Fires of Invention
You can cast spells only during your turn and you can cast no more than two spells each turn.
You may cast spells with converted mana cost less than or equal to the number of lands you control without paying their mana costs.
Combos Browse all
|Commander / EDH||Legal|
Fires of Invention occurrence in decks from the last year
Latest Decks as Commander
Fires of Invention Discussion
1 month ago
thank you for your great suggestions! :D
Both lands are already included. I will give Fires of Invention a shot cause it really does seem good in this deck!
Both Eldrazi spells i would like to not play because i am not that big of a eldrazi fan.
Fiery Emancipation is a card i already had in mind but i do not know what to switch out for. But at some point i will include it. Therefore i need to play test it first in my play group to make additional changes if needed.
1 month ago
I love Feldon! He's my favorite commander. Having played him a lot, I've got some suggestions.
Haste is so strong. Especially in mono-red. There are 2 cards you can run that give you haste and don't even take up deck space. They're lands: Hanweir Battlements Flip and Flamekin Village . They're pretty handy when you're commander gets recognized as a threat and killed off. Or if you have something in your hand you'd like to give haste to. After all, you can threaten opponents to not kill it because then you'll just reanimate it in multiples. I love that trick.
Ramp. I cannot stress this enough. Your deck is based off of Feldon, and reusing him as much as possible. That takes a ton of mana. And if Feldon gets hated off the board, the cards in your hand also cost a lot of mana to cast. The best thing for both situations is a TON of ramp. I see you already have Extraplanar Lens which is great alongside Goblin Engineer . Let me suggest a new favorite ramp card of mine that goes by the name of Fires of Invention . It lets you cast Feldon for free (or only for the commander tax) alongside other cards while keeping mana open to activate Feldon! It's great.
There are some haymakers I use that are my favorites. I love Duplicant since the exile is often very relevant. Pathrazer of Ulamog is the best card for taking a player down a peg or 6. If you don't run into decks that run much interaction, you can try using Worldgorger Dragon . It'll dodge any boardwipe for the turn. And if you have Thousand-Year Elixir or some other haste enabler out, it'll let you use Feldon's abilities multiple times throughout a turn cycle. Chancellor of the Forge is like my own personal, reusable Krenko. I've gotta mention Fiery Emancipation . This card alone can result in easy one-hit kills.
I've got my own deck you can check out at FELDON EDH PRIMER: FELDON NEEDS SOME LOVE
2 months ago
Yes. EDH is MTG's single largest format and Mark Rosewater has even said that he wished he could remove or dissolve the Rules Committee, as they are not employees of WOTC, rather some 3rd party Judges and managers.
Standard, one might assume, is MTG's next largest format. Apparently that title is held for Draft, which makes sense. Logistically, entering a Standard competition is difficult, costly (competitive decks rotating in and out) and difficult with schedules. However Draft is as simple as buying a few packs or a box and going at it with your friends. We use to play at Steak and Shake. We'd get off work, hit up our Walmart and go eat at Steak and Shake or Ihop. We'd crack packs, build crappy decks and go have some fun.
Standard isn't a dying format by any metric. However, in terms of profitability, Standard isn't where the moneys at. So yes, it makes economic sense to cater to the strongest (financial) formats as to attract the most buyers.
So yes, chase rares and mythics (and even uncommons and occasionally commons) are made for each set for these two format archetypes.
And yes, some colors get far more love and appreciation than others. I recall over the past year or so seemingly every single mono-black Legendary creature was given explosive praise by the YouTube community, to the point influencers would start off videos with "Yeah, it's another black creature..."
Not that many of them have actually panned out the way they were hyped up to be. Honestly most of that hype was just for easy clicks.
If you look up Standard banning history, we find something very interesting. Here's a breakdown of Standard's bannings since 2017 when the Banhammer really began hitting hard.
April - Felidar Guardian
June - Aetherworks Marvel
February (Arena) - Nexus of Fate
October - Field of the Dead
September - Uro, Titan of Nature's Wrath
It's actually quite interesting that has 36.67% of all bannings in Standard and has 33.33%.
Combined into Simic or +, there are 5 total cards. Thereby making Simic+ the most "Powerful" broken color combination.
Information on ban lists: https://mtg.fandom.com/wiki/Banned_and_restricted_cards/Timeline
2 months ago
I don't think Fires of Invention is that good for you. If you use wishclaw and any other spell, no matter what it is, that would be your whole turn. But I'm new to this game, so I don't really know if I'm right or not.
2 months ago
Mother-in-Law of Runes
Creature - Human Advisor
You can't cast more than one non-creature spell each turn.
Non-creature spells you cast cost or less to cast for each Advisor you control.
