Cleansing Wildfire

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Legality

Format Legality
1v1 Commander 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
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planar Constructed Legal
Tiny Leaders Legal
Vintage Legal

Cleansing Wildfire

Sorcery

Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle their library.

Draw a card.

leovolt884_ on Dead Metal II: Rage

1 month ago

You can lean hard into Kuldotha Rebirth + Dread Return. I think it's a way more interesting combo than just using Exhumefoil like most reanimator decks. Generally I find pauper reanimator a boring archetype but this could be really cool. Churn through your deck with Faithless Looting, Cathartic Reunion, etc. Play setup cards like Gold Pan to give you an artifact plus more mana and lategame potential equipment. Crashing Drawbridge is a board wide haste enabler, and an artifact if needed. If you want to lean harder into reanimating artifact creatures, Argivian Restoration is a neat reanimator spell. Notably it also ramps you if you target an artifact land which is funny. Cleansing Wildfire can target your indestructible artifact duals to ramp you a basic and draw you a card for 2 mana which is awesome interaction. I would avoid using Exhumefoil if possible because by giving the opponent a blocker, even if you trample through it, it will make you take longer to kill the opponent and give them more time to remove your threats and disable your deck. It also works against your removal by giving them their scariest cards you already spent resources removing back for free.

Overall I would focus on having fewer but stronger reanimator targets and just using Dread Return + Kuldotha Rebirth. Play some madness cards like Dark Withering, Brain Gorgers, Kitchen Imp, Terminal Agony, Hell Mongrel, Reckless Wurm, etc. That way you're playing cheap aggressive threats with your Dark Ritual's and Lotus Petal's while filling your graveyard with your hyper efficient discard. Less worrying about casting as many reanimation spells and more focus on being aggressive while you set up will get you the damage you need early on to deal with blockers and close the game quicker.

TheoryCrafter on Scorched Jund

2 months ago

Thank you for your input, Sliverguy420. Some of what you posted about Cleansing Wildfire is how I described it in the Ramp & Draw section of my deck description. It's the primary reason why it's in there. However it can reduce the Opponent's mana if the opponent has no basic lands in their deck. Though I acknowledge that is as likely to happen about around as often as gaining life from Thermokarst.

Once I have two green producing lands, two red producing lands and a black producing land on the battlefield, there's other benefits to having Cleansing Wildfire the deck. Lands with activated abilities can be neutralized. Combined with Reclaiming Vines and Vandalize, it stops artifact lands from contributing to cards with Affinity for Artifacts. And, most importantly, it forces opponents to pull lands from their library to be targets of the next land destruction spell. Thus, like Vandalize, and to a much greater extent Destroy the Evidence, it feeds the graveyard.

However you do have a point about the mana curve and I will take lowering it in consideration each time I make changes.

Thank you again for your input, for reading me out, and May You Draw Well!

Sliverguy420 on Scorched Jund

2 months ago

4 and 5 mana is too expensive for land destruction. by the time you're able to cast those, the opponent will already have the lands they need and it'll be turn 8 before Roiling Terrain can even do the same damage as a Lightning Bolt. you'd want cards like Thermokarst, Sinkhole, Molten Rain, Pillage, and Choking Sands. Cleansing Wildfire doesn't reduce your opponents mana, and so it's usually used in combination with indestructible lands to ramp yourself, rather than destroy an opponent's lands.

Xica on Molten Opals

4 months ago

Thoughcast is a fine card. What i meant is that in the age when Meltdown and Wrath of the Skies are common in sideboards, cards that only work when you have lotsa artifacts on the field fall into the "now i win even harder" school of deckbuilding.
They work fine when you are ahead and unopposed, but they are a liability when opponents pack hate cards.

Sure they are explosive. Sadly that aint an important quality in durdly midrange-ish decks. Not accidentally folding to hate cards aimed at other decks is more important, when the deck is too slow to "win before hate card resolves".



And well i have to strongly disagree with your take on land destruction. I agree that ramping provided by Cleansing Wildfire and Geomancer's Gambit is great. But i cannot agree with the rest of what you wrote. Most modern decks rarely run much basic, typically they run less than 3. And to say the least most such decks cannot function on 2 or less lands. As such the Stone Rain impressio of the field cards is very relevant.
Sadly Ghost Quarter is inferior, due to leaving you with fewer lands when you activate it. As much as there is nostalgia for it, its still aint great.
And Leonin Arbiter is completely unnecessary, when people don't have basic to search for anyways.

capwner on Molten Opals

4 months ago

Hello Xica! I very much appreciate you taking the time to look at the deck and leave your thoughts. Let me see if I can address some of your points and explain why I made the choices I did.

