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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 |
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 |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Fiery Cannonade
Instant
Fiery Cannonade deals 2 damage to each non-Pirate creature.
legendofa on Secret Lair New Cards
1 year ago
I'm okay with the Universes Beyond cards, mostly because I usually know way more about M:tG than whatever franchise they're pulling in. To me, it's just another plane with a different tone or technology level.
The biggest sticking point for me right now is the Doctor Who Planechase planes. Most of them are okay, but a couple of them are set on actual, non-fictional places on Earth, the worst offender right now being Prime Minister's Cabinet Room. I know early sets like Portal Three Kingdoms and Arabian Nights have historical references, but those are heavily adjusted by folklore and the passage of time. Maybe it's just my cultural shortsightedness, but Capture of Jingzhou feels about as real-world Earth-y as Fiery Cannonade or Sizzling Soloist. Putting a card, even one specifically for a variant format, at 10 Downing Street is just a little too specific for me.
I've been wanting more planes that aren't direct copies of Earth cultures for a long time now. They're my favorite type of plane. Now, we're getting cards on contemporary Earth itself. This annoys me, both aesthetically and philosophically. (If we get a Wizards of the Coast HQ plane, I'll be happy.)
legendofa on Card ideas/suggestions for a pauper …
1 year ago
Why Corrupted Zendikon over Wind Zendikon? It's not a wrong or bad decision, I'm just curious why you're making that choice.
My first thought goes to board wipes. Pestilence will pretty much always be active, or Breath Weapon or Fiery Cannonade might work, too, at least as sideboard cards.
Polaris on Does destroying creatures prevent card …
2 years ago
You will draw 20 cards and deal all the damage. Once an ability is on the stack, it exists independently of its source, so you will draw all the cards when the abilities resolve.
In addition, sacrificing the creatures is a cost of Goblin Bombardment's ability. This means that by the time your opponent can cast Fiery Cannonade, all of your Humble Defector copies have already been sacrificed. There is no way to respond or interfere with a player paying a cost, unless you can do it before they can activate the ability at all (for example, Urabrask the Hidden to make it so the Defectors enter tapped).
ZoomZoom on Does destroying creatures prevent card …
2 years ago
The setup:
I have Rionya, Fire Dancer in play, as well as Goblin Bombardment and Humble Defector. I have cast 9 total instants/sorceries during my pre-combat main phase. I move to combat; Rionya triggers, creating 10 copies of Humble Defector. I then tap all 10; while the trigger of the Defectors are on the stack, I then activate Goblin Bombardment with each one. In response to the final activation of Goblin Bombardment, my friend casts Fiery Cannonade, attempting to destroy them all. Do I still draw 20 cards? And if so, why? (I'm 99.99% sure that that's how it's supposed to work, but I'm not sure what the exact rules are on this)
mrweaselman on Booty Raiders
2 years ago
You're going to want to set your format to I believe Pioneer, with the cards you're running at the moment.
Take out Brineborn Cutthroat and Protean Raider. They're not all that good in pirate tribal. Take out Wily Goblin for more card draw like Chart a Course, it's going to be better late game and you're not really trying to ramp into a big finisher a turn early anyways.
If you go 4 Forerunner of the Coalition you can basically go toolbox with a similar list to what you have. Otherwise I would down to 6-8 separate pirate cards.
Imo the best pirates are Spectral Sailor, Dire Fleet Daredevil, Kitesail Freebooter, Ruin Raider, and Admiral Beckett Brass. Probably 3-4 of each of those + 4 Forerunner of the Coalition for toolbox, and 1 of each other pirate you want to include.
Fiery Cannonade is better in the sideboard. Swap in against tokens or small creature aggro.
While not explicitly pirates, Angrath, the Flame-Chained is better than Angrath, Minotaur Pirate. I try to stay away from the planeswalker deck planeswalkers. Although you could run Angrath's Fury and keep the deck like the precon I suppose.
