Flame Slash

Flame Slash

Sorcery

Flame Slash deals 4 damage to target creature.

Latest Decks as Commander

Flame Slash Discussion

1337Lobster on UR 101st Airburn

2 weeks ago

I was considering Skullcrack or Lava Spike for more burn. Might consider some heavier creature removal spells like Anger of the Gods and Flame Slash After some test games with my friends, I definitely could use more on the board removal and target player burn.

I_Want_To_PlayAllTheDecks on don't taze me bro

4 months ago

I'd go with Flame Slash or something instead of burn away

philosopher on Dragons,Speed, and Control

5 months ago

Hello Hachendis,

Dragons & Dragon Support:

Dragonlord's Servant reduces the cost of your dragon spells by {1}.

Dream Devourer reduces the cost of your dragons by {2} by foretelling them with Dream Devourer , meaning, you could potentially play Dragonlord Kolaghan on turn 4.

Haven of the Spirit Dragon acts as a mana confluence with the ability to recur a dragon from the graveyard to your hand.

Crucible of Fire is the ultimate +3/+3 anthem effect.

Crucible of the Spirit Dragon : builds up mana to cast your dragons.

Draconic Roar costs the same as a Lightning Strike and if you reveal a dragon you get to Lightning Bolt your opponent's face for free - talk about value!

Crux of Fate a one sided board wipe.

Glorybringer : repeated Flame Slash on a flying and haste dragon.

Surviving the early game:

Frost Bite or Wild Slash are good 1 drop removal spells, with Frost Bite acting as a Lightning Bolt is you have a snow covered mountain in play.

Bloodchief's Thirst is better than Bedevil because for it is more useful in the early game and is worth the cost of having to pay the extra mana to remove a MV 3 or greater creature or planeswalker later in the game.

Remaining thoughts:

Thoughtseize and Duress is good in the sideboard vs control decks because you will want to remove their sweepers like Supreme Verdict .

Sign in Blood should be removed for early game removal or to keep in some Thoughtseize s in as Sign in Blood is less valuable in surviving the early game.

I hope this helps.

Thanks,

Philosopher

Budabuda123 on Budget UR Delver

6 months ago

Great suggestions! I think I'll cut 1 Opt and 1 Vapor Snag and add in the two Pteramander s. And the Flame Slash is a good call too, I just didn't have any in my paper collection. Thanks!

cyeRunner on Budget UR Delver

6 months ago

My knowledge of budget cards is quite limited but here are some suggestions:
Flame Slash over Lava Coil in the sideboard
Also I'd go up to 16 Creatures with either Pteramander or Brineborn Cutthroat

StopShot on B&R February 15 2021

7 months ago

@TriusMalarky While Twin can force a land to get tapped on turn 3 to prevent 3 mana spells from getting cast you do need to remember doing so leaves the combo piece open to sorcery speed removal such as a Dreadbore , Flame Slash or Declaration in Stone in the first game and in the second and third game it allows cards like Torpor Orb or Blind Obedience to be played - tapping all out to put the combo piece down means you won't have counter-mana up to stop these effects from hitting the board and often the Twin player will instead choose to cast the combo piece on the endstep of their opponent's turn incase if there is a sorcery-speed threat such as T-orb that needs to be countered on their opponent's turn instead. The Twin player will (in most cases) only choose to preemptively tap down the land if they know their opponent is mana-screwed, if they don't have a counterspell in hand or if they know their opponent is running Twin to further stall the opponent's combo. With that said I wouldn't entirely discount 3 mana answers that can be made uncounterable by Cavern of Souls or Aether Vial or 3 mana spells that completely disable the deck beyond repair such as Unmoored Ego if they resolve.

I also think it would be more problematic for Twin decks to also splash in a third color for enchantment removal. One aspect that made Twin decks so oppressive was a solid portion of them would include copies of Blood Moon in the mainboard in order for it to be more difficult for their opponents to interact with their combo. Dedicating to a third color to run Dovin's Veto is going to come with not being able to run Blood Moon while being easier for the Twin deck to also get disrupted by an opponent's potential Blood Moon as well. On the other hand, Blood Moon has also been made weaker in the meta as Cleansing Wildfire and Force of Vigor make effective get out of jail free cards from sideboard.

