Burn Away

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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
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Burn Away

Instant

Burn Away deals 6 damage to target creature. When that creature dies this turn, exile all cards from its controller's graveyard.

TheMeadiator on Dragons Unbroken

2 years ago

I'm glad to see Thunderbreak Regent in here! He helps deter control players from slinging target spells too freely. Honestly though, the best option for gruul against control is to get your creatures to stick and hit face fast. So for me that card is Rhythm of the Wild. Make your big dragons unable to be countered, and make them come in with haste or hit stronger tomorrow. I know it's not from Tarkir, but it's pretty powerful. I'd probably run 3-4 of them.

I suppose it depends on whether your opponent plays from their graveyard or not and your curve, but perhaps Burn Away might have a maybe slot? Again high cmc though. Naturalize is always an option for sideboard? And Tormenting Voice is good for digging for answers. It's nice to have options.

For a similar effect as Rhythm of the Wild in Tarkir, there's always Surrak Dragonclaw, but he needs a blue splash and takes a dragon slot. And if you decide to splash blue, then you could run your own control and counters like Stubborn Denial, but now we're getting a bit far from your original concept.

VampDemigod on Sleighs & Gifts Needed

3 years ago

Some effects that exile graveyards, again, budget friendly (useful for about 3 of the cards I linked): Burn Away, Hedonist's Trove, Sentinel Totem, Crook of Condemnation, Tormod's Crypt, Agent of Erebos, Nihil Spellbomb, Angel of Finality, Identity Crisis, Kaya's Guile, Remorseful Cleric, Rakdos Charm, Mnemonic Betrayal, Scavenger Grounds, Bojuka Bog, Day's Undoing.

I’d recommend only running 3-6 of these if you run the 3 cards that care about empty graveyards that I mentioned earlier.

dbpunk on Early look at Core 2020

4 years ago

Tbh I see all three of them being usable in edh. Frankly, the 6 mana one has an extremely usable +2 that has political implications, which is not really hard to find room for in most Rx Planeswalkers decks. Especially considering if you're playing RGx, you can probably get her out turn 3 or 4 (let's not pretend that high Mana costs are a restriction in commander), then turn on a damage doubler like Dictate of the Twin Gods . The fact it's uncounterable already helps with making it a threat, and then you're forgetting it can either partially clears the field the second it gets on the battlefield or it can get rid of a threat that moment. In addition, we just got Planebound Accomplice that essentially turns it into a one mana Burn Away or one mana Slagstorm .

The second thing with the mythic is that the emblem isn't just a stackable, but it's a +2 on a Planeswalkers with an already decent starting loyalty. If you activate it's plus, it'll still probably survive if you have creatures on the board. In addition, it can easily bounce back from using one of it's minuses the turn after, assuming you have things to protect it for one turn. Which, once again, it's commander, you're probably going to have some way to protect or recur it.

Is it fast enough for a deck like modern burn/rdw? No. Is it viable in a red Planeswalkers shell or a deck with a lot of elementals, like Ashling the Pilgrim or something similar? Absolutely.

Also, you're forgetting how useful a small field wipe and a repeatable and stackable emblem can be in long running commander games. Unless your opponent is resetting their life almost every turn, those emblems will become a clock.

Baby Chandra is useful in another way. There is almost never a situation where a Red deck couldn't use an alternative source of Mana for spells (in case they need to sac a land or two). Or use of her +1 just to get in some quick damage from an elemental.

The rare one protects itself, boosts other Planeswalker and gives a spell with three Mana or less flashback. Which is actually great when you consider similar Planeswalkers who did the same thing like flipped Jace. While she doesn't provide card advantage, she makes all your other red Planeswalkers better.

Are any of them the next Teferi? No. Are any of them going to break any games? No. Are they bad cards that aren't going to see play? Also no.

Panas on Your Signature Spellbook

5 years ago

Learn from the Past

Burn Away

Dawn Charm

Imp's Mischief

Primal Command

AEther Snap

Reality Shift

Bitter Ordeal

This is my spellbook. I tend to find ways and effects that bend the colour pie, as well as some spells I consider "hidden gems"!

snotice on Gruul in Ixalan - The Nature's Fury

6 years ago

A couple of things:

  • If you wish to create another line when typing up individual cards, press the space bar 3 times then move the new item to the next line.

  • If you wish to display a card put the card name in both brackets: [ ].

  • Now as for your deck, I think the changes made so far work. I'd try to get your Elvish Mystic count to 4, but that's just me.

  • With my suggestions:

1.) Ruric Thar, the Unbowed and Burning Sun's Avatar are fine with staying. My only reason for removing Burning Sun's Avatar is the triple red cost you have to pay to play it.

2.) got it.

3.) Magma Jet's are fine as long as Ruric Thar, the Unbowed isn't present.

4.) Charging Monstrosaur: I guess for the deck you are running he works.

5.) Mortal's Resolve: understood.

6.) Flinthoof Boar: like Kird Ape you gain a benefit from simply having a mountain and a forest in your deck. the P/T boost is easy to obtain for the low cost that they are. Additionally, they don't hurt your wallet. As for Experiment One and Dryad Militant, if you are going for a more aggressive approach, then they can work, but like saber4734 said, you want to have one main focus and maybe smaller side thoughts in your deck.

7.) Wasteland Viper: its cute, but as a 1/2 with deathtouch, it mostly just sits there waiting to die without ways to pump it up.

8.) Other thoughts:
- Skullcrack -> better, if you are going more of the burn route than the creature heavy deck.

Hope this helps!

saber4734 on Gruul in Ixalan - The Nature's Fury

6 years ago

I like the idea of flashing in Wolfir Avenger plus the ability to regenerate him. Skullcrack over Clan Defiance simply because it's an instant. Burn Away is too high CMC for what it does. Homing Lightning can be a dud so I'd say no as well. No sense in spending 4 mana to burn 1 creature.

hoardofnotions on Radha or die

6 years ago

The main reason I'm trying to run some graveyard hate is to combat my friend's Meren of Clan Nel Toth and Glissa, the Traitor deck. If i kill either with Burn Away it'll just go to the command zone with no graveyard hate.

Though I am going to keep burn away in mind. Thanks for debating a bit with me!

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