Flame Jab

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.)

Latest Decks as Commander

Flame Jab Discussion

Gattison on Izzet Defender Idea (Pauper)

4 weeks 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)

10 months 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

1 year 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

1 year 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!

ClockworkSwordfish on Torbrans burnt toast

1 year ago

Pyromatics seems like an ideal inclusion, dealing 3 damage for every two mana you put into it. Flame Jab likewise turns every unneeded land in the late game into a Lightning Bolt.

Flutterby415 on Happy Hanukkah!

1 year ago

You could probably do with including Wayward Swordtooth as a form of ramp and a win con in the late game, another good source of repeatable ramp is Sakura-Tribe Scout . As far as the aggro match up goes, Jaddi Offshoot is a good blocker and a source of lifegain. I could see a strong argument for splashing red for cards like Flame Jab Molten Vortex and Seismic Assault . Vengeful Pharaoh is very strong with dredgers, like Dakmor Salvage and your loams. You should probably include at least some form of land destruction, like Field of Ruin or even Encroaching Wastes I would recommend cutting the tron lands, if you include ramp because you don't have many creature that need that much colorless mana. I think there are a few too many cycling lands that could probably be replaced with some of the better ahmonket desert lands. There are a bunch of lands in your graveyard matters cards in the set modern horizons, so I would recommend checking that set out. Happy Holidays!

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