  1. Field of Ruin and Demolition Field I agree with you these are great denial cards that can fit in many decks, and are especially good when you can combine with Leonin Arbiter and additional cleansing effects like White Orchid Phantom or Geomancer's Gambit. This is generally how I've seen LD built in modern the past couple years and, frankly, I've found this build to underperform. There are a couple reasons that Fields do not fit in this shell, the main one is they are slow colorfixing (2 cost) vs. Ghost Quarter which, combined with any darksteel land, provides immediate colorfixing. This is really important for the deck as a big part of our plan is sticking the turn 2 tempo play of Boom or Cleansing Wildfire (on myself). Opening Darksteel Citadel + Demo Field is just not what we want to see. These are also SOFT land destruction which use up an entire turn of play in the early game, and don't even tempo the opponent. That plus a tight manabase with limited slots for basics is why I don't run these.

  2. Experimental Synthesizer This is a solid engine card and you often see it paired with Gleeful Demolition and similar effects. I've built with this card and Ichor Wellspring in previous versions of the deck. The main reason I avoid these here is simple, Thoughtcast is better card advantage and I don't need artifact fodder because the darksteel lands reliably turn on Gleeful already. The fact that you can only play the exiled card on the current turn when we run so many high-cost bombs we may need ALL of our mana to cast, is sub-optimal.

  3. Rise and Shine Alright, so I never said I didn't like this card. I've actually been really close to trying to fit it in here, as a 1-of probably. I just think Kappa Cannoneer is better in the slot. As a 2 mana play, it doesn't fit well in my curve where I want to cast boom on turn 2, drop an opal, then do mycospawn/charmaw/saga turns 3-4-5. The reason this deck works is because it chains that early tempo into this creature-based hard land destruction or saga beatdown almost immediately, keeping the opponent on the back foot for the entire game. 4/4 indest body for 2 is very good, but it just doesn't work with my gameplan as well as the other cards I have chosen because it has no tempo value. Our first priority is to disable the opponent, after which we have much more time to worry about the beatdown plan.

I hope that gives you bit better understanding of the deck! Like I said in the description, I've spent quite a bit of time and effort to develop this and I'm pretty confident I'm running about the best cards I can. Mostly I just want to try and fit a 4th Ghost Quarter, Mishra's Bauble, or Thoughtcast, if I were to change anything at this point. I think I'm probably doing something right here because my testing record is currently an absolutely insane 33 match wins to 8 losses.

Thanks again for your feedback, I'd be happy to check out your list and share my thoughts a bit later when I have some more time!

TheoryCrafter on 1 Billion Grains Of Salt | Mass Land Destruction

6 months ago

Have you considered Cleansing Wildfire? It's card draw, ramp and you can always play the land you destroy from the graveyard. I hope this helps. Happy Hunting!

jonjonhholt on Be Wary of Bouncing Blades and Baubles

1 year ago

This deck looks awesome! I think that Deadly Dispute and Tithing Blade  Flip fit really naturally into boros synthesizer. Especially b/c your cheap red removal clears out the little guys so blade almost always hits a priority target. There may not be room for it but in any pauper list with a bunch of the dual artifact lands and red i love running Cleansing Wildfire as you can target your own indestructible lands for a Rampant Growth that also draws you a card.

legendofa on Card creation challenge

1 year ago

TypicalTimmy Thingamajig Combo: AEther Storm + any indestructible artifact. No more creatures! (Everything else I came up with was already a "you win the game" combo.)

Geomancy

Enchantment

When Geomancy enters the battlefield, each player may sacrifice a land. Each player who sacrifices a land this way gains 3 life and searches their library for a basic land card, puts it onto the battlefield, then shuffles.

At the beginning of your first main phase, for each opponent who controls more lands than you, search your library for a basic land card and put it onto the battlefield tapped, then shuffle.


I think this works in color. Cleansing Wildfire + Cartographer's Hawk, more or less.

Create a land support card

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