Fiery Emancipation

Fiery Emancipation

Enchantment

If a source you control would deal damage to a permanent or player, it deals triple that damage to that permanent or player instead.

Latest Decks as Commander

Fiery Emancipation Discussion

Asimiir on Archangel Avacyn the Purifier PRIMER

5 days ago

@Freezerboy

I gave a lot of thoughts on the Red Elemental Blast thing and here is what I came up with. Too often I face the same problem which is : not enough mana. So in almost all those situations, I barely have enough mana to cast Red Elemental Blast. In that situation, I don't really have the choice and I need to keep Red Elemental Blast over Fork and Reverberate even if the could provide more flexibility.

As for Nahiri, the Lithomancer, I play tested her a lot while I was getting some better pieces and she did the job while she was in. I took her out when I added Fiery Emancipation because while she helped a lot with the equipments, she was not really a Wincon. And, at this point, I prefer to pay 6 mana for a wincon than 5 mana for a nice helper.

Thanks a lot for the feedback tho! Really appreciated!

Lord_Grimm on Mizzix

2 weeks ago

OK! Now we are getting focused!! Last thoughts are as follows: Prismatic Lens to either Talisman of Creativity or Coldsteel Heart - same cost but better color versatility Fiery Emancipation - does not benefit from the experience counter discounts, really only boosts your 6 direct damage spells (not including creatures). Was thinking something different like Kozilek, Butcher of Truth in that slot. Since you will be drawing a ton of cards, any mill strategy will only speed up your demise. Having Kozi as a beater that insulates you from getting decked might be solid tech. Solemn Simulacrum - I know, this card was an auto-include staple forever, but in 2 color it feels too slow. No way to really return it or abuse it, and a 2/2 for 4, when you really want to cast your CMDR at 4 feels off tempo and slow. Maybe consider adding whichever rock you didn't choose before when swapping Lens. Now lands... Arch of Orazca is obviously good. My concern is that since you aren't playing a whole lot of permanents getting to 10 to use the draw ability will be arduous and mostly rely on lands to get there. Also, running 18 basics is a healthy number. However, can trim that a bit (I run between 9-12 basics on average, depending on the deck). Adding Karn's Bastion, Castle Vantress, Riverglide Pathway  Flip and even Temple of Epiphany would help smooth out utility and color fixing and keep basics accessible.

Lord_Grimm on Mizzix

2 weeks ago

That was fast! Now that we are on v2, I can get a little more detailed.

Cards to cut: Fire Servant - Only works with like 4-5 cards in the deck Desert of the Mindful - It is double the cost of the other 2 cycling lands in the deck Spirebluff Canal - Literally a tap land outside turns 1-3... Jaya's Immolating Inferno - Can only be cast if you have a legendary creature... you have 6 in total Expropriate - This card alone will give this whole build a bad reputation Spelltwine - It is so slow, and weak if there are no good choices in opponents graves Tidings - Honestly, Overflowing Insight would be better, if that is the type of effect you want in this slot Fiery Emancipation - May be good, or 'win more' Sensei's Divining Top - Feels like this is solely to help smooth out your draws

Knowing this deck's success depends on quickly accessing resources, still feels like it may be too slow. If possible adding a few more rocks, and access to proliferate cards like Tezzeret's Gambit to help tick up your counters even if Mizzix is off the board could be subtle steps toward victory. Lastly, 40 lands seems high, and 18 of them are basics. Look over my last comment and try to see if you can slot in some of the other lands I listed. Karn's Bastion seems like an auto-include on this build.

Lord_Grimm on Xenegod

1 month ago

Xenny! I believe this is updated now and ready for some looksies. This deck has such raw power behind it! I have seen it durdle quite a bit though, and I think I see why now. The CMC avg is 4.7 (rounded) and not enough fast ramp. This deck needs to be dangerous by turn 4-5 to stay a threat. Once a value engine begins to overtake it, you'll be playing catch-up the whole game. These are a few ideas to consider: Migration Path < Nature's Lore, Skyshroud Claim < Three Visits, Insult / Injury < Talisman of Impulse, Samut, the Tested < Temur Battle Rage, Mage Slayer < Fling, World at War < Relentless Assault, Glaring Spotlight < Momentous Fall, Fiery Emancipation < Gruul Charm, Dragon Tyrant < Thran Dynamo, Hexdrinker < Farseek.

hiddengibbons on Card creation challenge

1 month ago

Incendiary Lightning

Instant

Multikicker (You may pay an additional any number of times as you cast this spell.)

~ deals 3 damage to up to one target. Multiply that damage by the number of times the multikicker cost was paid. (if the the multikicker was paid three times, triple the damage dealt by this spell to that target)

My co-worker and I love Fiery Emancipation. One of the ways we get through the 12 hour days is by coming up with ever more insidious ways to abuse that card and it’s damage multiplication. Continue the challenge

VexenX on [[Primer v3.6]] - OM_RATH!!! (2021 Update!!!)

1 month ago

I think what makes Fiery Emancipation so good is that it can turn a situation where you only have a limited amount of damage on the board into something game-ending.

In my game this week there were two players left, one with no blockers and 35 life and one with a grip of blockers and 30ish life.

I had 18 life, a Goblin Bombardment, 2 tokens, and Om_rath. I only had a couple of lands in my hand and then topdecked Fiery Emancipation. Without the enchantment, I had 15 combat damage and 16 Bombardment damage (to include the new token and Om_rath himself). After Emancipation I had 45 combat damage and 48 non-combat damage. It went from neither players dead to me winning the game off a top deck.

I can see why the card might seem "win-more", but to me, it is an insurance policy. I also would have to disagree that it is a do-nothing enchantment the turn it comes out. With a VERY small board, it wins games. It looks like a repeatable Craterhoof Behemoth to me. The main drawback is that it isn't a creature I can tutor out and cannot attack itself. Now, I've only cast the spell twice so far, but I won both games I did so.

Mina and Denn, Wildborn is a bit complicated. The trample means almost nothing, as you said. The reason it got a spot back in the deck is (1) the fact that it bounces land back to my hand when I want some landfall, (2) allows me to play an extra land, and also had the sprinkles on top of (3) giving me some instant speed trample to give my opponents a headache when assigning blockers. Even with all these upsides, it is still possible that it comes out of the deck again at some point. I kinda want to play around with Moraug, Fury of Akoum and see how he does..

Hopefully this helps you understand why these cards are in my deck at the moment. Let me know what you think!

shaftdiggity on Tovolar's pack

1 month ago

Maybe you can consider the following:

Swapping out Stonehoof Chieftain for Dolmen Gate

and Spellbinder for Heraldic Banner

and I really like Wolfcaller's Howl considering those tokens can lead to card draw for you with this commander, maybe dropping Fiery Emancipation

CommanderNeyo on Saskia's Heavenly Chorus

2 months ago

I highly recommend adding Birds of Paradise for that mana-fixing, as well as Fiery Emancipation, which is just bonkers with Saskia (a 4 power creature would deal 12 damage to one opponent, and then 36 damage to the one chosen by Saskia).

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