Fireblast

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
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planar Constructed Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Fireblast

Instant

You may sacrifice two Mountains rather than pay this spell's mana cost.

Fireblast deals 4 damage to any target (creature, player or planeswalker).

DreadKhan on Rushed to die

2 months ago

I find Bonecrusher Giant (and Stomp) play pretty well in a Burn deck, the body is just big enough to be worth casting, and Stomp can remove problematic utility creatures like a Thalia, Guardian of Thraben that are ruining your day; two meh effects add up to one surprisingly playable card in my experience! Another random card that might synergize well with what you've got going on is Tourach, Dread Cantor, this guy loves discard effects, offering you a potentially useful body that scales over time, as is you don't have any payoffs for making opponents discard, just that they have no cards in hand (and if that's what you're looking for you should switch Dash Hopes for the old Hymn to Tourach for a more reliable effect, an early Hymn can single handedly win games, 2 random cards for 2 mana on turn 2 is sadistic.

This is incredibly ironic coming from me, but I feel like you probably have too many 3 mana spells in here, when I was testing I had to mulligan more for your deck specifically because I kept running into hands with too many 3 drops. For example, my 80 card Azorius Legacy deck has only 17 3 drops, and I feel like that might be too many, 19 in a 60 card deck that only has 18 lands is asking for trouble IMHO.

YMMV but I wonder if your plan would work better if you leaned harder into discard or harder into burn instead of mixing them? If you cut your weenies you could throw in Racks/Afflictions, if you trimmed some burn spells you could throw in some Lilianas, and suddenly your mana base only needs Black for a discard list. Similarly you could trim the discard stuff and make it an all Red Burn list, it's doable to win on/before turn 3 with Burn in Legacy, and that can be mono-Red, but you'd need cards like Fireblast to make that happen. You could take a look at Got a One Way Ticket to the Blues, my discard list, or Diesel Driven Burn, my Burn list, for potential ideas if you want to lean into a specific lane. Feel free to ignore my advice if you're happy with your list, you're playing your deck after all!

wallisface on Mono Red Control/Mill (Premodern)

4 months ago

halanvaina My main suggestion is to stop trying to build a deck around Crumbling Sanctuary... 5 mana is far too high for a card that only lets you begin to enact a plan. It also undoes any work you've done towards defeating your opponent before its cast.

Good red cards i'm seeing in the meta include:

^ all of the above seem to be fairly frequently used within the meta, as seen from the links already provided in my last post.

From your statement "Mono red is a difficult color to work with outside of aggro" - yes this is true. But one thing worth noting is that your deck isn't doing any of the typical things a non-aggro deck would be doing... so your current build is kindof aggro, just extremely slow. If you're wanting to build towards Midrange or Control, you need a LOT more interaction with the opponent to slow them down. If you're wanting your deck to be more geared towards Combo, then you need to have reliable ways to win the game extremely quickly. In any case you can't decide to be both a slow deck and a non-interactive deck - your deck needs to either be very fast, or very interactive (that is the case for all decks generally speaking).

From your other comments:

  • What specifically do you think Feldon's Cane is helping you with? You keep defending it in a super vague way but I'm seeing absolutely zero reason to be running it (I also just re-read Crumbling Sanctuary and realised Feldon's Cane doesn't even help with that, so I honestly have no idea what value you think this artifact is bringing).

  • The problem with Devastating Dreams is that it costs you and your opponent the same amount of lands and creatures - your deck includes both of these so you're unlikely to make any big advantages in this area (especially as your deck needs a LOT of lands to function). But then, it additionally costs you (and only you) a bunch of cards from your hand. I don't see how that every advantages you.

  • On your comment "It does damage to each creature, and makes the both of us sac ideally all of our lands". What do you gain from losing all your lands? As the opponent almost-assuredly has a lower mana-curve than you, won't they just get back into the game quicker? Especially as they'll still have a hand of cards. Yes it can work with Mogg Maniac but your deck isn't geared around pulling off this combo so it feels unlikely to give you a payoff high enough to warrant this interaction.

