Cavalier of Flame

Cavalier of Flame

Creature — Elemental Knight

: Creatures you control get +1/+0 and gain haste until end of turn.

When Cavalier of Flame enters the battlefield, discard any number of cards, then draw that many cards.

When Cavalier of Flame is put into the graveyard from the battlefield, it deals X damage to each opponent and each planeswalker they control, where X is the number of land cards in your graveyard.

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Cavalier of Flame Discussion

TheVectornaut on red and black

1 month ago

I second the idea of cutting down to just 60 cards in 2 colors. Then, I'd try to identify the main gameplan you like to follow when playing the deck. That will inform any cuts, additions, and other revisions you make down the line.

The first archetype that jumps out at me is definitely knights. They are often Mardu () these days, but just Rakdos () should work just fine for casual play. You already have Belle of the Brawl , Barrow Witches , Charity Extractor , Embereth Paladin . Locthwain Paladin , Garna, the Bloodflame , Ogre Errant , Raging Redcap , and Tentative Connection which can definitely fit such a style. Most of the lower cost creatures and spells wouldn't be that bad either. I'll list some cards from the modern card pool under $5 that I think could be strong additions to such a deck.
Ashenmoor Liege , Bloodcrazed Paladin , Cavalier of Flame , Cavalier of Night , Champion of Dusk , Elite Headhunter , Embereth Shieldbreaker , Foulmire Knight , Hanweir Lancer , Hero of Oxid Ridge , Knight of the Ebon Legion , Kulrath Knight , Midnight Reaper , Murderous Rider , Olivia, Mobilized for War , Stormfist Crusader , and Weaselback Redcap are all knight creatures with various effects, costs, and price points that I see as playable. For more general knight synergy, Blacklance Paragon , Fervent Champion , Joust , Sigiled Sword of Valeron , Tournament Grounds , and my favorite, Smitten Swordmaster are options too. Toss in some solid removal like Lightning Bolt , Terminate , or Bedevil and you have the recipe for a strong tribal aggro deck.

The other major archetype I see being possible here is some sort of angel/dragon/demon big stuff deck. The problem is that such a deck is likely to be much slower, making it tougher to keep up in 1v1 games. Plus, a lot of those cards are legendary, so they tend to come with a hefty real-world price tag. Still, I've seen Kaalia of the Vast do some very scary stuff in casual. Such a deck would support your larger creatures as well as spells like Cauldron Dance and Victimize .

DevoMelvminster on Omnath, Locus of Beeg Spells

1 month ago

Love the deck idea. I always kick around the idea of an Omnath, Locus of the Roil deck, but haven’t made one yet.

One thing to note is that, unfortunately, Rhythm of the Wild won’t give tokens haste. Scampering scorcher can, if you’re leaning towards elementals to synergize with Omnath’s second ability, it’s pretty good.

Red also has Hammer of Purphoros , Fervor , or Cavalier of Flame which you already run, and is one of my favorite red cards, also work.

DevoMelvminster on Some Elbow Room (Lord Windgrace)

1 month ago

I highly suggest trying Cavalier of Flame out for a bit if you haven’t already (I see it in your maybe board). That card is such a house in my deck. I often tutor, or go digging, for it to close out games. Something like Reprocess sacrificing cavalier (after discarding all lands in hand to his etb) and all the lands on your board can wipe out a table, or leave you refueled and ready to Splendid Reclamation or, better yet, stack World Shaper ’s death effect to go off after Cavalier’s and you’re already set. Oh yeah, and it can give all your tokens haste too, if you need that.

I LOVE that card... if you couldn’t tell.

Anyways, really fun list you have here!

jakeyuki12 on Boros Aurelia

3 months ago

Osbert you've just named cards that I've cut before haha. Helm of the Host is a good card, but very, very boring I found. I didn't take it out for power, I took it out because it was a boring win condition. When you don't have helm, Godo, Bandit Warlord turns out to be not that great outside of a dedicated equipment deck, which this deck has become less and less of. Same with Hammer of Nazahn , great in a dedicated equipment deck, pretty meh outside of one. The more non-equipment support Boros has gotten has made me move away from equipment (I have another Boros deck that focuses on equipment).

Brought Back is cute and could be good, but I don't have room in the deck for it. It's one I've got in the back of my mind.

I cannot disagree with you more about Fiendish Duo . Name another creature that costs less mana that doubles damage for my opponents. Any effect that costs less is not a creature. Being a creature is important in this deck, so Fiendish Duo wins over cards like Fiery Emancipation or Insult / Injury .

