Bloodfire Expert

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Bloodfire Expert

Creature — Efreet Monk

Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)

Rorolith on

4 years ago

Cut Bloodfire Expert add Monastery Swiftspear

Cut Mage-Ring Bully add Abbot of Keral Keep

I would suggest finding a way to add Soul-Scar Mage as well.

You need more card draw to keep the fuel going for Thermo-Alchemist and any prowess creature you have in there, Light Up the Stage is a good card.

DragonFaceEater on Prowess is cool I guess...

6 years ago

For a deck based around noncreature spells, this sure has a lot of creatures in it. Now, I haven't played a prowess deck before, but I feel like you don't need to run every single prowess creature in here, especially cards like Bloodfire Expert, Dragon Bell Monk, Ingenious Skaab, Jeskai Sage, Jeskai Student, Mage-Ring Bully, Sanguinary Mage, Spellweaver Eternal, Umara Entangler, none of which have any significant abilities. To replace these, I'd run some mana ramp, which you have a criminally low amount of (one, in Chandra, Torch of Defiance). You could run Sol Ring, an EDH staple that every deck needs, also Azorius Signet, Izzet Signet, and Boros Signet, and if you want to get rid of your ramp later in the game, Mind Stone, Commander's Sphere, Hedron Archive, and Dreamstone Hedron will suit your needs. Some other ramp cards that can work really well in your deck are Chromatic Lantern, Coalition Relic, Coldsteel Heart, Corrupted Grafstone, Darksteel Ingot, Dowsing Dagger  Flip, Fellwar Stone, Gilded Lotus, Khalni Gem, Primal Amulet  Flip, and Pyromancer's Goggles. Obviously, you souldn't run all of these, but you should definitely consider them. The average commander deck should have around 10 ramp cards, though yours may want a few less, considering it's an aggro-ish deck. Also, Ponder's really good.

DukeofSam on

7 years ago

Now onto the deck itself... Unless I'm much mistaken your deck is essentially an aggro with the intention of winning with overwhelming tempo. Whilst this is something that can certainly be done it is going to be alot harder in a multiplayer game of commander than in any other format. Not only are there many more players for you to take on but also they have 40 health so managing to get a medium sized dude with double strike past their blockers is along way off a win condition.

To make this strategy work you need two things, card draw and and high impact spells.Treasure Cruise and Dig Through Time seem like an easy include given how fast you'll be filling up your graveyard. The creatures are your main win condition and you need to be thinking bigger than beat sticks with prowess. The rule of thumb I've always been taught is that every card in your commander deck needs to have at least two uses. So a good example of that is Soulfire Grand Master, it is well costed for its body, life link on itself and spells is very useful for keeping your life total up and it recurs spells which will help you deal with your number one problem, running out of gas.

An example of a terrible creature is Bloodfire Expert, it's got pretty bad stats for its mana cost and due to its low toughness probably isn't even that good at attacking.

Non creature spells: Never run Lightning Bolt in commander, this by extension also means never run any of the strictly worse lightning bolts such as Fiery Impulse. Whilst these cards might seem good, even with prowess they will very quickly become completely useless in a game of commander. If you want ways to remove pesky blockers there is plenty of instant speed removal in white that will let you remove something significantly larger than a 3/3 for the same cost. If you want more flexible red spells that can burn creatures or players you need burn spells that scale and will be useful on both turn 3 and turn 30 (this is a good rule for everything in commander to be honest). The two types of scaling I am most familiar with are cost spells and spells that count things such as lands or creatures when calculating their damage. There have been lots of these in recent standards so you probably wont have to look too hard for them.

A final word on how I think you should proceed with this deck and building commander decks in general. First decide on your commander, which you have done with Shu Yun (Narset is a much better commander but also rather broken and popular therefore building around her would be rather expensive, probably not a great idea for a first commander deck). Once you have your commander you have a set of synergies you'll always have access to and a set of colours in which to play. Now for the fun/time consuming part, go on gatherer or your favourite card library site, with a pad of paper and a pen, and literally look through every single card that's ever been printed in the colours of your commander and note down any that fit two of the following three categories:

Are useful at every point in the game (this normally means they can do multiple things, Acidic Slime is the classic example of this. Deathtouch means it is a scary blocker at any stage of the game, can removal any troublesome artifact or enchantment and can always be used as a beat stick. In standard you might use a card like Natural State but the variety and length of commander games means Acidic Slime is infinitely more useful. I hope this helps you understand why running Lightning Bolt is bad too.