Plus, I think you're undervaluing some cards in your assessment. Back when Twin was around the only one-mana spells that could remove an endstep flashed-in Deceiver Exarch was Path to Exile , Rending Volley , Vendetta and the ever so infrequent Skred and Lightning Axe and out of those, the only cards that were mainboard worthy was Path to Exile and Skred (which only worked if you were running a niche deck and you were going first with extra technicalities). Fatal Push has had a huge impact on the format being loads better than Vendetta which gives many more decks greater flexibility when holding removal mana up especially in game 1 given how playable it is in the mainboard. There's also Veil of Summer which also deserves mention and while you may see it as a simple upgrade to Autumn's Veil , fundamentally it's not. In the event I toss a Path to Exile or Fatal Push at a Pestermite and the Twin player responds with a Dispel , or as you suggested a Dovin's Veto , if I play an Autumn's Veil (which would effectively counter either counterspell), it would be a 2-for-2 trade. I lose the kill spell and veil to remove the Twin player's combo piece and counterspell. This lukewarm outcome is the reason why Autumn's Veil saw none if any modern play as Silence typically did its job better enough to warrant a splash in white over it in most cases if such an effect was absolutely needed in sideboard. Veil of Summer surpasses both because it has a built in cantrip that turns the interaction into a 1-for-2 trade in your favor and if the interaction happens while your opponent is trying to put a Splinter Twin on the combo piece it becomes a 1-for-3 trade in your favor. Veil of Summer 's value is by no means merely replacing Autumn's Veil or Silence 's role in the format, but more accurately it's replacing the clunkier Krosan Grip and Sudden Death that were typically used against the Twin-combo instead which makes it its own unique answer against the combo in my opinion.

Two more cards that I think also deserve further assessment is Sinister Concoction and Dovin's Veto . To say Dovin's Veto is just an upgrade to Negate I think is an understatement. "This spell can't be countered" is the reason Abrupt Decay was a banger of a card at thwarting Twin's machinations and I think the fact a Dovin's Veto can stop a Splinter Twin on cast makes it good enough to be a Twin-killer too. You suggested Twin might have to go into white to run its own Dovin's Veto es and Path to Exile s but I think the fact this card can also be used against Twin may be a more compelling reason for Twin to splash green over white just to have Veil of Summer as a necessary means to put up with the combined pressure Abrupt Decay and Dovin's Veto would have in keeping Twin in check as the Veil is the only card that can universally counteract both spells. (And even so Veil of Summer isn't a 100% failsafe as it has nothing against Rending Volley .) As for Sinister Concoction , I'm not going to pretend this card sees much Modern play, but this thing is a serious contender at throwing a wrench in Twin's plans and outside of Twin it's not an unplayable removal spell either. The reason why is it works much like your explanation for why Authority of the Consuls works - you can play it turn one and your opponent has no means to remove it without splashing a third color. Now Authority of the Consuls may be the more ideal card to use over it, but if your multicolor black deck can't splash white this is your next best thing and it even has some upsides over Authority of the Consuls . Sinister Concoction may be more fragile to effects like Stifle and Tale's End or effects like Spellskite and Apostle's Blessing , but it makes up for it when enchantment removal is thrown at it, as you can crack it in response to dumpster one of your opponent's creatures, in this case most likely a combo piece, while also rendering the enchantment removal as a waste in the process. This in turn is going to make the Twin player more cautious about playing their combo pieces before drawing into enchantment removal which can potentially delay the Twin player's progress harder than an Authority of the Consuls otherwise would. And if the Twin player doesn't have an answer, you'll always crack the Sinister Concoction in response to whatever creature they'll try to enchant with Splinter Twin to inflict the most damage. Even if you're playing on the draw or you draw into the card later, much like Authority of the Consuls , Sinister Concoction also bypasses quite a couple of Twin's favorite counterspells too such as Dispel , Spell Snare and Remand which is why I think the spell has much merit as yet another Twin-hate specific sideboard card that just wasn’t available to be utilized before in the past.

Lastly, the list I put up above was something I compiled over a quick gatherer search. I wouldn’t be surprised if I missed a few cards that may be just as worthy of discussion on countering Twin as well.

WildFang16 on

7 months ago

This is a great backbone build! I’m using it to draw a baseline for mine. My main recommendation is, why not cut Electrolyze for something like Flame Slash or even Anger of the Gods ? I also recommend Underworld Breach alongside some across the board damage spells, perhaps! Get the giants you wiped away with things like your Blasphemous Act or Star of Extinction . Lavabrink Floodgates also seems like a fun game of chicken that you can benefit from. It goes from “Let it wipe the board” to “Don’t leave us defenseless while he draws cards!” It’s also a good mana rock!

Caran_Lyg on

7 months ago

Kraul Harpooner can go to your sideboard or replaced by a different card. You don’t have any way of increasing it’s power with this build unless you’re willing to just have your creatures destroyed every combat phase. Put those 4 cards into removal like Flame Slash or something.

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