Flame Jab

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Format Legality
1v1 Commander Legal
Block Constructed 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
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Tiny Leaders Legal
Vintage Legal

Flame Jab


Flame Jab deals 1 damage to target creature or player.

Retrace (You may play this card from your graveyard by discarding a land card in addition to paying its other costs.)

ClockworkSwordfish on Ping and Fling

4 months ago

Deck looks pretty solid - I like the concept! Using small amounts of damage to fuel large amounts of damage should run a foe out of life in short order.

That said, I can think of a few suggestions that could potentially help the deck out while still staying within budget! Goblin Fireslinger is probably a bitter fit than the Magmutt - I assume you won't really care about his 2/2 body since you'll mostly be using him to ping your opponent. This gives you something to do as early as turn one, something I noticed you're lacking!

I think a good substitute for Kyren Sniper would likewise be Cinder Pyromancer. He's also three mana and pokes your opponent for at least 1 damage each turn, but can also get multiple pokes on any turn you play something. The added boost to your Spitfires and Pyrelings could be huge!

Arcane Teachings feels like an odd inclusion. A good chunk of your creatures already have the pinging ability, and if anyone makes use of it, that +2/+2 bonus is probably wasted for the turn. In its place you might like something like Flame Jab - once you have enough mana, it turns all extra lands you draw into another way to poke your foe for damage or take out annoying critters. Another creative option is Quest for Pure Flame - all the little pinging effects you have should build counters on it quickly, then you can cash it in to double the damage from a Chandra's Spitfire and/or Fling. Deadly!

Lastly, I assume you're more often than not playing Fling after combat - if that's the case, it might take the pressure off your lands to swap it out for Thud. You lose some possibly trickery when it's downgraded to a Sorcery, but it's good to get some one-drops in there!

BruhYouFarted on Thermo Lookout

5 months ago

add like 1-2 Flame Jab to turn the useless lands you hit into mini spells that can keep the gas pumping.

zerowner on Blanka, Street Fighter Turbo

5 months ago

Flame Jab can turn spare lands in your hand into zappy times for your opponents, perhaps?

Rancor should also bring some recurring value.

Gattison on Izzet Defender Idea (Pauper)

11 months ago

Cinder Wall is cheap if you want more defenders. As for support spells, you'd want mostly cantrips imo. Things like Crash Through, Opt, Renegade Tactics, Slip Through Space. Even stuff like Faithless Looting and Thrill of Possibility could be helpful if you want to include flashback/retrace stuff, like Flame Jab.

snowbener on Comboless Syr Carah Storm (To keep your friends)

1 year ago

Hi there, fellow Syr Carah player! I had a great time tinkering with this deck since it so difficult to make a well oiled machine of a commander deck with mono red that isn't goblins, but also I had a lot of problems with losing momentum when Syr Carah got removed or just being flat out top decking and I actually managed to fix a lot of those problems with some neat enchantments and artifacts that will even make you keep all of your friends!

First of all, I do think it is handy to have some sort of equipment in my deck to keep my girl Carah alive, like Darksteel Plate or Hammer of Nazahn .

For card advantage I run a Ghirapur Orrery and it is the greatest thing ever, it makes you able to ramp and draw card when you are out of them which happens fast since the majority of your deck runs cmc 2 spells. Also I play about 37 lands in my deck with some land value engines, Flame Jab and Tectonic Reformation are awsome for that end in Syr Carah!

And you might not want to play too much storm, but I do play an Ignite Memories for the lulz and it is so much fun to play with a Possibility Storm . If you have one and you don't know where to play it... this is the deck.

I also like to play some grave retrieval aswell so when I am in topdeck mode. There is not a whole lot of stuff to retrieve anything that aren't instants, sorceries and artifacts with so I have a copy of Underworld Breach and also Past in Flames , since you can cast it in the late game from the graveyard, even if you had it miss on one of your exiles.

And Fiery Emancipation , its a high cost card, but everyone is about to get nuked the nest turn, and maybe even that same turn if you have Neheb, the Eternal with you.

Good luck homie, may your opponents be extra crispy!

Epicurus on The Spirit of '76

2 years ago

eggypingu Thanks for the comment! I had found that World at War wasn't as ultimate in this deck as I thought it would be at first, so I've now replaced it with Niv-Mizzet, Parun. I also just replaced one of the single-draw instants with Skullclamp, and between those two additions I have seriously upgraded the draw power!

I'll keep your other two suggestions in mind. If I find that I have a lot of land cards in hand often, I'll totally put Flame Jab in there. It's a card that works at its best when you have infinite draw combos, which I don't try to do. But yes, it definitely might work for me anyway. Cheers!

eggypingu on The Spirit of '76

2 years ago

Hey Epicurus! I love spell slinging decks! I am currently running a Niv-Mizzet, Parun pingers deck and I've found he really generates the necessary card draw to keep going in this kind of archetype. Thousand-Year Storm works great for me, and even when it doesn't, it clears some hate from opponents' hands! Also, Flame Jab is an absolute powerhouse! Needing an extra land in hand to discard is a small price to pay to just keep pinging! I must admit I do enjoying going infinite though, so feel free to take these suggestions with a pinch of salt!

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