Fiery Confluence

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Fiery Confluence

Sorcery

Choose three. You may choose the same mode more than once.

  • Fiery Confluence deals 1 damage to each creature.
  • Fiery Confluence deals 2 damage to each opponent.
  • Destroy target artifact.

wallisface on Rona, herald of invasion with …

3 months ago

koylucumert yeah Rhadamanthus beat me to it with that Fiery Confluence answer. Essentially if the damage events are separated by a full-stop, then they’ll trigger Rona additional times. That should always be the case with mode-cards like this (if the damage is being done from different instances of a mode).

Rhadamanthus on Rona, herald of invasion with …

3 months ago

Fiery Confluence is different. If the caster chooses the first mode 3 times, what they'll get is an effect that says "Fiery Confluence deals 1 damage to each creature. Fiery Confluence deals 1 damage to each creature. Fiery Confluence deals 1 damage to each creature." These are 3 separate damage events and will cause Rona, Tolarian Obliterator  Flip's ability to trigger 3 times.

koylucumert on Rona, herald of invasion with …

3 months ago

wallisface so I assume if my opponent casted Fiery Confluence choosing to deal one damage to each creature three times, it also will only work once. or is that different somehow?

Mortlocke on Indoraptor Combo

4 months ago

Apologies for taking so long to make a reply, life is busy and all. Before going into your deck, i'll speak on what I think are the ideal cards for your commander, Indoraptor, the Perfect Hybrid. This deck's primary wincons appear to be death by Commander Damage, as your Commander grows exponentially when it's Cast under the right conditions. The Enrage trigger is meant to deal with the opponents left after the initial shock of blowing up one opponent after the combat step.

In my opinion, your deck seems close - but misses the mark when supporting your commander's themes. Some of your cards seem a little too divergent from a nice central theme which I believe is or should be a form of group slug. However, you will break pairity through your commander's enrage ability. Obviously this won't earn you many friends but when you throw around enough damage friends may not even be necessary.

Objectively, your deck has all the usual suspects when it comes to solid reliable options that help with consistency. Demonic Tutor, Grim Tutor, etc are always the best options when you have available to you. Same for the other colors. Good job on making sure you have your options available to you when you need them. Great manabase as well - you've picked essentially all the best options. I would however advise a word of caution regarding the inclusions of Urborg, Tomb of Yawgmoth and Yavimaya, Cradle of Growth - fixing your opponents manabase can push them multiple turns ahead as well and cost you the game. I'd typically recommend cutting these unless you can break pairty and find a use for them that far outstrips the benefit to your opponents (e.g. include Cabal Coffers for urborg).

As painful as it is to cut or change themes, here are the cards I think would better suit your commander:

  • Caltrops: A reliable method to trigger your commander when Pyrohemia or Pestilence isn't on the field. it also punishes opponents as well. However, a word of caution here - if you can't deal damage to opponents before you cast your commander, then this will result in a nonbo or anti-synergy. Take or leave this one.

  • Rite of Passage: Enrage naturally wants to kill creatures off, so why not make that an advantage for you and break pairty?

  • Roaming Throne: Double up on triggers.

  • Wrathful Raptors: Double up on triggers.

  • Raging Regisaur: Did I say Double up on triggers? I feel like I haven't.

  • Fiery Confluence: When you simply need to get another trigger from your commander.

  • Forerunner of the Empire: The tutor effect is neat for when you need to get another Dinosaur - but what's really great is his second ability which you guessed it - gets you another trigger from your commander when said other Dino hits the battlefield.

  • Assassin's Trophy/Beast Within: Your deck doesn't have very much interaction, which will lead to situations where you will find yourself wanting to do something about a problematic card - but unable to do so.

  • Deflecting Swat/Deadly Rollick: The free cast spells are great in any deck - and thanks to the "recently" released commander masters these cards are cheaper than they've ever been.

  • Compy Swarm: This creature will get your consistent Dinosaur ETB triggers as your opponent's creatures die off from Pyrohemia and the like triggers.

  • Plague Spitter: It does what Pyrohemia and Pestilence does - with caveats. With the effect being only once per turn

  • but free, you don't have to worry about keeping mana open to use it. But it's on a body and can be easily removed.

  • Ranging Raptors: As you are using Enrage, why not ramp while you're at it?