Have Good synergy with/ align with your commander.

You really like the card. I may not have talked about it much so far but commander is ultimately a casual/fun format and as a result is the perfect place to play a card just because you think it's cool. At every stage of deck building it's worth balancing fun with card strength, not only because having a weaker commander deck can actually work in your favor as you wont have a target on your head if you're sat next to someone that can win on turn 3 with an infinite combo.

Finally set yourself a budget, it might be an interesting exercise to build on tapped out the perfect Shu Yun deck from all the cards in the history of magic but you'll definitely be able to build a great commander deck with your collection and a small investment of the order of 20.

libraryjoy on

8 years ago

A couple random thoughts - If you're dashing a lot of creatures, you might add Impact Tremors and do more of a token focus.

Another budget option - burn w/defender creatures to protect you until you can get Vent Sentinel online as a finisher. Lobber Crew can also whittle away at their life total.

Or you could focus on prowess creatures like Sanguinary Mage, Mage-Ring Bully & Bloodfire Expert to benefit from your burn spells.

Gavinator42 on Prowess Aggro (Buffed to hell)

8 years ago

First off Reckless Charge is not modern legal. Assault Strobe is not going to suffice at sorcery speed. I would recommend Temur Battle Rage. If you have 2 attackers, you can buff the one that does not get blocked, rather then giving the one that they block double strike.(Trample is nice too). Izzet Boilerworks is a good budget replacement for Swiftwater Cliffs. If you do this, you can actually take out 2 basics due to the card value that the bounce lands bring. Another cheap land replacement is Temple of Epiphany. If you have more money: Painlands < Shocklands < Fetchlands. There is absolutly no reason to not have Lightning Bolt in your deck. Too Bonkers to not be an auto-include. Harness the Storm is nowhere near as good as you think it is, and I would reccomend cutting it.

Your Creatures have a weird power level gap. Cards like Stormchaser Mage and Monastery Swiftspear are great, but most of the others arent too great. I would cut Jeskai Windscout and Bloodfire Expert. Replacements would be Shu Yun, the Silent Tempest (2x) and Abbot of Keral Keep (4x). The Abbot is rather expensive right now, but it will rotate out with Eldrich Moon, and should go down to a reasonable price.

Teknetic on Pull out the Rug

8 years ago

Scythe Leopard isn't great without 2 landfall triggers, though Bloodfire Expert dies to nearly everything in modern so that might be bad.

Zujiry on djinn efreets

8 years ago

Bloodfire Expert - muss

Atarka Efreet - Aggro, more

Shah of Naar Isle - Na jaaaa... aggro ist ja gut und schn... weis nicht.

Wenn wir doch weis ueberlegen:

Efreet Weaponmaster - Find ich aber eher so meh

Artwork iz mir egal?

Rainbow Efreet ... neee

Wildfire Emissary - maybe

Troll? =

Capricious Efreet - Gamblewamble

BEST. EFREET. EVER.

Smoldering Efreet - das artwork ist so lustig....

StrumzFever on Rakdos Slow Midrange

8 years ago

I have done some research and these are some red/white cards that I have found that would be good in the Prowess deck that I am envisioning: Monastery Mentor, Lotus-Eye Mystics, Jeskai Student, Dragon Bell Monk, Abbot of Keral Keep, Bloodfire Expert, Monastery Swiftspear, Anax and Cymede, Brute Strength, Coordinated Assault, Fit of Rage, Furious Resistance, Hammerhand, Kindled Fury, Looming Spires, Reckless Charge, Rise to the Challenge, and Screaming Fury. Which of these should I incorporate, I have already picked a couple of my own personal choice.

Load more
Have (3) SunshineDynamo , reikitavi , abritt
Want (0)