My suggestions would be as follows:

  • What archetype are you wanting this deck to slot into? If its aggro, you need to drastically lower the mana-curve (i.e, have nothing over 3 mana. You need to be able to reliably apply enough pressure to deal lethal by turn 4-5). If it's midrange, you still need to lower the mana-curve a bunch, but additionally you need a bunch of cards that interact with your opponents boardstate and slow them down. If it's control, you need to have the vast majority of your deck as interactive pieces and game-controlling effects. If its combo, you need to reliably be able to win the game by turn 4-5.

  • Once you know what archetype you're wanting to build, you need to decide what strategy you're wanting to enact here... so far it feels like there's no clear direction going on - I can assume by the name of the deck you're wanting to base this around Crumbling Sanctuary, which I can't ever see working unless you're building some form of control-shell, which will likely need more than just red as a colour-base. But in any case, you need to ditch all cards that aren't either enacting your plan, or strengthening the archetype you're in.

If you'd like I can try and build you some kind of example list, though i'd need to have a clear indicator to the answers of the above 2 questions on archetype and strategy.

jethstriker on I'd like suggestions for my …

4 months ago
  • Too many 1 and 2 ofs brings inconsistency. Choose your best cards and play 4 of them.

  • Burn cannot win on direct damage alone. You need creatures and other continuous damage source to support burn's gameplan. If you really want the most minimal amount of creature then I believe the creature you should be playing is Eidolon of the Great Revel (bonus thing is that it fits your theme - a fiery humanoid spirit).

  • If this is Legacy, then I think you should be definitely playing Fireblast (use the Jace vs Chandra version) .

Icbrgr on Modern Horizons 3

5 months ago

I really wanted to get Fireblast printed into Modern... but we got this instead...

Skoa, Embermage {4}{R}{R} Legendary Creature — Goblin Wizard

When Skoa, Embermage enters the battlefield, deals 4 damage to any target.

Grandeur — Discard another card named Skoa, Embermage, Sacrifice two Mountains: Skoa deals 4 damage to any target.

“I need kindling. You’ll do nicely.”

Is it just be or does this almost feel like deciding to run Thunderous Wrath in burn... high damage payoff but a little bit too Janky?

jarncards on All Will Burn

10 months ago

I'd use Faithless Looting, especially if you're using lava-dart. and for burn spells Lava Dart, Thunderclap, or Fireblast are probably better burn spells than your one mana spells. Being able to cast the burn on the turn you have All Will Be One + any combo piece is what you need most. I would main-deck include Pact of Negation even without blue mana and have a sideboard including 4x Pyroblast/4x Red Elemental Blast

other possible rituals include Simian Spirit Guide and Lotus Petal

SufferFromEDHD on Imodangggg that *** SPICY!

1 year ago

Satyr Firedancer the opposite of Imodane.

Fiery Impulse, Fiery Temper, Shard Volley or Reckless Abandon are worth considering.

Thunderclap and Fireblast are free.

Icbrgr on

1 year ago

Great advice all around DreadKhan!

Meekstone seems like a great tech card I like it!... I also love Ball Lightning too and think I would gladly reduce my Thunderous Wrath count for some... I'm definitely gonna up my Fireblast count too... I was just nervous about playing it alongside Shard Volley but maybe it will work out... I'll make some adjustments thank you!

Icbrgr on Modern Horizons 3 Predictions/Wishlist

1 year ago

So With Modern Horizons 3 Officially announced to be on the Horizon (No I'm not sorry) I was wondering if anyone had any hot takes/predictions or just a general wish list of cards they would like to see in the upcoming set.

Personally I have no Idea what to predict in terms of Brand new/never before seen cards... not even really sure what kind of theme/mechanic Modern needs or feels like its missing...not even really sure I can think of a cycle I would want to be finished... But I am always in favor of Tribal support... I genuinely believe Treefolk are only a powerful staple or two away from being a competitive deck IMO.

I have been building Burn in paper recently so for selfish reasons I think it would be neat for some legacy Burn staples be printed into Modern.

Im not sure If these cards would be considered "Too powerful for Modern" but I more so just fear that it would take away from "Legacy's Identity"... idk but these are just my from the hip thoughts.

Load more
Have (1) metalmagic
Want (0)