  • Sword of Hearth and Home: Given your commander's first ability is an ETB trigger, when not have the option of potentially increasing it's power and toughness after a particularly vicious turn? The ramp also doesn't hurt to boot. The best part though, is that you don't have to target your commander - need another creature to ETB so you can trigger something else? You can do that too.

  • The Ozolith: This is obviously an expensive suggestion - and I don't know your budget. But this card has some very obvious synergy with your Commander that would definitely make all those recasts worth it - and you know you'll be recasting your commander.

The Proliferate/Poison cards are an interesting method of dealing with opponents early - but this theme unfortunately requires much more cards to be built around it to work in my opinion. Proliferating the +1/+1 counters and the poison counters already on an opponent is great and all - but I don't think that will create consistently lasting and reliable game states that are favorable to you. It only takes a single piece of interaction to make the whole process fall, and that interaction only needs to target your single point of failure - your commander.

You have a solid deck, but I think over time as you play it in pods and ponder your themes you may make make some changes or tweaks. I hope my card suggestions are something useful to you. +1 from me, if I haven't already.

wolfhead on Modern Horizons 3 Predictions/Wishlist

8 months ago

I've been hoping for fireblast for a few horizons now,

With all the free spells in modern now, why the hell not.

Would Goblin Welder be too far?

I think another free creature like one of the kobolds or Phyrexian Walker would be interesting.

The Fiery Confluence cycle would be cool and I don't think would affect much,

(I'm basically using that as a placeholder because there's been a couple commander-product cards printed over the last few years I've thought would be cool in modern but I can't remember any of them right now)

I would love to see pyroblast but I don't know if they'll feel obligated to print hydro too,

Personally, I would also love to see an interesting combo piece like Helm of Obedience,

And maybe something weird for combo/control like Arcane Denial.

I think a second Gravecrawler might be interesting and hopefully wouldn't lead to superlong turns,

I would LOVE a two-mana Doran, the Siege Tower more than any other card,

I think a strictly-better Wild Nacatl / Kird Ape wouldn't hurt nobody,

And I think Chain Lightning would be sweet.

I KIND of want that legacy infect spell that gains the opponent life, but that might be too far. Maybe Berserk? Deaths shadow wouldn't mind

I think there's design space for a bauble-like enchantment, but unholy heat kind of ruined that.

An electromancer with ward would be sweet, but wizards would never encourage storm gameplay so maybe with the text "you can only cast two spells a turn"?

Also, I think back to basics would be awesome, I don't care what would happen.

Sleepysherlock on Spell-Slinging Mardu Copies

1 year ago

Lot of my suggestions are leaning into tokens because Blood Avatar clearly wants that, and if i can find a spell that makes tokens than Extus will be happy too. Thats my idea.

Big Score, Unexpected Windfall, Blood for Bones, Rakdos Charm, Fiery Confluence, Crackle with Power, Storm King's Thunder, Bonus Round, Sram's Expertise, Electrodominance, Jaya Ballard, Liliana, Dreadhorde General, Elspeth, Sun's Champion, Assemble the Legion, Secure the Wastes, Call the Coppercoats, Fury Storm, Ashnod's Altar, Prosperous Partnership, Divine Visitation

Let's take a short break here, because you need better creatures. Creatures that have VALUE as you recast them over and over, maybe even discard outlets. I hate to say it (and i'm not going to list them) but Aristocrat creatures are ideal here because they are cheap, and gain life which can then be used to cast wild stuff like Bolas's Citadel.

Dragonmaster Outcast, Viscera Seer, Cathar Commando, Leonin Relic-Warder, Mondrak, Glory Dominus, Lagomos, Hand of Hatred, Pitiless Plunderer, Mahadi, Emporium Master, Woe Strider, Ophiomancer, Mayhem Devil, Children of Korlis, Insolent Neonate, Elenda, the Dusk Rose, Sengir Autocrat, Syr Konrad, the Grim, Sun Titan

Also if this just ins't the direction you wanna go thats ight

Asgeren on Potassium!!! (Kibo, Uktabi Prince)

1 year ago

This deck looks hilarious and very fun to play! Was instantly gonna suggest Vandalblast, but I can see you already have that and many other goodies :) Decimate always lives up to it's name. Fiery Confluence is a nice multi-use spell. Bane of Progress a little pricey but only one more than vandalblast, and you potentially get a big boost with it :)

Load more