Burnished Hart

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Legality

Format Legality
1v1 Commander Legal
Alchemy 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
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Standard Brawl Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Burnished Hart

Artifact Creature — Elk

, Sacrifice this: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.

Goldberserkerdragon on From the Crypt

1 month ago

I would recommend cutting some 5 drops. Konrad himself is 5 mana and he is your game plan, any other 5 drop better be a banger. 38 lands in a deck that wants to see more creatures and not lands, idk about that. Landfall decks dont even really require this much. I get where dude is coming from, but everyone seems to jump on this bandwagon that more lands is indeed more, no. Deck thinning is king. Sure, you might always have a land to play. But it's 2025 sunny, people are ramping. If you get Konrad out turn 5 or later, you might as well pack up. Games are ending turn 6-8 now. You want to cut for ramp, trust me. Ramp bc you get ahead of the curve (literally) and you are able to play cards that are called "ramp" at the very least, instead of waiting turn after turn to finally drop something. Things get removed, how will your 5-7 lands help you recast and recover? Konrad is mana hungry.

I hope I have helped to explain this. I didn't want to chime in as these views might start arguments... But please try it. Test 30/31 lands with 15/16 pcs of ramp respectively. If you hate it, run 38 lands i guess. Conversely, you never want the cards that are merely trying to help you cast cards and play the game to be overtly expensive in CMC either. So try to keep ramp within the 0-2 drop range (if you can afford the 0's). Things like Burnished Hart and Solemn Simulacrum are good in decks like these where they are creature-based. Of course you can run as many high costed cards as well, and land, or anything, but if you want to play efficiently, smoothly, and always have mana and cards, less is more (CMC/lands).

For cards like Corpse Churn and Another Chance, I would swap with Unseal the Necropolis or simply any other mill creature Eerie Soultender, Undercity Informer, etc.

Not to be long-winded here, i would pump the creatures up to as close or over 30 as possible. 100 card decks need a solid chunk (around 28-33) of a type of card like creatures and lands that is signature and superfluous to the decks main structure in order to see and play as much as possible before it's unnecessary.

Always keep in mind, these are only suggestions and Magic/Commander is always always always about expression and fun. So, don't get caught up in "the best" card or version of a thing. Sometimes the best thing to do is play what you love. A balance in playing what we want and need arises when you got a couple months + under the belt :)

  • Cheers

hyalopterouslemur on How do you evaluate split …

3 months ago

Part of it also depends on the cards around it. I have seen Burnished Hart in some Sun Titan builds that didn't run green, and I used to see Tower of Fortunes in some Naya builds, though as mana curves have gone down, I see it less.

More relevant, I would say it splits between creature and noncreature: You should be running about ten instant-speed answers to creatures and one boardwipe for creatures in every deck, but people often forget answers to noncreature permanents.

Idoneity on How do you evaluate split …

3 months ago

When I was initially introduced into the game of Magic, I was taught to evaluate cards based on how much mana they demanded before they did their thing. Air Elemental costs five mana, Brimaz costs three, and Tower of Fortunes costs twelve.

Tower of Fortunes is an undoubtedly terrible card, but it isn't twelve mana; it's eight and then four. Burnished Hart is readily dismissed as "six mana ramp" despite its desired effect being split across its cast and activation.

I have been re-evaluating how I perceive cards with split costs, as the typical intuition of adding it all together hasn't exactly felt accurate. This intuition neglects the fact that cards often take their time over the course of the game. It has moreover led to many cards being naturally excluded from any consideration in the first place. As for a card I (and many others) have come around on, I initially dismissed Wayfarer's Bauble as three-mana ramp and never bothered to try it. I now consider it s staple in non-green commander lists.

Personally, I don't think the additive measure of cost is fluid enough for the game of Magic. There is too much going on for it to be quantified by a single number. I've been using cumulative mana across turns to consider costs in a way that feels more fluid. (Turn one provides one mana, turn two brings that to three mana, turn three brings it to six mana, etc...) This feels better but still imperfect.

How do you evaluate split costs? Do you think that the additive system is good enough as it or do we need something more fluid to more accurately measure a card's power? What do you think?