Balaam__ on American Pickers
2 years ago
Thanks for posting, Spell_Slam. The Sideboard is not finished (it’s sitting at 19 cards as of now) and I’ll be tinkering on that the next few days. I do really like Pyroblast and I’ll probably slot that in.
As for the maindeck suggestions, I’ll have to take a look at your build of the deck but I don’t think they’re a good fit for the shell I have here, at least not without a full rebuild. I’m content with the mono ish variety for now, so that pretty much limits the only card(s) to Disciple of the Vault. Having a at the ready for a Turn 1 or 2 Duress isn’t reliable.
Krark-Clan Shaman is a definite No; it’ll nuke our Disciple (and itself) for no real payoff. We can get a Myr Retriever into the graveyard through looting spells and profit more. Same with Fiery Cannonade. Although Galvanic Blast might be worth considering over Lightning Bolt as you mentioned; it’s less $ if nothing else.
Spell_Slam on American Pickers
2 years ago
Funnily enough, I started out Rakdos and went Mono-Black instead with my version of the deck.
I find you don't need so many win conditions in your deck when you do so much drawing. Disciple is pretty reliable when you win the turn you cast him. I went down to 4 Disciple and 2 Mortician Beetles, personally. I could see cutting to 2 Impact Tremors here as well.
I tested Filigree Familiar a bit and have liked it a lot. It plays way better than it looks on paper. I could see these over Sojourner's Companion.
Why not Galvanic Blast over Lightning Bolt in the mainboard? Seems like a pretty easy upgrade.
Is your sideboard meant to transform you into some kind of burn deck? I could see lots of other useful cards here insted. Pyroblast,Duress, some recursion like Reaping the Graves, Krark-Clan Shaman, Fiery Cannonade. Anything to slow down aggro opponents or let you combo through control decks seems like a good place to start.
itsbuzzi on Red Board Wipes
2 years ago
I run in the format a bit and would like to add to the list as some of my favorites were not found. I would also like to add there are two types: large and small. Generally small red board wipes consist of 3 damage or less to the board whereas large board wipes deal more. I'll separate them into these piles. There are 2 things you are looking for when refering to red boardwipes: Mana cost and damage; you want the best bang for your buck in a sense. A semi-complete list of the best unique board wipes includes: (This list may be missing some, Gatherer missed Cinderclasm)
Small Boardwipes
Anger of the Gods: Deals 3 damage to each creature with exile clause for 3 mana at sorcery speed. A standard scale of a good board wipe.
Chandra, Awakened Inferno (Cast for 6 then -3): Deals 3 damage to each non-elemental for 6 mana at sorcery speed with potential upside after untapping next turn. Deck-dependent, if you only need a board wipe and don't need the other value this is not the card you need and isn't worth it.
Cinderclasm: Deals 1 damage to each creature for 2 (1) or 2 damage to each for 1 at instant speed. Depending on what you need the stop the instant speed is valuable as you can stop triggers ensuring what you are killing doesn't get bigger and play around any potential counterspell or protection.
Crush the Weak: 2 damage to each creature with exile clause at sorcery speed for 3 (2) or foretold to spread the mana across a couple of turns; not exactly what you want with a board wipe unless you can set it up this way. This card isn't really any better than Cinderclasm unless the is hard to cast or you need the exile clause.
End the Festivities: 1 damage to each creature and planeswalker for 1 at sorcery speed. A good standard for a tiny board wipe but is fringe in utility.
Fiery Cannonade: 2 damage to each non-pirate creature at instant speed for 2. Is deck-dependent, personally best used while piloting a pirate deck but otherwise is similar to Cinderclasm.
Flame Sweep: 2 damage to each non-flyer for 2 at instant speed. Very similar in utility to Fiery Cannonade but worse as flyers are more prevalent in the format and just in general.
Incendiary Sabotage: 3 damage to each creature at instant speed for 2 and sacing an artifact. Fringe where you need artifacts in the deck but the instant speed may be useful as described before but is somewhat on par with Anger of the Gods due to versatility but worse based on utility.
