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.
Combos Browse all
|Commander / EDH||Legal|
Cavalier of Flame occurrence in decks from the last year
Latest Decks as Commander
Cavalier of Flame Discussion
1 month 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.
1 month 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.
2 months ago
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?
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?
2 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.
3 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.
4 months ago
hunter17 First of all, thank you for your suggestions.
The reason why Soul-Guide Lantern was chosen is that this card will only remove the opponent’s graveyard without affecting me. It's very important to operate this deck. Before that, I chose Tormod's Crypt.
The second is The Immortal Sun, which will directly turn our commander into a brick. Chromatic Orrery is an excellent grave digging target, using other tapped mana rock for exchange can give great mana progress, which can be used to activate Planar Bridge or use more than two spells at the same time. Especially I use a lot of red spells like Kiki-Jiki, Mirror Breaker or Cavalier of Flame, and I no longer need to worry that mana rock can only give me colorless.
Mind's Eye Not bad, although I prefer spells that draw cards directly.
4 months ago
5 months ago
Mind's Eye - I think Lithoforming and Exploration are both stronger cards in this deck.
Snow-Covered Mountainx1 - I will have to see how big the impact this has on my mulligans and draws. I've been able to more than double the amount of draw the deck had even a year ago, but I'm not sure if that is enough to cut the land count down any further.
I've decided against Lithoform Engine for now.
As always it feels impossible.
I am also considering adding Goblin Engineer at that point to capitalize on Lotus, Crucible of Worlds for the interaction with Nahiri's Lithoforming, and all the artifacts I am likely to get with Dockside Extortionist.