Your non-creature spells cost less, but you only get one of them. Much like how Fires of Invention works. You're free to cast as many advisor creature spells as you want, though. Also, the "mother in law" archetype is presented here as someone who will help you if you take her advice, but you have to follow her rules.
Dude, your Elth, Lord of the Court is really cool. I would love playing with that card.
Create a land-eating Wurm. A big creature that consumes resources. Your lands, my lands. Everybody's lands.
3 months ago
Dead2Value7theredo: seems good but not necessarily ban worthy. green already has plenty of mana ramp. not sure i'd compare it to Fires of Invention or Aether Vial though. could be useful in GUx i guess with mana ramp and card draw.
3 months ago
I completely agree, in fact Mind's Eye was in the first version of the deck but then I've removed it from the list for a long time, since it is very heavy to cast and you are really never happy with the "mana spent / cards drawn" ratio with such an excessive initial mana investment. That said, I've recently re-included it because the deck has become more and more efficient with prolonging the game, and Mind's Eye gives the luxury of repeated card draw without major conditions to satisfy. Plus, I can guarantee that in combination with Fires of Invention it is fenomenal and if I have one of those two cards in hand and I have the possibility to tutor the other, I almost always do.
Unfortunately, I don't really like Commander's Sphere anymore. Sure, it can sacrifice for free for the draw, but as a mana rock it really is lackluster. Good draw when you need it, but too slow for the early game when you need some speed to survive.
3 months ago
Thank you for your thorough explanation. I guess I missed some cards while writing down my comment (indeed, you have many more wheel effects than I initially thought), sorry for that^^
That clone shell play you described is indeed very elegant. I never thought about in that way, thank you.
My comment on the mana rocks was not meant to say that you need to play more manarocks. I just wanted to point out, that I like the rocks more as they give you mana continually. Which is extra helpful after wheeling the hand. But after having a look at your list, I would recommend Hedron Archive. It cost 4 mana and it probably won't help you cast Purphy B. sooner. But it gives you more reach in the lategame. Another option would be Lavabrink Floodgates. I tested the card and I was pleasantly suprised. Again, at 4 mana, it probably wont help you casting your commander on turn 4. However, it is a nice political tool which might drastically change the way your opponents play. Any deck that runs creatures is hesitant to further develop the board because they cannot be sure if the other 3 people will put a counter on it or not. Granted, your friends can and will talk about it and they might find a way to never let it blow up (which is also fine, it still nets you RR). However, if the board gets wiped by some other card you will lose the floodgates very fast. Nevertheless, I really really like this card as it is so much fun dropping this and seeing how your opponents play around or with it. And your board almost always will be unaffected by the 6 damage. Though, both of those recommandations do not go very well with your gameplan of turboplaying Purphy B. on turn 3 :/
The "best" line happens very, very rarely, but is very satisfying: turn 1 Mana Vault, turn 2 Purphy B. and on turn 3 swinging Blightsteel Colossus :D Apart from that, getting that 2 cmc mana rock on turn 2 is great and always desirable. I usually aim to get Purphy B. out on turn 4. Next turn I also pass with Purphy B. to either be able to interact (e.g. Chaos Warp, Abrade, Mirage Mirror) or to potentially cheat to block) or to cheat the creature at EoT just before I get my next turn. And from then on, it is all about reading properly the politics and the dynamic of the table to navigate around the hate of the opponents. I always seek to side with the table to hopefully take someone out (the less opponents the better our deck gets). This is why it is so important to not become the archenemy. With our commander being so resilient I try to squeeze every inch of value out of my Purphy B. activations and to have them be as effective as possible. I consider it normal to not activate Purphy B. at all, when I dont get anything useful done with the activation. This barely backfires as the thread of activation usually prevents my opponents to attack me. And this leads to the best case scenario I want to be in: The best case scenario is when the opponents use their resources/attacks among them and not at me which happens naturally. Opposing counterspells are less effective as I mainly use the mana and cards in the activation of my commander. This alone leads to more counter spells of my opponents targeted at spells of my opponents. The same is mainly true for any creature removal spells. Granted, the removal can hit my creatures to prevent damage, but if the damage of the creature is not life threatening, what usually happens is that the creature won't get hit by the removal if it would die anyway. This leads to removal spells being spend at opposing creatures.
One final word on Valakut Exploration. Even without fetches, this card provides needed value in monored. It also synergizes niceley with Fires of Invention and more importantly the cards end up in the grave and not in exile while pinging the opponents face. Having the cards in the graveyard is not that bad, as we can reccur many cards in the graveyard.
Here is my list: https://tappedout.net/mtg-decks/sneaky-purphy-b/?cb=1609782125