Radiant Flames: 1 2 or 3 damage to each creature depending on how many colors of mana used to cast at sorcery speed. This is a versatile board wipe and very much on par with Anger of the Gods perhaps better due to the ease of casting paired with the different modes on it but does not come with the exile clause.
Sweltering Suns: 3 damage to each creature for 1 with cycling 2 at sorcery speed. Very similar to Anger of the Gods which is a good place to be with more utility where you can get a new card from it at instant speed if it's not needed.
Vampires' Vengeance: 2 damage to each non-vampire creature. Essentially similar to Fiery Cannonade.
Large Boardwipes
Burn Down the House: 5 damage to each creature and planeswalker or 3 1/1 devil tokens with haste for the turn for 3 at sorcery speed. Depending on how much damage you need to include this one covers all your bases with additional playability with the devils.
Chandra, Flamecaller (Cast for 6 then -X): Deals X damage up to a max of 4 (unless other loyalty raising cards are used) to each creature for 6 mana at sorcery speed with potential upside after untapping next turn if it survives. Deck-dependent, if you only need a board wipe and don't need the other value this is not the card you need.
Draconic Intervention: X damage to each non-Dragon creature where X is an instant or sorcery card's mana value in your yard with the additional cost of exiling the instant or sorcery for 2 at sorcery speed. Deck dependent obviously but can go large or small just has a large additional cost. You'd want to get at least 3 damage off of this every time and more to make it really worth it.
Gates Ablaze: X damage to each creature where X is how many gates you have for 2 at sorcery speed. Very much deck dependent of course but if it fits the deck this is the card to run.
Hour of Devastation: 5 damage to each creature and each non-bolas planeswalker while losing indestructible for 3 at sorcery speed. This is similar to Burn Down the House where unless you need the additional text on the card just run Burn Down the House.
Kozilek's Return: 2 damage to each creature for 2 at instant speed with the additional bonus of exiling it from your yard as you cast an Eldrazi for 7 or more to deal 5 damage to each creature. Once again deck dependent of course but if it fits the deck this is the card to run.
Mizzium Mortars: For the board wipe mode (the only mode we are looking at) its 4 damage to each creature you don't control for 3 at sorcery speed. Not exactly the rate of a board wipe you want unless the bonus of the 1 sided boardwipe is that appealing.
Sarkhan's Unsealing: The board wipe mode is after casting a creature for 7 or more it deals 4 damage to each creature and planeswalker you don't control. Similar to Kozilek's Return but worse where you don't have the early game mode but better where it is repeatable. It doesn't look like you need this one unless it fits the deck.
Star of Extinction: The mother of all board wipes. Deal 20 damage to each creature and planeswalker while also blowing up their land for 5 at sorcery speed. Very over the top and you most likely can get what you need to do for less mana.
Storm's Wrath: Deals 4 damage to each creature and planeswalker for 2 at sorcery speed. Pretty much the best board wipe to deal 4 damage.
The Best Wipes at Each Damage
Generally speaking these are the best at simply dealing damage while staying mana conservative:
1 damage: Token hate or very aggro hate End the Festivities
2 damage: Inbetween of Token hate & standard damage Radiant Flames just due to the fact that for the same mana it can hit for 3 damage.
3 damage: Standard amount of damage It's very close but just for ease of casting Radiant Flames beats out the competition unless the cycling fits well or the exile clause is needed.
4 damage: Inbetween of Smaller and Larger amount of damage Storm's Wrath Not even a question is the best by far.
5 damage: Larger amount of damage Burn Down the House. It's close but the additional option of the card helps it beat out.
Anything Larger: Star of Extinction Basically, if you need to board wipe in red and need to deal more than 5 damage you're generally out of luck and should look elsewhere. Star of Extinction is not really a card you want to be running if you can avoid it the mana cost is just so high.