Embermaw Hellion

Combos Browse all Suggest

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

Embermaw Hellion

Creature — Hellion

Trample (This creature can deal excess combat damage to defending player or planeswalker while attacking.)

If another red source you control would deal damage to a permanent or player, it deals that much damage plus 1 to that permanent or player instead.

Phule451 on Chandra Tribal

2 years ago

Chandra, Novice Pyromancer, Chandra Nalaar and Chandra Ablaze could help you add even more Chandra power. Burning Earth is another great way to add more non-combatants damage, especially since minored relies so much on basic mountains. Embermaw Hellion will also help you do more damage. Blood Moon is great, but kinda mean. Enjoy the deck, I know I always have fun with my Chandra tribal deck! May you draw well….

Beebles on Hit Me Baby! | Akiri Damage Ricochet | V-OJT

2 years ago

Hey king-saproling,

I’m going to test Embermaw Hellion as a similar effect to Gratuitous Violence. Next to a combo piece it’s also a creature with evasion that can be equipped to trigger Akiri.

Justice and Deathmaw Spinner I’m going to leave on the maybe bord for now, as they are kind of worse versions of cards already in the deck. And I don’t want to overburden the deck with combo pieces that do nothing without their counterparts. I might still find a spot for Shifting Shadow later :).

Gidgetimer on another firesong question

2 years ago

The copy will behave exactly like the original Lightning Helix , so I am going to do the math for a single instance and then just double the result.

Embermaw Hellion and Fiery Emancipation are both replacement effects and the numbers will depend on how to apply them. Following numbers are assuming you apply the replacement effects in the manner to maximize damage (Hellion first and then Emancipation).

Each Lightning Helix will deal 12 ([3+1]3) damage and gain 3 life from it's own effect. Lifelink will gain you 12 life from the damage done and FS/SS will trigger from both the spell effect and the lifelink life gain giving you 2 instances of 12 ([3+1]3) damage. FS/SS do not themselves have lifelink, so no life is gained from the triggers.

That is 36 damage and 15 life gain from each Lightning Helix for a total of 72 damage and 30 life gain.

Polaris on another firesong question

2 years ago

Oh yeah, forgot to apply Firesong and Sunspeaker 's trigger (knew I forgot something). As outlined above, each time a copy of Lightning Helix resolves, you have gained 12 life and 3 life, so Firesong and Sunspeaker will trigger twice (four times total). Similar to how it worked with Lightning Helix, the best arrangement of Embermaw Hellion and Fiery Emancipation will boost the 3 damage to 12 each time, so the four Firesong and Sunspeaker triggers will net you another 48 damage. If you've been keeping track, that's 72 damage total to go with your 30 life gained.

Ultimately, this is your opponent's fault for not removing any of your 5 and 6 mana combo pieces before you did this.

Polaris on another firesong question

2 years ago

Most of the interactions you're asking about are replacement effects, so let's give those a quick run-down first. A replacement effect is written "if X, Y instead." In this case, you'll see these on Embermaw Hellion , Fiery Emancipation , and a secret one on Firesong and Sunspeaker , since lifelink replaces "dealing damage" with "dealing damage and gaining life." Replacement effects don't use the stack, and when they apply to an event you can think of them rewriting the event: This thing with lifelink deals damage (actually, it deals damage and you gain life).

So, with that out of the way, on to your question. You unattach Sunforger to cast Lightning Helix . Then you Reverberate it, so after Reverberate resolves you have two Lightning Helixes ready to resolve. When the copy resolves, it first tries to deal damage, and all three replacement effects apply. Since you control them all, you can apply them in any order you want. Lifelink can go anywhere in the order, since it's not changing any relevant numbers.

Mathematically, it's advantageous to add the 1 damage from Embermaw Hellion and then triple the damage with Fiery Emancipation, so if you apply them like that, the event now reads like this: Lightning Helix deals 3 (Embermaw Hellion: actually 4) (Fiery Emancipation: actually 12) damage (lifelink: actually 12 damage and 12 lifegain). It deals the 12 damage and you gain 12 life, then you do the second effect of Lightning Helix and gain another 3 life.

The original Lightning Helix's resolution goes the same way, so you end up dealing 24 damage and gaining 30 life. If you have other abilities that trigger when you deal damage or gain life, they'll see you dealing 12 damage twice and gaining 12 life, then 3 life, then 12 life, then 3 life (so Heliod, Sun-Crowned would trigger four times total to put a +1/+1 counter on something).

Alegaard on another firesong question

2 years ago

Firesong and Sunspeaker , Embermaw Hellion and Fiery Emancipation are on the battlefield under my control. i unattached Sunforger to search for and cast Lightning Helix then I cast Reverberate from my hand targeting Lightning Helix how much dmg and life gain should I have done/gotten.

Load more
Have (1) JordanSanFran
Want (0)