I also super disagree with you about Hour of Revelation . It's a hard board wipe that costs 3 mana 95% of the time. As with ANY board wipe, you don't play it if it hurts you, you hold onto it. The fact that it only costs 3 mana is huge though, it's one of white's best board wipes. Additionally, it's not uncommon to pull off a one-sided board wipe by pairing it with something like a Boros Charm .

As for Cavalier of Flame , I've been testing it (it says that in the deck description). So far it's been performing well. The thing that matters a lot about it is that it's 5 cmc. Boros has a LOT of good cards at 6 cmc, and seeing that my commander is also at that cmc I have to be really picky about that. So far, for the cmc that it's at, both cavaliers have been performing fine. Still in testing though, but I'm not cutting it for a non-creature OR a 6 cmc creature.

TogbusPrime on Cascade the deck

3 months ago

You need to drop at least two of the crappier cascaders for lands. I get that you have the Cauldron so you get to keep playing them, but it's not a good idea to have less than 37 of them in a mana hungry deck. As for which to cut, I'd suggest Annoyed Altisaur , Maelstrom Colossus , and/or Natural Reclamation . I'd also recommend the replacing lands be ones with sac abilities so you can make the most of your ability to play lands from the yard. You may also wanna put more ways than to put lands in yards other than the 3 self-sac'ers and the 2 spell options.

On another note I'd recommend putting Cavalier of Flame in for the communal "haste breath" and possibly Cavalier of Thorns . Also, why do you take E Wit out?

Liquidbeaver on Ib Halfheart, Goblin Sac-tician [PRIMER]

4 months ago

Recent Changes:

Vandalblast out for Jeska's Will - In an effort to make sure every card in the deck has something to do with either strengthening the battlefield or preserving my position on it, this one is just a bit weak, especially when it is the only effect out of 99 cards. So add more you say, then the effect won't be so rare! Then the combat strength is further diluted. Definitely a meta call, at the moment my meta doesn't have a lot of artifact heavy decks so this just sits in my hand a lot.

Experimental Frenzy out for Cavalier of Flame (TESTING)- I think that the need for Frenzy has lessened with the last few releases bringing so much draw that we can take advantage of. On top of that, I always dismissed Cavalier as just a dumb standard card which was a mistake because it is perfectly built for a deck like this. The only real test here is whether Frenzy is the card I cut for Cavalier, not whether Cavalier has a spot. Thoughts on a better cut?

Pending Changes:

Treasonous Ogre out for Toralf, God of Fury  Flip - I've cut and re-added this poor ogre so many times, and I've said that many times before, but when I feel so much of the deck is so solid than it is not about identifying which cards are weak, but which ones are the least strong (or just not fun enough!). Again, any better ideas for this cut?

jakeyuki12 on

4 months ago

If you play a wheel correctly it's not too bad, but I understand what you mean. I tend to find impulsive draw not great in decks that have large mana curves since you'll wiff more often with not being able to cast all the cards you get (and the less cards you play, the worse the impulsive draw gets). If you want to experiment with card advantage, you can max out on the white cards that add lands to your hand and then play the red loot/card selection effects (akin to Tormenting Voice). It feels great when you pull it off, but it's still in the experimental phases for me. One of the great red creatures that can help with this (and also give haste) is Cavalier of Flame.

If you want to focus on protecting your board, I 100% recommend a copy of Deflecting Swat. You already play the free white spell, play the red one. In this deck it looks really important to protect Alena (and anyone who has played against her know to shoot her), so a spell that can do it for free is crucial.

1empyrean on Scouts for the Empyrean Squadron

5 months ago

Well Epicurus, you took the time to comment and at least think about what the deck is doing, so its fine if this is out of your element. I'm really looking for outside perspectives and weird ideas more than help with combos anyways.

I have a bunch of weird little interactions in the deck that probably aren't clear to a lot of players, and fundamentally, the goal of the deck is to get extra combat steps to trigger Ardenn and untap Alena.

You mention boros lacking tutors, but I am using Citanul Flute (creatures), Burnished Hart (land), Boonweaver Giant (auras), Stonehewer Giant (equipment), Sunforger (instants), and Enlightened Tutor (artifacts/enchantments).

As for ways to spend the mana, Captivating Crew is a really fun one especially with Lunarch Mantle. There is also Cavalier of Flame. I might find a few more, but activated abilities on creatures trump burn spells for this deck.

I did consider those creatures that have more power than their cost, but that just wasn't the direction I ended up taking. I also considered using Assault Suit and keeping those creatures around. I might try that idea out eventually, because Ardenn + Suit is funny. I think Kaldheim is going to have a bunch of stuff that will change this deck a lot, so I'll have a bunch of new things to try.

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