Flarhoon13 on Victor's Enchanting Resurrections

4 months ago

Now Victor, Valgavoth's Seneschal (was Daxos the Returned) lost again. Cody's Heliod, the Radiant Dawn  Flip deck went off and killed us all fairly quickly, like turn 7. I used Burnished Hart to ramp to 8, Cody countered my Ondu Inversion  Flip with a Force of Will. He untapped and won on Richard's turn. He drew so many cards and eventually cast an x-spell to make his opponents all draw 72 cards.

capwner on Your Sass Is Grass! (Sasaya Combo) *Primer*

5 months ago

SufferFromEDHD Hmmm, how do I defend my Burnished Hart... I guess Skyshroud Claim is the closest competitor and that card is quite good because it acts like a ritual after flipping Sasaya. I think my reasoning with Burnished was that it feeds clamp and enables Survival of the Fittest. You make a good point though, the card has downsides and may be worth reconsideration. Masticore is a nice rec but I think not as efficient as O-stone for removal or Squall Line for burn. I think the other cards don't really fit the deck's gameplan quite as well as the creature tutors and tech land I have included. Though I do love Dust Bowl. Can't run em all!

I think Natural Order is more suited to a creature/stompy build, the only time I want to get my bombs out is when I'm already going off, and at that point the mana discount (primary advantage of NO) doesn't matter to me because I am already making gobs of mana. Before then I'm most likely to want to tutor for Yavimaya Elder, in which case NO is overcosted.

SufferFromEDHD on Your Sass Is Grass! (Sasaya Combo) *Primer*

5 months ago

Kamigawa jank unite!!!

I like your idea, I like your direction and I like your card choices. Only one cards stand out as meh: Burnished Hart you are in green... Utilize one of the many land tutor options under 6.

I see the Dryad Arbor and the Green Sun's Zenith... Where's the Natural Order?

On a similar note Pattern of Rebirth is excellent synergy with the sacrifice ramp creatures.

Masticore machine gun in a color that doesn't kill creatures

Dust Bowl is always useful in a deck full of basic lands.

DreadKhan on Rakdos' Captivating Carnival

9 months ago

I like what you're doing here!

Since he's riding a unicycle and throwing fireballs around maybe Mayhem Devil?

It won't help you get your Commander out, but Dream Devourer is a pretty nifty Demon, and it can help out as a back up Commander by letting you bank some mana for big effects. You could also take a look at stuff like Golden Guardian  Flip, which is a weird card that has pretty good synergy with your Commander. You might also try Burnished Hart type stuff, it's nowhere near as busted as Guardian would be, but if you pay 3 to ramp out 2 lands you're able to recast your Commander.

If you want another big creature for your list, have you considered Kothophed, Soul Hoarder? It's not a great fit if people are all on sacrifice strategies, but it's a pretty impressive draw engine that's also a Demon.

While I'm not the only person who likes Allure of the Unknown (there are several of us!), it's the kind of card that deserves an asterisk, because while it's won me more than a few games, it does straight up cost you one sometimes. I like to offer the free card to someone who's behind, in some pods it can be possible to get them to not use the freebie vs you, but it's at it's worst when the game is 1v1. Drawing 5 cards for 5 mana is a very strong effect in my experience, and making a short term alliance can be it's own upside. It's up to you obviously, but I've been very happy with it in a deck that's a fairly strong 6, the only times I don't want to cast it are when I'm already ahead and don't want to give someone a free wipe (my deck uses a lot of wipes), it often generates decent advantage in practice.

I was going to suggest some Morph cards, but I looked and the only one really worth mentioning is Gift of Doom, which I think is a real gem. The two demons with Morph are some of the worst Morph cards I've ever seen, at least Gift is playable. The big feature to Gift is that using a Morph doesn't follow the same rules as other cards, meaning even if you can't activate a spell or ability you can still hold up Gift and attach it to something by sacrificing a creature.

With your relatively high MV I wonder if Protection Racket would help? It's a source of life loss if people don't want you to have free cards, and it happens during your upkeep, so you can play stuff during your main phase, to take advantage of Haste.

DeinoStinkus on Equip

9 months ago

You need Hammer of Nazahn, Grafted Exoskeleton, Shadowspear and Open the Armory. Mana Crypt, Mana Vault, and Mox Opal if possible.

Cuts:

Adaptive Automaton (clunky, what are you choosing??)

Benalish Marshal (too mana intensive for so little impact)

Bladegraft Aspirant (same)

Burnished Hart (too slow)

Chief of the Foundry (too much mana for so little impact)

Eivor, Battle-Ready (way too expensive)

Kassandra, Eagle Bearer (not really cost efficient since you don't have the spear)

Militia Bugler (not good)

Mother of Runes -> Giver of Runes

Novice Knight (not good)

Thraben Inspector (not really refined for your game plan)

Darksteel Plate -> Mithril Coat

Explorer's Scope (not good)

Haunted Plate Mail (not good)

Ring of Thune (not good)

Sword of Hours (not good)

Sword of the Paruns (not very good)

Hieromancer's Cage -> Borrowed Time

Pacifism (not good)

Stasis Snare -> Grasp of Fate

Council's Judgment (this card sucks)

Visions of Ruin -> Vandalblast

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