Fireball

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Premodern Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Fireball

Sorcery

This deals X damage divided evenly, rounded down, among any number of target creatures, players and/or planeswalkers.

This costs more to cast for each target beyond the first.

Davinoth on Prosper's Purgatory [Treasure EDH]

6 days ago

     ElTacoDude: Sorry but I disagree lol. Crackle with Power only costs five mana to deal five damage to a single target, where everything you've listed there is minimum six.

     In the case of Fireball & Rolling Thunder you have to divide their damage to hit multiple opponents. Devil's Play & Banefire can only hit a single target, and Fall of the Titans can only hit two targets.

     Comet Storm is good but to deal 15 damage to three opponents costs twenty mana whereas Crackle with Power only costs fourteen.

     Jaya's Immolating Inferno is something I might consider as an addition as opposed to a replacement. Even then a bit hesitant though - if you're sitting on a lethal amount of treasures and the board gets wiped (as it tends to do haha) and you don't have another cheap-to-cast Legendary in hand, you're cutting into your total damage just to recast Prosper, Tome-Bound in order to meet it's Legendary condition. The spells are meant to be finishers, so you can see how this scenario is not ideal.

     All that being said, I'm definitely going to consider Jaya's Immolating Inferno though. Thanks! =)

ElTacoDude on Prosper's Purgatory [Treasure EDH]

6 days ago

I don't understand the Crackle with Power, isn't it just the least efficient and least flexible Fireball effect? Rolling Thunder, Devil's Play, Jaya's Immolating Inferno, Fall of the Titans, Banefire, or probably the best one, Comet Storm are all better. I might be wrong, but I think any of those would be an upgrade on Crackle with Power.

Spell_Slam on Card creation challenge

1 month ago

Dreadhorde Scorpion

Creature- Zombie Scorpion

Decayed (It can't block. When it attacks, sacrifice it at the end of combat.)

5/1


Create an X spell that works like Fireball but shifted to another colour identity.

legendofa on Win Conditions / Near-whining Musings

1 month ago

I think it's best to define a win condition as an action, not as a specific card or set of cards, even if it's used that way.

"Attack with a lot of big trample creatures" is a win condition. "Thoracle/Lab Man" is shorthand for "Attempt to draw from an empty library while controlling an effect that turns that loss into a win." "Fireball" isn't a win condition, but "cast an arbitrarily large Fireball" is. "Altar of the Brood combo" means "set up and use a loop that repeatedly triggers Altar of the Brood."

It's easy enough to define your win condition by the cards involved if it's a combo win, but for non-combo decks, the win condition is more along the lines of "attack with everything I got" or "remove all opponents' threats and attrition them down."

carpecanum on Hinata

1 month ago

Mass Mutiny.

I don't think Fireball or Conflagrate are a good choice. The damage will split for free but it will still be split. Something like Jaya's Immolating Inferno would work better.

Pyromancer's Goggles

amarthaler on EDH Sarevok, Deathbringer & Popular Entertainer

1 month ago

Update!

In: Fireball

Out: Blasphemous Act

I really don't like Blasphemous Act in this deck, and I think if I draw/tutor into a combo where I have Fireball, Jeska's Will, Cabal Coffers or Seething Song, I can take someone out. Especially if a 2x damage multiplier is on the battle field. Not to mention, how great would it feel to take someone out with one of Magic's original Sorcery! :)

lagotripha on BOROS BURN AIKIDO

2 months ago

If you want to play Braid of Fire you want to set up something like grandmaster to cast multiple 'return to hand' instant/ X cost spells, backed up by a second ramp engine, and it needs to win the game. This would be easiest with setting up a Time Warp loop or similar, but there are combo options with red/white that are similar, if a little less reliable.

To do this you'd need to respec the list into a grind/control setup -Path to Exiles and Lightning Helixes with the goal of getting a winning field where you just have better topdecks and a braid that keeps ticking up. This doesn't match the rest of your list.

I'm most used to seeing Boros Reckoner alongside Swans of Bryn Argoll as part of a combo engine, but the deck here doesn't have the parts to do that (wraths/land damage). It will work fine as a 3 drop choice for boros, but it will eat up slots that could be draw engines. You could go a little higher on the curve, run some more removal and try for Light from Within or Acolyte's Reward value, but it will take tuning and likely never quite reach competitive levels.

I've seen mono red tron where you try to cast wraths and burn people out with reckoner damage/ Fireball, but it hasn't been great in a long while.

I have seen combos using Hallow+Plunge into Darkness, a long time ago. It was a janky mess leaning hard on Children of Korlis. Hallow can definitely work for getting a high life total, letting you set up something like Aetherflux Reservoir or symetric burn, but every damage spell for it has big question marks above it.

The rest of your deck outside of braid is an aggressive 'get to low life totals then exploit that' list. This is where deflecting palm shines, but also where risk factor is great. It will, over time morph into boros burn if you keep pushing the power level - the curse of competitive is that you tend to get a generic deck with 6-7 cards that are your own twist on it.

You might get something unique if you focus on cards like Timely Reinforcements, which has been a traditional control staple, to win mirror burn matchups, or figure out Molten Psyche alongside delayed symetric draw - Howling Mine or similar could power a very aggressive list.

I hope this provides ideas and options at least - I don't have any great answers.

TheoryCrafter on Pushing Poison

2 months ago

Wow, thank you for sharing your input.

My deckbuilding style usually comes down to these rules:

-I try to have 2 workable strategies so if My deck takes a hit it's not immediately game over.

-If the average mana costs of the spell cards comes to above 3, the spell/land ratio is 3:2. If I can get it below 3 then the ratio is 2:1. The latter is what I've been aiming for per my deck description.

-I try to keep at least half my lands basic so that if an opponent plays Back to Basics or Blood Moon it won't result in an immediate scoop. If I'm running 3 or more colors in a deck, I'll usually run most if not all my red producing lands as nonbasics to render Blood Moon less effective. To determine how many of what lands that produce one mana I use basic Algebra and usually get close what mana calculators say.

-Because one of my biggest weaknesses in deckbuilding is a difficulty to "kill my darlings" if I can run lands with abilities that can keep spaces open for other cards. Boseiju, Who Endures and Inkmoth Nexus would likely make this deck were it not for their expense.

-I go by mana efficiency. Essentially if I'm using decktypes like Burn or Mill, I'll try to have at least 1 damage caused or 1 card milled for each one mana spent unless that card has an ability that is reusable. Thus I might use a card like Sage's Row Denizen for mill, but not necessarily a card like Fireball for burn if I have other options available. Thus when casting to give opponents poison I have to spend as little mana as possible, even if the 1:1 ratio goal is impractical if not impossible.

-Sometimes I'll use three copies of a inexpensive card manawise like Soulfire Grand Master and two copies of an expensive one like Radiant Scrollwielder that have some of the same effects but different power levels as a means to maximize without damaging my mana curve.

-Unless the card is absolutely vital to a deck, like Masako the Humorless would be in an Azorius advisor deck, I won't run more than two copies of a Legendary Creature card.

Kazierts, I'm not 100% sure yet I want to move into the standard way infect is played, but however I decide to score your suggestions you deserve kudos for their practicality for the way my deck is currently built. If you have ideas on how to balance standard infect strategy and casting to Poison they are welcome.

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