commune with Lava. It may be cast upon the endstep before your turn, and thus offers many more option without requiring you to tap out.
Escape to the Wilds offers a new hand and an additional land drop, whilst being a mere $0.25.
Similar yet potentially better, Tireless Tracker. Clues are fantastic, and are a splendid devotion of mana for use at any time. By this argument, I would kill Seer's Sundial. I have attempted the Sundial, but it requires a mana dump immediately as averse to any time.
Ramp, of course.
As to what should be removed, Rootweaver Druid ramps you for one and an opponent for two. It could ramp you for two and your opponents for four. You always come out behind in this exchange, and thus I would see this fit for exclusion. Far Wanderings is great, but best if you have a full graveyard. This deck cannot achieve Threshold too easily, thence this effect may be improved.
Returning from the grave, recursion it shall be.
This is an optional field, but it is nice to have an option or two. I see but Seeds of Renewal. Seven mana for two things returned? I nill. Bala Ged Recovery Flip serves as a land early and a win condition late. Eternal Witness is just always fantastic.
Start your engines.
What in heck is this Sporemound Nonsense? A five-mana 3/3 that spawns 1/1s. Quite lacking indeed. I do not see any justification for having this in the deck.
Primeval Bounty is always lovely, but not requisite. I believe it to be more powerful than current options in your deck.
Given the number of tokens you create Purphoros will drain the opponents' life apace. In the same avenue, Evolutionary Leap can offer defense if someone attempts to kill a creature, or it can find a better use for your tokens.
Comet Storm is a far more efficient version of the X-spells you had opted to include, for it can remove problematic threats or multiple problematic players.
Unto finality, Genesis Wave can plop out most of your deck upon the table, and it is difficult to lose from there.
Thus is the end of my babbling. Pardon the overlong comment, but I do hope it was of some aid.
I do have my own list, as forementioned, built around the lovely Hazezon Tamar. If you would so deign to peer upon its glory, that would be splendid.
Fare thee well.
1 month ago
Red's answers to control are racing and LD. With that being said, Maybe run all of the red spells that can't be countered? Stuff like Lightning Mare, Rending Volley, Urza's Rage, Akroma, Angel of Fury, Chandra, Awakened Inferno, Banefire, and Exquisite Firecraft.
Run a suite of protection from blue and protection from white creatures.
Run tons of card advantage to outrace their ability to keep countering you. Stuff like Risk Factor, War Room, Skullclamp or even run wheel effects so every time you empty your hand you refill and make them dump what they holding.
If he has a lot of nonbasics, Blood Moon will slow down their deck too.
I don't know their decklist or yours but some of these should help speed up your tempo. And you can stop bounce running protection from blue or hexproofing your creatures.
2 months ago
Banefire is one of the best, if X is = or >5, then Banefire cannot be countered and the damage cannot be prevented. Very sneaky and even in casual Commander with all kinds of fort and protection cards in play it can still get a win.
Death Cloud: Honorable mention. Go infinite, Cast it with X of 10000, say "I lost as well, but what a great finisher!"
Death Grasp: You gain as they lose.
Rocket Launcher: Like Goblin Festival or Goblin Cannon.
Molten Disaster: If Kicked it has split second. Very hard to disrupt. But you need support to live through it.
Demonfire: With no cards in hand, it's just like Banefire.
Diabolic Revelation: It lets you get all of your other x cards so you can win with all of them at the same time.
Mindshrieker: This is an odd one, and it's mill, but it gets a +x/+x boost and you can activate it for lethal as well as milling the entire table. It can also win without going infinite if you land on something spicy on an activation.
Golem Artisan: It needs a number of artifact creatures in play equal to your # of opponents, but it cnm grant +X/+X flying, trample and haste to x number of artifact creatures. This can be a game winning blowout very easily.
2 months ago
Hi, very thanks for that comment =) but this infinite mana is realy hard to get... think this is not the way to win but an funny extra.
Yes no real use for infinite mana, only to bring myr from gaveyard back to game with Myr Reservoir. But maybe one kill spell is not bad. Don´t own Banefire but an Fireball ^^ is also ok so y can kill all creeps also when the enemy can´t get dmg or be target.
And yes this deck could be build for infinite mana but then more myrs wih mana production and some other stuff =)